Post by Branwen O' Rinn on Dec 18, 2015 20:55:14 GMT -5
† Branwen O’ Rinn †
† path rewritten †
† Personal Information †
Full Name – Branwen Fionnuala O’ RinnNickname – Bran
Race – Kitsune ( Lycan - fox )
Age – 21
Birthday – 12th of Late Stock (July)
Sign – Stirge (1 spot check a day)
Born Under – Half Moon (+1 End)
Height – 5’9”
Weight – 120
Hair – Dark Brown/Black, tinge of deep red
Eyes – Gunmetal Blue w/ streaks of Amber
Distinguishing Marks – Scar on the inside of left wrist (all others hidden)
Homeland – Shalott
Alignment – NG
Languages – Common, Feral (free), Castillon, Ancient, Draconic, Commonsign, Sylvan, Elvish, Runin, Planar Common
Religion – The Six & The Stars
Associations – Obsidian Heart Adventuring Company, Order of the Celestial Sky
Storyline – Obsidian Heart
† Statistics †
Rank – Obsidian PrimeDice – 2d91
Hit Points – 62 (Half Dice + INT + WLP)
Def DC – 24 (10 + QCK)
Mag DC – 26 (Rank + INT)
Healing Points – 30
Physical Strike/Dmg – +17/+31 (QCK) *dex fighter (fighter's weapon +3 / qck x 2 dual wield expert)
Magical Strike/Dmg – +11/+22 (INT) (eldritch master int x 2, PBS +4, Finger Sleeves +5 )
Quest State - Branwen O' Rinn | Obsidian Prime | Combat/Fighter, Devout/Priest | 2d91 | 62 HP | 24 DDC | 30 Healing Points | Claustrophobic, Dislike of Nobility, Strange Luck | Weakness: Silver | No Teamwork |
† Traits, Talents & Tactics †
Strength | 0 | Bluff (CHA) | -- | Acrobatics (QCK) | 19 | Nature (INT) | 11 | |||
Quickness | 14 | Diplomacy (CHA) | -- | Appraise (PER) | 3 | Ride (QCK) | 19 | |||
Endurance | 2 | Disguise (CHA) | -- | Athletics (QCK) | 14 | Rogue (QCK) | 14 | |||
Willpower | 5*3 | Insight (PER) | 8 | Gather Info (CHA) | 5 | Search (PER) | 8 | |||
Intelligence | 11 | Intimidation | Knowledge (INT) | 23 | Sleight of Hand (QCK) | 14 | ||||
Perception | 3 | (STR/CHA) | -- | Listen (PER) | 8 | Spot (PER) | 8 | |||
Charisma | 0 | Stealth (QCK) | 14 | Locate Trap (PER) | 3 | Use Object (QCK) | 14 |
Extra Trait Points: Flaw, Bitten Boon, 25 rep, 50 rep
† Class & Professions †
Primary Class – Combat || Bonus – Extra 1d 1/combat, Combat Affinity (free)Primary Profession – Fighter || Bonus – Fighter's Weapon (All weapons + 3 dmg/strike), 1 free combat skill
Secondary Class – Devout || Bonus – "Holy Symbol of Braman" (+2 to any spell save)
Secondary Profession – Priest || Bonus – "Divine Turning" (+3 to turn undead), Rezz the Dead, 1 free magical skill
† Other Information †
Race – Lycan (fox) [Bitten SL]Racial Weakness – Silver x 2
Size – Medium
Drawback – Your lycanthropy cannot be cured by any means and you have to pass a DC or be unable to control your shift in the light of the full moon.
Boon – With lycanthropy in your veins, you now have +1 perception.
Flaws –
‡ Claustrophobia – You are shaken (-1 to rolls) in any space where 2 sides+ are only 10 ft apart or the ceiling is 10 ft high.
‡ Dislike of Nobility – When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question.
