Post by hectatekir on Jan 1, 2016 17:53:53 GMT -5
Name: Hectate Kir
Screen Name: blinkyscreen
Alignment: Lawful Neutral
Languages: Common, Bionoid, Elven, Insectid
Country of Origin: Offworld
Description:
Personality:
Current Rank: Amber Defender
Current Dice: 2d52
Current Hit Points: 31 [26 + END + WLP - 1 (Death Cheat Blood Charm)]
Defense DC: 14 [ 10 + qck + 1 (Polearm Acrobat) ]
Mundane Defense: 24
Magical Defense: 13
Self-Healing: 14
Gold: 28,000
Traits
Strength [5]
Quickness [3]
Endurance [4]
Willpower [2]
Intelligence [0]
Perception [1]
Charisma [1]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession: Fighter
"Fighter's Weapon" (Halberd) A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Bionoid
Racial Weakness (if applicable): Water / Ice (water based)
You take twice the amount of damage from your weakness unless otherwise specified.
Skills
(racial) Shapeshifting
(racial) Bestial Fury
(racial) Darksight
(combat) Combat Affinity
(flavor crystal) Delay Pain
(flavor crystal) Incredible Insight
(flavor crystal) Lightning Initiative
(crystal) Parry
(crystal) Power Attack
(crystal) Compel Hostility
(crystal) Self-Healing
(crystal) Athletic
(fighter) Incite to Anger
(flavor topaz) Breadth of Experience
(topaz) Armor Mastery
(topaz) Battle Rager
(topaz) Acrobatic
(amber) Two-Handed Weapon
(amber) Shield of Swings
(amber) Polearm Acrobat
(flavor amber) Reincarnation
(teamwork) Punch Through
Flaws
1. Compulsive Honesty
2. Fear of Water
3. Intolerance: Drow
Primary Weapon: Bardiche (Halberd) [2d8] ☼☼☼☼☼ Defiant, Phantom, Shadowreach
Shield: Winged Shield ☼☼☼ Animated
This heavy wooden shield is +3 DEF. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly, carrying the wielder. The
shield can carry up to 150 pounds and move at 60 feet per round, or up to 300 pounds and move at 30 feet per round.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head:
Face:
Neck:
Torso:
Body (Armor): Dragondodger Scale Armor ☼☼☼☼☼ Magically Warded, Ethereal, Ghost Ward, Shifter
This dragonscale armor is made of scales of various dragons, and gives you the ability to evade half a dragon's breath weapon damage once per adventure, along with giving you a 16 DEF in general. This armor is multicolored, and acts as normal scale armor as far as fit and function.
Cloak:
Waist:
Arms/Wrist: Bracers [+5 DEF]
Hands:
Feet:
Body Modification:
Rings: (Up to two active)
1. Ring of Gelatinous Hue
This ring causes the wearer and possessions to become transparent, like a gelatinous cube. It requires a successful Spot Check of DC20 to see the creature wearing this ring. As long as you take no offensive actions in combat, you may wear this ring during combat. It's magic works up to three times a day, for 10 minutes outside of combat or a full combat within combat as long as you take no offensive actions.
2. Shapeshifter's Medallion
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Fresh Water Giving Pearl
This item can be created by nature clerics and druids for travelers without a water source. Divine magic created a freshwater pearl in a river mussel. The pearl contains within its magic sheen up to 4 gallons of fresh clean water each time it is used. To release this water a character must contemplate their gratitude to the earth and place a drop of water upon the shell. As this liquid flows over the shell, the pearl releases a volume of water. The pearls may be safely held in the mouth and sucked upon until one has quenched their thirst or it may be transferred to a pot where it will produce water more quickly. After releasing a total of 4 gallons the pearl is dry for 24 hours. A swallowed pearl will not harm the swallower, but the swallowed pearl disappears. Soaking the pearl in very pure water and ardent prayer may revive a pearl for repeated use.
2. Death Cheat (Blood Charm)
This blood charm is made from turquoise and can be set in jewelry or simply carried. The stone is marked with a red spot from the wearer's blood. The use of blood magic in this item causes 1 permanent point of damage (lower max hp by 1) that can only be healed after the charm is used. Upon the character's death, the death cheat charm activates and immediately heals the character for 5 points of damage, plus all remaining points of self-healing (if the character has the skill). It is used automatically, not optionally, and if the healing is enough to keep the character above 0 hp, they live and a rezz is not used. If not, the character dies as per normal rules. Once used, the charm is inert and has no intrinsic value, although there are some who may be willing to purchase a used death cheat charm to wear as an unearned badge of honor. (If you have a used death cheat charm and wish to resell, inform Ashton Locke as usual.)
3.
4.
5.
