Post by Wedilen Foxbone Skordal on Dec 7, 2015 20:37:07 GMT -5
Name » Wedilen Foxbone Skordal
Age » 288
Height » 3'1” (when standing straight)
Weight » Solid for a Gnome
Hair » Steel Gray
Eyes » Dark & Squinty
Alignment » Chaotic Neutral
Deity » Garl Glittergold
Languages » Common, Gnomen (free), Sark, Ancient, Draconic, Planar Common, Commonsign, Sylvan
Country of Origin » Sarkotos
Storyline » Obsidian Heart
Rank » Sapphire Champion
Dice » 2d64
Hit Points » 47 (Half Dice + INT* + WLP) (*mind over body)
Defense DC » 11 ( 10 + 1* + QCK ) (*small and fast)
Magic DC » 24 ( 12 (rank) +10 (INT) +2 (arcane) )
Healing Points » 36 (rank + healer bonus)
Initiative » -- (QCK)
Strike » +10 (physical|INT*) | +10 (magic|INT) (*tactician’s sense)
Damage » -- (melee|STR) | -- (ranged|QCK) | +10 (magic|INT)
Traits
» Strength [--]
» Quickness [--]
» Endurance [--]
» Willpower [05] (+2*) (*iron will)
» Intelligence [10]
» Perception [--]
» Charisma [06] (1 flaw)
Tactics
» Bluff [+6] (CHA)
» Diplomacy [+6] (CHA)
» Disguise [+6] (CHA)
» Insight [+5] (PER) (investigator)
» Intimidation [--] (STR/CHA)
» Stealth [--] (QCK)
Talents
» Acrobatics [-2] (QCK) (uncoordinated)
» Appraise [--] (PER)
» Athletics [-2] (STR/END) (uncoordinated)
» Gather Info [+11] (CHA) (investigator)
» Knowledge [+15/+20] (INT) (Untrained: +5/ Knowledge skill: +10)
» Listen [+5] (PER) (alert)
» Locate Trap [--] (PER)
» Nature [+5] (INT)
» Ride [+5] (QCK) (animal affinity)
» Rogue [--] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
» Search [+5] (PER) (investigator)
» Sleight of Hand [--] (QCK)
» Spot [+5] (PER) (alert)
» Use Object [--] (QCK)
Race » Gnome (Forest)
Racial Weakness » n/a
Size » Small
Racial Skills
» Low Light Vision – See twice as far in poor illumination and retain the ability to distinguish color and detail.
» Small and Fast – Gain +1 boost to your Defense DC for being small.
» Magical Affinity – You can do magic in OH.
» Breadth of Experience – Can make untrained knowledge checks on any type of knowledge and gain a +5 bonus to these rolls.
Flaws
» Deep Sleeper – Sleep effects cause you to sleep twice as long. Example: Sleep spell for 1 round causes Wedilen to sleep for 2.
» Memory Loss – DM can decide any successful Knowledge check can fail. Almost had it… but it slipped away.
» Uncoordinated – You have issues with coordination: -2 on Acrobatics/Athletics checks.
Quirks
» Crippling Effect – Wedilen doesn’t go anywhere without her cane now after years of magic use caused some of her joints to stiffen.
» Misled – Sometimes she does things that are completely opposite for her alignment.
» Forgetful – Sometimes she just forgets stuff. It happens.
» (emerald)
» (ruby)
Primary Class » Support
Class Bonus » 2 Free Support Skills
Secondary Class » Arcane
Class Bonus » +2 to spell saves, free magical skill (due to having magical affinity already)
Primary Profession » Healer
Profession Bonus » “Healer’s Touch” (double healing points), Healing Affinity & free healing skill
Class/Prof Skills
» True Seeing (class) – You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
» Alert (class) – You gain a +5 to Spot and Listen Checks.
» Healing Affinity (prof) – You can heal! Pt Allotment: 18 (sapphire)/ 22 (emerald)/ 26 (ruby)/ 30 (obsidian)
» Retribution of the Meek (prof) – Once per combat, you may take the damage from one attack, reduce it to half and convert that to healing energy to be used upon yourself. Example: If you are hit for 20 dmg, use this skill and get healed for 10 pts instead.