‡ Strange Luck – When you roll a critical fail '1' on strike, the closest creature (ally or enemy) to you falls prone (DM may randomly chose if multiples). When you roll a natural critical hit of '20' on a strike, the closest creature (ally or enemy) to you heals 10hp (DM may randomly chose if multiple).
Combat Quirks –
‡ Physical Marking – A scar left over as a past lesson/match.
‡ Daredevil – A little bit of danger just makes life more fun.
‡ Battle Ready – She's been adventuring long enough that she's started to take it upon herself to insure that everyone is ready to go into battle. Full health? Check. Armor? Check. Weapons? Check. Clean face? Check.
‡ Routine – Some things have spilled over from her time in training. There are still some things that she does every day without question no matter where she is.
Magical Quirks –
‡ No Direction – You have absolutely no sense of direction.
‡ Arcane Afterglow – Casting magic makes your eyes glow and it takes a little bit before it disappears.
‡ Addiction – She's gotten so used to doing it every day she doesn't even notice that it makes her cranky when she doesn't.
‡ Whimsical – Sometimes she does things just because she feels like it no matter if it's within her alignment or not.
‡ Lunar Connection – From all her studying of the stars and moons, Bran has developed a deep connection to the cycle of Lunne to the point that her personality is effected by it's current state.
† Skills †
‡ Acrobatic (racial) – You have excellent coordination and gain +5 to all acrobatics checks.
‡ Bestial Fury (racial) – When you've shifted into a beast form or hybrid form, you gain +5 dmg.
‡ Shapeshifting (racial) – You have the ability to shift into another form.
‡ Magical Affinity (flaw) – You have innate or learned magical ability.
‡ Combat Affinity (combat) – You have an innate or learned fighting style.
‡ Rezz the Dead (priest) – You know how to pull the spirit of a dead creature and put it back into it's body.
‡ Alert (c) – You gain + 5 to spot and listen checks.
‡ Dual-Wield (c) – Innate skill allows you to use two one-handed/light weapons in combat. (innate)
‡ Iron Will (c) – You have extreme willpower. +3 emerald / +4 obsidian.
‡ Blindfight (t) – You have the ability to react while blind/in complete darkness. You can melee fight without seeing your foes through hearing, smelling, and reacting to what's around you. (constant)
‡ Healing Affinity (t) – You have the ability to heal yourself and others. Obsidian 30.
‡ Déjà Vu (a) – 1/day add a +5 bonus to any tactic or talent check, or saving throw. You may wait to use this bonus until after rolling the dice but must announce intent to use the dice before DM announces success or failure. You may also grant the bonus to an ally if they are withing hearing or vision range.
‡ Agile Athlete (e) – Use QCK instead of STR for athletics checks. (constant)
‡ Master at Arms, Improved (e) – This skilled fighter is now able to pick up any weapon of any type and treat it as their Fighter's Weapon with all bonuses associated with their chosen weapon. (constant)
‡ Point Blank Spells (V) (r) – Using magic in close combat gives a bonus to your damage. +5 Obsidian (constant)
‡ Steadfast Resistance (r) – Through a hardened mind you can auto pass a spell save 1/combat.
‡ Improved Rezz (op) – You can rezz people without them losing one of their 5 OH rezzes. (Unlimited times per day)
‡ Master Astrololger (op) – Fascinated by the stars, moons and sun and their patterns, you have devoted yourself to their study and gained new powers from that knowledge. One new ability at every rank past emerald (Path of the Stars)
‡ Multitalented Mastery (op) – Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only.
Master Astrologer (Path of the Stars) –
‡ Pentacle Barrier – This ability is used to conjure five stars to rotate around your body in star formation, protecting for five rounds in any one combat. Each star is +2 defense and with every round, one loses a star. So your defense from the beginning of this spell being cast is +10 and drops by +2 every round. This defense can go above your normal cap. You may use this once per day. (Extra Def)
‡ Starlight Eyes – This spell allows the follower of the stars to simple close their eyes and literally look down on or see anywhere that there are stars shining down upon the earth. It can only be used at night, and only useful in outside areas (cannot allow you to look inside a building or underground).
