Post by opaquevices on Dec 11, 2015 1:55:19 GMT -5
Name: Amos
Screen Name: OpaqueVices
Alignment: Lawful Neutral
Languages: Common, Planar Common, Doxenian, Ancient
Country of Origin: Doxenia
Rank: Amber Champion
Dice: 2d54
Hit Points: 41 [ +2 WLP, +5 Diehard, +7 INT (Mind Over Body)]
Defense DC: 14 [+2 QCK, +2 Vow of Peace]
Defense: 26
Magic Defense: 13
Self-Healing: 14
Healing Points: 42 [Rank x 3 (Healer Profession, Vow of Nonviolence)]
Traits
Strength [0]
Quickness [2]
Endurance [0]
Willpower [2]
Intelligence [7]
Perception [3]
Charisma [2]
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Healer
Profession Bonus: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Race: Mechanatrix
Racial Weakness (if applicable): Water
Skills
(racial) Electrical Affinity
(racial) Shocking Grasp
(racial) Voracious Reader
(flaw) Fearless
(support) Self-Healing
(support) Diehard
(flavor crystal) Mind over Body
(flavor crystal) Clarity of Vision
(flavor crystal) Knowledge (c: Architecture & Engineering, t: Martial Arts, a: Medicine)
(crystal) Darksight
(crystal) Duck and Cover
(crystal) Disarm
(crystal) Dirty Trickster
(crystal) Alert
(teamwork) Brilliant Inspiration
(flavor topaz) Concealed Healing
(healer) None Shall Fall
(healer) Healing Affinity
(topaz) Retribution of the Meek
(topaz) Vow of Nonviolence
(topaz) Vow of Peace
(amber) Cure Disease
(amber) Mercy (t: Remove Shaken, a: Remove Nausea)
(amber) Iron Will
(amber flavor) Incredible Insight
Flaws
Short-Winded
You have limited stamina and you easily become exhausted by physical tasks.
Penalty: Whenever you make a Strength check, an Athletics or Acrobatics check you must make an Endurance save at the same DC as the skill check. If you fail your Endurance save, you must subtract 2 from the first check you've made.
Impious
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Bad with Animals
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Phylactery of the Healer
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
Face:
Neck: Amulet of Armor [+3 DEF]
Torso:
Body (Armor): Breastplate w/ magic ward [+19 DEF / +13 Magic DEF]
Cloak:
Waist:
Arms/Wrist: Steel Bracers [+4 DEF]
Hands: Healer's Gloves
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. When you touch a creature who is 5 points or less past their max hit points, you may restore enough healing to them to bring them to 1 point of death. So, for instance if someone has 24/20 hit points, you can touch them and they will be 19/20. This must be done within ONE ROUND, and can only be used once per combat.
Feet:
Body Modification:
Rings: (Up to two active)
1. Ring of Stalking
This delicate silver band has a simple black diamond set on its surface. To activate the ring, the wearer must speak a command word and then the name of a creature known to the user into the stone. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature. There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
2. Ring of Purity
This silvery blue thin ring has auran script inside of it. When worn, it increases your healing or self-healing points by half (so if you have 12 it gives you 6 more the round you use it), but you cannot make any attacks during the round you are using the extra healing points. If you attack during the round you've used this healing for yourself or others, whoever you healed will instantly take double the amount you healed as damage (so if you heal someone of 6 points, and you decide to attack that round, when you attack they take 12dmg no defense instantly).
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Backpack of Holding)
1. Healer's Kit [This small healer's kit gives healers an extra amount of heal points they can use during adventures. It adds 10 heal points to whatever you can already heal by rank. The kit is exhausted after 10 uses. Keep up with it!]
-Charges remaining: 9
2. Animate Staff [Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.]
3. Compass of Passage [This device looks like a golden pocket watch on a steel chain. If opened, a compass is seen inside. This item has three charges which can be used each day.
(1 Charge) You are able to travel twice as far by foot or mounted without suffering the ill effects of exhaustion that would normally accompany such a march.
(2 Charge) You are able to travel twice as fast as you would normally by foot or mounted.
(3 Charges) If the terrain is unnaturally confusing or difficult to maintain a known position, such as through the swamps, or jungles, or within a sandstorm in Thanes, you may expend all three charges to obtain a specific, exact location as well as distance and direction from the last time you opened the compass.]
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Mundane (non-magical pack Items)
- Glass Bottles, Compass, Chalk, Ink / Ink Pen / Parchment, Magnet, Rations, Waterskins
Unused Loot
Headband of Lore
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
Worth: 3,000gp
Bracers of Dawn
These leather bracers are set with brass studs. One of the pair also features a lens-and-dial contraption. When you turn the dial to the left, both bracers appear normal. When you turn the dial to the middle position, a beam of light emerges from the lens, illuminating your surroundings as a bullseye lantern would.