» Arcane Image (class) – A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat. (evade)
General/Combat Skills
» Animal Affinity (flaw) – You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend an animal. Tame animals DC10, wild animals DC15, Enraged Animals, DC20, you may add your Charisma to your d20 roll.
» Eldritch Focus (c) – Double your INT bonus for one attack-based regged spell, once per combat.
» Familiar (c) – You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers.
» Iron Will (c) – You have extreme willpower, giving you a +2 (amber) /+3 (emerald) /+4 (obsidian) to any Willpower Checks.
» Tactician’s Sense (t) – Allows you to use INT instead of QCK for your strike roll. (innate)
» Combat Medic (a) – A combat medic has up to 10hp outside of their normal healing point pool to heal during combat when someone is injured and DOES NOT have to wait for their turn to heal. 1/combat
» Healing Kick I (a) – Once per combat, when you heal someone of at least 5hp you can give them +5 def above their limits for one round.
» Status Debuff (a) – This allows you to remove status effects such as stun, paralyzation, or other types of holds from their allies. A person with this skill may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed to debuff. You may not use this on yourself.
» Boom! (s) – You have a temper, you've been taken for granted and underestimated. Once per day, the healer may explode in a flurry of scolding hits dealing an extra 3d5 damage + your Strength Bonus to their opponent. There is a price to pay for such a temper though, and the healer is stunned for one round, leaving them unable to do anything including healing until they snap out of it.
» Healing Kick II (s) – You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with another little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle , you may give them a +2 to their Defense DC only for one round of combat.
Teamwork Skill
» 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.
Defense Skills
» Shadow Form (c) – Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion; mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal. (evade)
Flavor Skills
» Concealed Spellcasting (c) – You are able to cast spells without bringing any attention to yourself.
» Knowledge (c) – You have accrued knowledge in the following subjects and receive a +10 to checks. +1 knowledge every gemstone.
»» c: Alchemy & Potions || t: Arcana || a: Nature || s: Dragons ||
» Polyglot (c) – Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write.
»» c: Draconic || t: Planar Common || a: Commonsign || s: Sylvan ||
» Mind over Body (t) – You can use your INT instead of END to add to your hit points. (innate)
» Animal Training (a) – This skill allows you to train an animal simple essential commands. You may teach 2 commands per gemstone rank.
» Investigator (s) – You gain a +5 on Gather Info, Search and Insight checks.
Crafting Skills
» Alchemy (c) – You can make potions. Yay!
» Augmented Alchemy (s) – You can make 3-use potions. Yay!
Weapons (see below for more information on items/enchants)
» Primary – Spellshocked Cane (shillelagh 1d4)
» Secondary – Hypo-Pistol
» Ranged –
» Hidden –
» Evocation – "B.A.S." (evocation 1d7) *chasable
Extras (see below for more information on items/enchants)
» Attack –
» Defense –
Equipped Items (see below for more information on items/enchants)
» Head/Headband –
» Face/Eyes –
» Neck – Chasable of Fell Power (+2 dice sides on 'vocations)
» Torso/Body –
» Armor – Fizzwinken's Infinite Chrono-Spatial Armor (+13 mag/mun def, 5 extra slots magical & consumable)
» Cloak/Shoulders –
» Arms/Wrist – Shieldmate Bracers
» Hands – Gloves of the Battlefield Angel (15 hp pos or neg energy, together cure disease/illness)