‡ The Stars are Right – Once per day you are able to force the stars to appear to realign themselves temporarily for your benefit. This allows any one spell, skill or CM that you cast within combat or outside of combat that calls for a roll for success to automatically be successful.
‡ (Diamond Choice) –
Combat Skills –
‡ Strike Me Instead! (devout) – There are some times when you simply cannot move fast enough or cover enough ground to take a hit for a weaker ally. This skill allows you to whisper a prayer to your deity, redirecting any type of attack - ranged, melee, magic to hit you instead of your ally. Arrows change direction in flight, enemies with melee weapons find their feet taking them to you instead of their chosen target, and magic is quickly redirected off it's set course to you. You may use this once per combat.
‡ Acrobatic Backstab (fighter) – When attacked and taking no damage, you can counterattack. Roll strike 1/combat.
‡ Eldritch Master (priest) – Every magical attack gains double magic trait bonus. (constant)
‡ Dexterous Fighter (c) – Innate Skill allows you to use QCK instead of STR for melee damage. (innate)
‡ Dual-Wield Expert (t) – Every attack you make is powerful & gain double attack trait bonus every time. (constant).
‡ Extension of Self (a) – You have spent so long training that you know the perfect time to strike. This allows you to roll combat dice twice 1/combat.
‡ Battle Sense (s) – Years in the field of battle have taught you to read the small signs presented by a foe giving you the ability to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker. (reflect)
‡ Redirect (s) – Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. (reflect)
‡ Incorporate Ghost (e) – Once per combat, force an incorporeal creature into a solid/corporeal form, allowing for physical attacks. R for 3 rounds. O&D for 4 rounds.
‡ Greater Dual-Wield (r) – Allows you to hit with main weapon twice doing up to 6d weapon dmg per hit. (innate)
Defense Skills –
‡ Sidestep (c) – Once per combat you can dodge an attack completely. (evade)
‡ Fighters Defense (a) – When attacked, use your primary weapon to defend against an attack. (evade)
‡ Parry (s) – You are skilled at deflecting the attacks of your enemies. (evade)
Flavor Skills –
‡ Investigator (c) – You gain +5 on Gather Info, Search and Insight checks.
‡ Knowledge (c) – You now have +10 to specific knowledge checks.
C: Religion, T: Anthropology/Archaeology, A: Astrology/Astronomy S: Literature, E: Arcana, R: The Planes
‡ Polyglot (c) – With each gemstone rank, you gain 1 more language to speak, read & write.
C: Draconic, T: Commonsign, A: Sylvan S: Elven, E: Runin, R: Planar Common
‡ Mind Over Body (t) – You use your INT to add to your hit points instead of END. (innate)
‡ Voracious Reader (a) – You are well read, a scholar and may make a check in any knowledge area and gain +2 to all knowledge checks.
‡ Loremaster (s) – Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks.
‡ Shingle Runner (e) – You are particularly adept at climbing, jumping, and avoiding falls upon the rooftops, and gain a +10 to Athletics and Acrobatics checks made on the rooftops, only.
‡ Decipher Languages (r) – Gives a +5 bonus to trying to read a language you're not already proficient at.
‡ Horse Whisperer (20 rep) – You can urge horses/ponies to perform their best, calm them down and even get them to accept you as their rider. +5 to all Handle Animal/Ride checks concerning horses, ponies, mules & donkeys. And any animal you ride gets a +5 acrobatic bonus.
‡ Knowledge (25 rep) – You now have +10 to specific knowledge checks.