Mundane (non-magical pack Items)
Unused Loot
]| Hectate Kir || Amber Defender || Combat/Fighter || 2d52 || 31hp || DC 14 || Selfhealing 14 || Flaws: Compulsive Honesty, Fear of Water, Intolerance: Drow || Weakness: Water / Ice (water based) || Teamwork: Punch Through |[[/b]
Screen Name: blinkyscreen
Alignment: Lawful Neutral
Languages: Common, Bionoid, Elven, Insectid
Country of Origin: Offworld
Description:
Personality:
Current Rank: Amber Defender
Current Dice: 2d52
Current Hit Points: 31 [26 + END + WLP - 1 (Death Cheat Blood Charm)]
Defense DC: 14 [ 10 + qck + 1 (Polearm Acrobat) ]
Mundane Defense: 24
Magical Defense: 13
Self-Healing: 14
Gold: 28,000
Traits
Strength [5]
Quickness [3]
Endurance [4]
Willpower [2]
Intelligence [0]
Perception [1]
Charisma [1]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession: Fighter
"Fighter's Weapon" (Halberd) A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Bionoid
Racial Weakness (if applicable): Water / Ice (water based)
You take twice the amount of damage from your weakness unless otherwise specified.
Skills
(racial) Shapeshifting
(racial) Bestial Fury
(racial) Darksight
(combat) Combat Affinity
(flavor crystal) Delay Pain
(flavor crystal) Incredible Insight
(flavor crystal) Lightning Initiative
(crystal) Parry
(crystal) Power Attack
(crystal) Compel Hostility
(crystal) Self-Healing
(crystal) Athletic
(fighter) Incite to Anger
(flavor topaz) Breadth of Experience
(topaz) Armor Mastery
(topaz) Battle Rager
(topaz) Acrobatic
(amber) Two-Handed Weapon
(amber) Shield of Swings
(amber) Polearm Acrobat
(flavor amber) Reincarnation
(teamwork) Punch Through
Flaws
1. Compulsive Honesty
2. Fear of Water
3. Intolerance: Drow
Primary Weapon: Bardiche (Halberd) [2d8] ☼☼☼☼☼ Defiant, Phantom, Shadowreach
Shield: Winged Shield ☼☼☼ Animated
This heavy wooden shield is +3 DEF. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly, carrying the wielder. The
shield can carry up to 150 pounds and move at 60 feet per round, or up to 300 pounds and move at 30 feet per round.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head:
Face:
Neck:
Torso:
Body (Armor): Dragondodger Scale Armor ☼☼☼☼☼ Magically Warded, Ethereal, Ghost Ward, Shifter
This dragonscale armor is made of scales of various dragons, and gives you the ability to evade half a dragon's breath weapon damage once per adventure, along with giving you a 16 DEF in general. This armor is multicolored, and acts as normal scale armor as far as fit and function.
Cloak:
Waist:
Arms/Wrist: Bracers [+5 DEF]
Hands:
Feet:
Body Modification:
Rings: (Up to two active)
1. Ring of Gelatinous Hue
This ring causes the wearer and possessions to become transparent, like a gelatinous cube. It requires a successful Spot Check of DC20 to see the creature wearing this ring. As long as you take no offensive actions in combat, you may wear this ring during combat. It's magic works up to three times a day, for 10 minutes outside of combat or a full combat within combat as long as you take no offensive actions.
2. Shapeshifter's Medallion
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Fresh Water Giving Pearl
This item can be created by nature clerics and druids for travelers without a water source. Divine magic created a freshwater pearl in a river mussel. The pearl contains within its magic sheen up to 4 gallons of fresh clean water each time it is used. To release this water a character must contemplate their gratitude to the earth and place a drop of water upon the shell. As this liquid flows over the shell, the pearl releases a volume of water. The pearls may be safely held in the mouth and sucked upon until one has quenched their thirst or it may be transferred to a pot where it will produce water more quickly. After releasing a total of 4 gallons the pearl is dry for 24 hours. A swallowed pearl will not harm the swallower, but the swallowed pearl disappears. Soaking the pearl in very pure water and ardent prayer may revive a pearl for repeated use.
2. Death Cheat (Blood Charm)
This blood charm is made from turquoise and can be set in jewelry or simply carried. The stone is marked with a red spot from the wearer's blood. The use of blood magic in this item causes 1 permanent point of damage (lower max hp by 1) that can only be healed after the charm is used. Upon the character's death, the death cheat charm activates and immediately heals the character for 5 points of damage, plus all remaining points of self-healing (if the character has the skill). It is used automatically, not optionally, and if the healing is enough to keep the character above 0 hp, they live and a rezz is not used. If not, the character dies as per normal rules. Once used, the charm is inert and has no intrinsic value, although there are some who may be willing to purchase a used death cheat charm to wear as an unearned badge of honor. (If you have a used death cheat charm and wish to resell, inform Ashton Locke as usual.)
3.
4.
5.
Mundane (non-magical pack Items)
Unused Loot
]| Hectate Kir || Amber Defender || Combat/Fighter || 2d52 || 31hp || DC 14 || Selfhealing 14 || Flaws: Compulsive Honesty, Fear of Water, Intolerance: Drow || Weakness: Water / Ice (water based) || Teamwork: Punch Through |[[/b]