» Waist –
» Legs –
» Feet –
» Body Mod – Arcane Finger Sleeves 1-2
» Ring 1 – Ring of the Icy Soul
» Ring 2 – Ring of the Beastmaster
» Free Slot – Obsidian Heart Ring
» Free Slot – Obsidian Heart Insignia
Books (up to 3)
» Tome of World Memory (+5 knowledge after use)
»
»
Packed Consumables (up to 5)
» Gash Glue x 8
» Darkrods x 9
» Remove Curse Potion x 2
» Laughing Potion x 2
» Cure Disease x 2
Magical Pack Items (up to 5 magical/wondrous items)
» Healer's Kit (10/10)
» Casualty Blanket
»
»
»
Fizz's Infinite Chrono-Spatial Armor (up to 5 magical/wondrous items, plus 5 extra consumables)
» Full Healing Potions x 3
»
»
»
»
Mundane Pack Items
» Backpack, Bedroll (Size: Small), Empty Vials, Stoppers, Empty Flasks, Ink, Ink Pen, Parchment, Mess Kit, Money Belt (35 gold), Mortar & Pestle, Rations x 5, Sewing Needle, Black Thread x 2, Soap, Unlit Torch x 2, Waterskins x 2, Coffee Pot, Dried Herbs for cooking, Dried Herbs for Brewing,
Attack Spells
» Bludgeoning Force
» Conflagration
» Creeping Cold
» Fire and Ice
» Spontaneous Combustion
» Fire Snake (AoE)
» Field of Icy Razors (AoE)
» Flaming Sphere (AoE)
» Ice Storm (AoE)
» Path of Frost (AoE)
» Spectral Daggerstorm (AoE)
» Burning Brand (DoT)
Defense Spells
» Blur (evade)
» Darting Duplicate (evade)
» Frozen Shield (absorb)
» Mage Armor (boost)
» Mass Mage Armor (boost)
Weaken Spells
» Agonizing Rebuke (dice sides)
» Sinister Vision (dice sides/AoE)
» Wrath of Winter (dice sides/single & AoE)
» Lost Hope (hit points)
» Mass Lost Hope (hit points/AoE)
» Erode Defenses (neg def)
» Freeze Armor (neg def AoE)
Strengthen Spells
» Good Hope (hit points)
» Mass Good Hope (hit points/Group)
» Medicine of Many Forms (hit points)
Hold Spells
» Arachnophobia
» Binding Snow
» Burdened
» Hideous Laughter
» Frosty Nova (AoE)
» Mommy Issues (hold/dice weaken)
» Mother's Disapproval (AoE hold/dice weaken)
Healing Spells
» Healing
» Heal Animal
» Hibernal Healing
» Mass Healing (AoE)
Age » 288
Height » 3'1” (when standing straight)
Weight » Solid for a Gnome
Hair » Steel Gray
Eyes » Dark & Squinty
Alignment » Chaotic Neutral
Deity » Garl Glittergold
Languages » Common, Gnomen (free), Sark, Ancient, Draconic, Planar Common, Commonsign, Sylvan
Country of Origin » Sarkotos
Storyline » Obsidian Heart
Rank » Sapphire Champion
Dice » 2d64
Hit Points » 47 (Half Dice + INT* + WLP) (*mind over body)
Defense DC » 11 ( 10 + 1* + QCK ) (*small and fast)
Magic DC » 24 ( 12 (rank) +10 (INT) +2 (arcane) )
Healing Points » 36 (rank + healer bonus)
Initiative » -- (QCK)
Strike » +10 (physical|INT*) | +10 (magic|INT) (*tactician’s sense)
Damage » -- (melee|STR) | -- (ranged|QCK) | +10 (magic|INT)
Traits
» Strength [--]
» Quickness [--]
» Endurance [--]
» Willpower [05] (+2*) (*iron will)
» Intelligence [10]
» Perception [--]
» Charisma [06] (1 flaw)
Tactics
» Bluff [+6] (CHA)
» Diplomacy [+6] (CHA)
» Disguise [+6] (CHA)
» Insight [+5] (PER) (investigator)
» Intimidation [--] (STR/CHA)
» Stealth [--] (QCK)
Talents
» Acrobatics [-2] (QCK) (uncoordinated)
» Appraise [--] (PER)
» Athletics [-2] (STR/END) (uncoordinated)
» Gather Info [+11] (CHA) (investigator)
» Knowledge [+15/+20] (INT) (Untrained: +5/ Knowledge skill: +10)
» Listen [+5] (PER) (alert)
» Locate Trap [--] (PER)
» Nature [+5] (INT)
» Ride [+5] (QCK) (animal affinity)
» Rogue [--] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
» Search [+5] (PER) (investigator)
» Sleight of Hand [--] (QCK)
» Spot [+5] (PER) (alert)
» Use Object [--] (QCK)
Race » Gnome (Forest)
Racial Weakness » n/a
Size » Small
Racial Skills
» Low Light Vision – See twice as far in poor illumination and retain the ability to distinguish color and detail.