C: Dieties, T: Dragons, A: Undead, S: Medicine, E: Geography, R: Monster Lore
‡ Scent (40 rep) – You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
‡ Natural Spell (op) – While shapeshifted, you are able to use and cast your spells as normal, even if you usually need verbal components. (innate)
† Equipment †
Weapons –
‡ Primary – Cineáltas Celestial Mithral Dagger 1d6, paragon, arcane steel crystal, defiant, compression
‡ Secondary – Grásta Celestial Mithral Dagger 1d6, paragon, sacred burst, defiant, compression
‡ Ranged – Bow of the Steppes 2d6 (+5 ride checks, no penalty while mounted)
‡ Hidden – Hypo-Pistol
‡ Hidden –
Extras –
‡ Attack –
‡ Defense –
Armaments –
‡ Head/Headband – Spellbound Shifting Braid
‡ Face/Eyes –
‡ Neck – Fizzwinken's Life Sustaining Spirit Amulet (+7 mag/mun def, Rezz coin (3 uses), Phantom Enchant)
‡ Torso/Body – Bodice of Holding
‡ Armor – Spiderweave Armor (+13 mag/mun def, Magi**, Sacred*, Emperor's Armor*, Shifter*)
‡ Cloak/Shoulders – Cloak of the Couatl (+4 knowledge: arcane, history, nature & detect surface thoughts at will)
‡ Waist – Tetrad Belt (1: Shapeshifter's Medallion / 2: Ring of Aye-No-Itall / 3: Ring of the Octopus / 4: empty )
‡ Legs –
‡ Arms/Wrist – Bracelets of Spell Sharing (share one beneficial spell with wearer of second bracelet)
‡ Hands –
‡ Feet – Rogue's Boots (+5 bonus to floor trap spot checks within 10 feet)
‡ Body Mod – Arcane Finger Sleeves I-V
‡ Ring 1 – Ring of Stargazing (+5 to astrology, project a firefly to lead you to a location)
‡ Ring 2 – Ring of Autonomy (invulnerable to mind control/mental influence)
‡ Free Slot – Birthday Suit (+2 def above the limits)
‡ Free Slot – Obsidian Heart Ring
‡ Free Slot – Obsidian Heart Insignia
Bodice of Holding –
‡ – Skull Button ( green eye: 50 ft if undead/ red eye 20 ft vampire)
‡ – Nexus Crystal (can survive conditions of a hostile plane as if an inhabitant)
‡ – Ring of Shields
‡ – Ioun Stone (Blue sphere) (+3 knowledge)
‡ –
Scroll Case –
‡ – Scroll of Heal All (3/3 uses) x 2
‡ – Scroll of Darksight (3/3 uses) x 2
‡ – Scroll of Secret Door Detection (3/3 uses) x 1
Backpack of Holding & Anniversary Bag –
‡ – Silver Dragonbone Katana 1d8 Mutating* Cold dmg
‡ – Cooperative Manacles (make captured compliant, never escapes, DC15 wlp check)
‡ – Stone of Avonmyra (solidifies running water, unfreezes solid water)
‡ – Wand of Rezz (10 charges; rezz a person or animal companion. Lose dice & rezz per rules)
‡ – Everlasting Rations
‡ – Flask of Endless Water
‡ – Rope of Climbing
‡ – Healer's Kit (10/10)
‡ – Clarifying Goggles
‡ – Fizzwinken's Glacial Exanimate Shield-Blade 1d6 (baneful undead 1d5, phantom)
‡ –
‡ –
‡ –
Books –
‡ – Tome of World Memory (+5 knowledge after reading)
‡ –
‡ –
Consumables –
‡ – Eggnog Potion (Full Heal Potion)
‡ – Gash Glue x 10 (10 hp each)
‡ – Full Healing Potions x 3
‡ – Box of Chocolates x 3 (1d12 to determine chocolate)
‡ – Smelling Salts (10/10)
‡ –
Gear & Mundane Pack Items –