Worth: 2,500gp
Gold: 16,000
]| Amos || Amber Champion|| Support/Healer || 2d54 || 41hp ||DC 14 || Healing Points: 42 || Self-Healing: 14 || Flaws: Short-Winded, Impious, Bad with Animals || Weakness: Water || Teamwork: Brilliant Inspiration |[
Screen Name: OpaqueVices
Alignment: Lawful Neutral
Languages: Common, Planar Common, Doxenian, Ancient
Country of Origin: Doxenia
Rank: Amber Champion
Dice: 2d54
Hit Points: 41 [ +2 WLP, +5 Diehard, +7 INT (Mind Over Body)]
Defense DC: 14 [+2 QCK, +2 Vow of Peace]
Defense: 26
Magic Defense: 13
Self-Healing: 14
Healing Points: 42 [Rank x 3 (Healer Profession, Vow of Nonviolence)]
Traits
Strength [0]
Quickness [2]
Endurance [0]
Willpower [2]
Intelligence [7]
Perception [3]
Charisma [2]
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Healer
Profession Bonus: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Race: Mechanatrix
Racial Weakness (if applicable): Water
Skills
(racial) Electrical Affinity
(racial) Shocking Grasp
(racial) Voracious Reader
(flaw) Fearless
(support) Self-Healing
(support) Diehard
(flavor crystal) Mind over Body
(flavor crystal) Clarity of Vision
(flavor crystal) Knowledge (c: Architecture & Engineering, t: Martial Arts, a: Medicine)
(crystal) Darksight
(crystal) Duck and Cover
(crystal) Disarm
(crystal) Dirty Trickster
(crystal) Alert
(teamwork) Brilliant Inspiration
(flavor topaz) Concealed Healing
(healer) None Shall Fall
(healer) Healing Affinity
(topaz) Retribution of the Meek
(topaz) Vow of Nonviolence
(topaz) Vow of Peace
(amber) Cure Disease
(amber) Mercy (t: Remove Shaken, a: Remove Nausea)
(amber) Iron Will
(amber flavor) Incredible Insight
Flaws
Short-Winded
You have limited stamina and you easily become exhausted by physical tasks.
Penalty: Whenever you make a Strength check, an Athletics or Acrobatics check you must make an Endurance save at the same DC as the skill check. If you fail your Endurance save, you must subtract 2 from the first check you've made.
Impious
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Bad with Animals
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Phylactery of the Healer
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
Face:
Neck: Amulet of Armor [+3 DEF]
Torso:
Body (Armor): Breastplate w/ magic ward [+19 DEF / +13 Magic DEF]
Cloak:
Waist:
Arms/Wrist: Steel Bracers [+4 DEF]
Hands: Healer's Gloves
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. When you touch a creature who is 5 points or less past their max hit points, you may restore enough healing to them to bring them to 1 point of death. So, for instance if someone has 24/20 hit points, you can touch them and they will be 19/20. This must be done within ONE ROUND, and can only be used once per combat.
Feet:
Body Modification:
Rings: (Up to two active)
1. Ring of Stalking
This delicate silver band has a simple black diamond set on its surface. To activate the ring, the wearer must speak a command word and then the name of a creature known to the user into the stone. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature. There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
2. Ring of Purity
This silvery blue thin ring has auran script inside of it. When worn, it increases your healing or self-healing points by half (so if you have 12 it gives you 6 more the round you use it), but you cannot make any attacks during the round you are using the extra healing points. If you attack during the round you've used this healing for yourself or others, whoever you healed will instantly take double the amount you healed as damage (so if you heal someone of 6 points, and you decide to attack that round, when you attack they take 12dmg no defense instantly).
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Backpack of Holding)
1. Healer's Kit [This small healer's kit gives healers an extra amount of heal points they can use during adventures. It adds 10 heal points to whatever you can already heal by rank. The kit is exhausted after 10 uses. Keep up with it!]
-Charges remaining: 9
2. Animate Staff [Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.]
3. Compass of Passage [This device looks like a golden pocket watch on a steel chain. If opened, a compass is seen inside. This item has three charges which can be used each day.
(1 Charge) You are able to travel twice as far by foot or mounted without suffering the ill effects of exhaustion that would normally accompany such a march.
(2 Charge) You are able to travel twice as fast as you would normally by foot or mounted.
(3 Charges) If the terrain is unnaturally confusing or difficult to maintain a known position, such as through the swamps, or jungles, or within a sandstorm in Thanes, you may expend all three charges to obtain a specific, exact location as well as distance and direction from the last time you opened the compass.]
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
Mundane (non-magical pack Items)
- Glass Bottles, Compass, Chalk, Ink / Ink Pen / Parchment, Magnet, Rations, Waterskins
Unused Loot
Headband of Lore
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
Worth: 3,000gp
Bracers of Dawn
These leather bracers are set with brass studs. One of the pair also features a lens-and-dial contraption. When you turn the dial to the left, both bracers appear normal. When you turn the dial to the middle position, a beam of light emerges from the lens, illuminating your surroundings as a bullseye lantern would.
Worth: 2,500gp
Gold: 16,000
]| Amos || Amber Champion|| Support/Healer || 2d54 || 41hp ||DC 14 || Healing Points: 42 || Self-Healing: 14 || Flaws: Short-Winded, Impious, Bad with Animals || Weakness: Water || Teamwork: Brilliant Inspiration |[