» Small and Fast – Gain +1 boost to your Defense DC for being small.
» Magical Affinity – You can do magic in OH.
» Breadth of Experience – Can make untrained knowledge checks on any type of knowledge and gain a +5 bonus to these rolls.
Flaws
» Deep Sleeper – Sleep effects cause you to sleep twice as long. Example: Sleep spell for 1 round causes Wedilen to sleep for 2.
» Memory Loss – DM can decide any successful Knowledge check can fail. Almost had it… but it slipped away.
» Uncoordinated – You have issues with coordination: -2 on Acrobatics/Athletics checks.
Quirks
» Crippling Effect – Wedilen doesn’t go anywhere without her cane now after years of magic use caused some of her joints to stiffen.
» Misled – Sometimes she does things that are completely opposite for her alignment.
» Forgetful – Sometimes she just forgets stuff. It happens.
» (emerald)
» (ruby)
Primary Class » Support
Class Bonus » 2 Free Support Skills
Secondary Class » Arcane
Class Bonus » +2 to spell saves, free magical skill (due to having magical affinity already)
Primary Profession » Healer
Profession Bonus » “Healer’s Touch” (double healing points), Healing Affinity & free healing skill
Class/Prof Skills
» True Seeing (class) – You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
» Alert (class) – You gain a +5 to Spot and Listen Checks.
» Healing Affinity (prof) – You can heal! Pt Allotment: 18 (sapphire)/ 22 (emerald)/ 26 (ruby)/ 30 (obsidian)
» Retribution of the Meek (prof) – Once per combat, you may take the damage from one attack, reduce it to half and convert that to healing energy to be used upon yourself. Example: If you are hit for 20 dmg, use this skill and get healed for 10 pts instead.
» Arcane Image (class) – A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat. (evade)
General/Combat Skills
» Animal Affinity (flaw) – You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend an animal. Tame animals DC10, wild animals DC15, Enraged Animals, DC20, you may add your Charisma to your d20 roll.
» Eldritch Focus (c) – Double your INT bonus for one attack-based regged spell, once per combat.
» Familiar (c) – You gain a familiar, which is able to channel your spells. You may send your familiar to deliver your registered spells, allowing you to stay out of melee range of combat. Familiars may also make their own attacks, if you so choose. The benefit of a familiar is that it allows you one extra attack spell per combat, that the familiar delivers.
» Iron Will (c) – You have extreme willpower, giving you a +2 (amber) /+3 (emerald) /+4 (obsidian) to any Willpower Checks.
» Tactician’s Sense (t) – Allows you to use INT instead of QCK for your strike roll. (innate)
» Combat Medic (a) – A combat medic has up to 10hp outside of their normal healing point pool to heal during combat when someone is injured and DOES NOT have to wait for their turn to heal. 1/combat
» Healing Kick I (a) – Once per combat, when you heal someone of at least 5hp you can give them +5 def above their limits for one round.
» Status Debuff (a) – This allows you to remove status effects such as stun, paralyzation, or other types of holds from their allies. A person with this skill may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed to debuff. You may not use this on yourself.
» Boom! (s) – You have a temper, you've been taken for granted and underestimated. Once per day, the healer may explode in a flurry of scolding hits dealing an extra 3d5 damage + your Strength Bonus to their opponent. There is a price to pay for such a temper though, and the healer is stunned for one round, leaving them unable to do anything including healing until they snap out of it.
» Healing Kick II (s) – You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with another little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle , you may give them a +2 to their Defense DC only for one round of combat.
Teamwork Skill
» 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.
Defense Skills
» Shadow Form (c) – Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion; mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal. (evade)
Flavor Skills
» Concealed Spellcasting (c) – You are able to cast spells without bringing any attention to yourself.
» Knowledge (c) – You have accrued knowledge in the following subjects and receive a +10 to checks. +1 knowledge every gemstone.
»» c: Alchemy & Potions || t: Arcana || a: Nature || s: Dragons ||
» Polyglot (c) – Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write.