‡ – Blanket
‡ – Magic Bedroll
‡ – Waterskins x 2
‡ – Empty Vials x 3
‡ – Compass
‡ – Bullseye Lantern
‡ – Mess Kit
‡ – Spyglass
‡ – Lantern Oil x 1
Weapons –
‡ Primary – Cineáltas Celestial Mithral Dagger 1d6, paragon, arcane steel crystal, defiant, compression
‡ Secondary – Grásta Celestial Mithral Dagger 1d6, paragon, sacred burst, defiant, compression
‡ Ranged – Bow of the Steppes 2d6 (+5 ride checks, no penalty while mounted)
‡ Hidden – Hypo-Pistol
‡ Hidden –
Extras –
‡ Attack –
‡ Defense –
Armaments –
‡ Head/Headband – Spellbound Shifting Braid
‡ Face/Eyes –
‡ Neck – Fizzwinken's Life Sustaining Spirit Amulet (+7 mag/mun def, Rezz coin (3 uses), Phantom Enchant)
‡ Torso/Body – Bodice of Holding
‡ Armor – Spiderweave Armor (+13 mag/mun def, Magi**, Sacred*, Emperor's Armor*, Shifter*)
‡ Cloak/Shoulders – Cloak of the Couatl (+4 knowledge: arcane, history, nature & detect surface thoughts at will)
‡ Waist – Tetrad Belt (1: Shapeshifter's Medallion / 2: Ring of Aye-No-Itall / 3: Ring of the Octopus / 4: empty )
‡ Legs –
‡ Arms/Wrist – Bracelets of Spell Sharing (share one beneficial spell with wearer of second bracelet)
‡ Hands –
‡ Feet – Rogue's Boots (+5 bonus to floor trap spot checks within 10 feet)
‡ Body Mod – Arcane Finger Sleeves I-V
‡ Ring 1 – Ring of Stargazing (+5 to astrology, project a firefly to lead you to a location)
‡ Ring 2 – Ring of Autonomy (invulnerable to mind control/mental influence)
‡ Free Slot – Birthday Suit (+2 def above the limits)
‡ Free Slot – Obsidian Heart Ring
‡ Free Slot – Obsidian Heart Insignia
Bodice of Holding –
‡ – Skull Button ( green eye: 50 ft if undead/ red eye 20 ft vampire)
‡ – Nexus Crystal (can survive conditions of a hostile plane as if an inhabitant)
‡ – Ring of Shields
‡ – Ioun Stone (Blue sphere) (+3 knowledge)
‡ –
Scroll Case –
‡ – Scroll of Heal All (3/3 uses) x 2
‡ – Scroll of Darksight (3/3 uses) x 2
‡ – Scroll of Secret Door Detection (3/3 uses) x 1
Backpack of Holding & Anniversary Bag –
‡ – Silver Dragonbone Katana 1d8 Mutating* Cold dmg
‡ – Cooperative Manacles (make captured compliant, never escapes, DC15 wlp check)
‡ – Stone of Avonmyra (solidifies running water, unfreezes solid water)
‡ – Wand of Rezz (10 charges; rezz a person or animal companion. Lose dice & rezz per rules)
‡ – Everlasting Rations
‡ – Flask of Endless Water
‡ – Rope of Climbing
‡ – Healer's Kit (10/10)
‡ – Clarifying Goggles
‡ – Fizzwinken's Glacial Exanimate Shield-Blade 1d6 (baneful undead 1d5, phantom)
‡ –
‡ –
‡ –
Books –
‡ – Tome of World Memory (+5 knowledge after reading)
‡ –
‡ –
Consumables –
‡ – Eggnog Potion (Full Heal Potion)
‡ – Gash Glue x 10 (10 hp each)
‡ – Full Healing Potions x 3
‡ – Box of Chocolates x 3 (1d12 to determine chocolate)
‡ – Smelling Salts (10/10)
‡ –
Gear & Mundane Pack Items –
‡ – Blanket
‡ – Magic Bedroll
‡ – Waterskins x 2
‡ – Empty Vials x 3
‡ – Compass
‡ – Bullseye Lantern
‡ – Mess Kit
‡ – Spyglass
‡ – Lantern Oil x 1