»» c: Draconic || t: Planar Common || a: Commonsign || s: Sylvan ||
» Mind over Body (t) – You can use your INT instead of END to add to your hit points. (innate)
» Animal Training (a) – This skill allows you to train an animal simple essential commands. You may teach 2 commands per gemstone rank.
» Investigator (s) – You gain a +5 on Gather Info, Search and Insight checks.
Crafting Skills
» Alchemy (c) – You can make potions. Yay!
» Augmented Alchemy (s) – You can make 3-use potions. Yay!
Weapons (see below for more information on items/enchants)
» Primary – Spellshocked Cane (shillelagh 1d4)
» Secondary – Hypo-Pistol
» Ranged –
» Hidden –
» Evocation – "B.A.S." (evocation 1d7) *chasable
Extras (see below for more information on items/enchants)
» Attack –
» Defense –
Equipped Items (see below for more information on items/enchants)
» Head/Headband –
» Face/Eyes –
» Neck – Chasable of Fell Power (+2 dice sides on 'vocations)
» Torso/Body –
» Armor – Fizzwinken's Infinite Chrono-Spatial Armor (+13 mag/mun def, 5 extra slots magical & consumable)
» Cloak/Shoulders –
» Arms/Wrist – Shieldmate Bracers
» Hands – Gloves of the Battlefield Angel (15 hp pos or neg energy, together cure disease/illness)
» Waist –
» Legs –
» Feet –
» Body Mod – Arcane Finger Sleeves 1-2
» Ring 1 – Ring of the Icy Soul
» Ring 2 – Ring of the Beastmaster
» Free Slot – Obsidian Heart Ring
» Free Slot – Obsidian Heart Insignia
Books (up to 3)
» Tome of World Memory (+5 knowledge after use)
»
»
Packed Consumables (up to 5)
» Gash Glue x 8
» Darkrods x 9
» Remove Curse Potion x 2
» Laughing Potion x 2
» Cure Disease x 2
Magical Pack Items (up to 5 magical/wondrous items)
» Healer's Kit (10/10)
» Casualty Blanket
»
»
»
Fizz's Infinite Chrono-Spatial Armor (up to 5 magical/wondrous items, plus 5 extra consumables)
» Full Healing Potions x 3
»
»
»
»
Mundane Pack Items
» Backpack, Bedroll (Size: Small), Empty Vials, Stoppers, Empty Flasks, Ink, Ink Pen, Parchment, Mess Kit, Money Belt (35 gold), Mortar & Pestle, Rations x 5, Sewing Needle, Black Thread x 2, Soap, Unlit Torch x 2, Waterskins x 2, Coffee Pot, Dried Herbs for cooking, Dried Herbs for Brewing,
Attack Spells
» Bludgeoning Force
» Conflagration
» Creeping Cold
» Fire and Ice
» Spontaneous Combustion
» Fire Snake (AoE)
» Field of Icy Razors (AoE)
» Flaming Sphere (AoE)
» Ice Storm (AoE)
» Path of Frost (AoE)
» Spectral Daggerstorm (AoE)
» Burning Brand (DoT)
Defense Spells
» Blur (evade)
» Darting Duplicate (evade)
» Frozen Shield (absorb)
» Mage Armor (boost)
» Mass Mage Armor (boost)
Weaken Spells
» Agonizing Rebuke (dice sides)
» Sinister Vision (dice sides/AoE)
» Wrath of Winter (dice sides/single & AoE)
» Lost Hope (hit points)
» Mass Lost Hope (hit points/AoE)
» Erode Defenses (neg def)
» Freeze Armor (neg def AoE)
Strengthen Spells
» Good Hope (hit points)
» Mass Good Hope (hit points/Group)
» Medicine of Many Forms (hit points)
Hold Spells
» Arachnophobia
» Binding Snow
» Burdened
» Hideous Laughter
» Frosty Nova (AoE)
» Mommy Issues (hold/dice weaken)
» Mother's Disapproval (AoE hold/dice weaken)
Healing Spells
» Healing
» Heal Animal
» Hibernal Healing
» Mass Healing (AoE)