Post by Guumi Otori on Jan 9, 2016 22:02:13 GMT -5
Name: Guumi Otori
Screen Name: amegataoreru
Alignment: Chaotic Good
Race: Original (Human Hybrid, Red Clan)
Size: Medium
Racial Weakness: Cold
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Vishkanya, +1 More if Desired
Country of Origin: Offworld
Chosen Deity: n/a
Storyline: Obsidian Heart
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Profession: Swordmaster : Bonus - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only
Automatic Skills: You may choose one free combat or swordmaster skill.
***Surprise Strike : Extra roll of weapon dmg.
[ Picks a rapier as sword ]
(( Rumer Has It, Red Shirt ))
Strength [0]
Quickness [3]
Endurance [2]
Willpower [3]
Intelligence [2]
Perception [0]
Charisma [0]
(racial) Animal Affinity
(racial) Elemental Resistance (fire)
(racial) Reincarnation
(combat) Combat Affinity
(flavor crystal) Approximate Understanding
(flavor crystal) OPEN
(flavor crystal) Shapeshifting
(crystal) Darksight
(crystal) Self-Healing
(crystal) Fireblood
(crystal) Magical Affinity
(crystal) Off-Hand Tactics
(teamwork) OPEN
(flavor topaz) Psychometry
(topaz) Psionic Affinity
(topaz) Dual Wield
(topaz) Sword and Pistol
Rank: Topaz Marshal
Dice: 2d48
XP: 84
GP: 18,000
Reputation: 1.5
Rezzes: 5/5
Defense DC: 13 (10 + Quickness)
Hit Points: 29 (Half Dice = 20 , Endurance = 2, Willpower = 3, Diehard = 0)
Weapons with dice effects / enchantments:
Icicle Rod
An icicle rod looks like nothing more than a 3-foot-long icicle. The rod remains cold to the touch at all
times but never melts. While it is held, the wielder gains +5 DEF against cold attacks. It may be wielded in melee as a "frost" enchanted short sword [1d5]. Three times per adventure the wielder may fire an icicle from the rod as a ranged attack, doing [2d5] damage.
Primary Weapon:
Secondary Weapon:
Sleeve Blade [1d4] 1,500gp [x2]
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Pick of Iceparting
This heavy pick [1d6] does double damage to creatures made of ice. Once per day, a pick of iceparting can be swung at an icy surface (such as a glacial wall, the surface of a frozen lake, or an iceberg). Three tiny fractures radiate out from the point you struck toward any three points within 50 feet; these three points can be chosen by you but must be connected to the initial impact point by a solid sheet of ice. When the cracks reach their targets, they cause the ice located there to explode violently. Any creature within 5 feet of this explosion takes 3d6 points of piercing damage unless they pass an Acrobatics save of DC15. If they pass the save, they take half damage.
[Worth: 6000gp]
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor:
Cloak/Shoulders: Comfortable Cloak [Cloak]
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
Body Mod:
Rings: (Up to two active)
1.
2.
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.
Blueice Goblet
This metal goblet is inlaid with a thin layer of blueice. It will not melt in any environment, and it will keep whatever drink you put into it ice cold.
2.
Book of Cantrips [Magic Item]
(Magical or Psionic Affinity Only)
This small book of cantrips has a cover made out of raw adamantine. It contains no actual pages, instead making use of illusory script. Thus it always opens to the intended page. You may use as many cantrips a day as your INT bonus.
Cantrips:
(( 1. Detect Poison: Detect poison in one individual.
2. Light: Cause object to shine like a torch.
3. Mage Hand: 5lb telekinesis.
4. Mending: Make minor repairs on one object.
5. Create Water: Create 2 gallons per gemstone rank of fresh water.
6. Whispering Wind: Send a message 1 mile per gemstone rank by whispering
7. Resize: Alter one non-magical clothing or armor to fit a different size creature.
8. Arcane Mark: Inscribes personal mark on objects.
9. Open/Close: Opens or closes small things.
10. Heal: Heals up to 5hp.
[Worth: 5000gp]
))
3.
4.
5.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
Screen Name: amegataoreru
Alignment: Chaotic Good
Race: Original (Human Hybrid, Red Clan)
Size: Medium
Racial Weakness: Cold
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Vishkanya, +1 More if Desired
Country of Origin: Offworld
Chosen Deity: n/a
Storyline: Obsidian Heart
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Profession: Swordmaster : Bonus - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only
Automatic Skills: You may choose one free combat or swordmaster skill.
***Surprise Strike : Extra roll of weapon dmg.
[ Picks a rapier as sword ]
(( Rumer Has It, Red Shirt ))
Strength [0]
Quickness [3]
Endurance [2]
Willpower [3]
Intelligence [2]
Perception [0]
Charisma [0]
(racial) Animal Affinity
(racial) Elemental Resistance (fire)
(racial) Reincarnation
(combat) Combat Affinity
(flavor crystal) Approximate Understanding
(flavor crystal) OPEN
(flavor crystal) Shapeshifting
(crystal) Darksight
(crystal) Self-Healing
(crystal) Fireblood
(crystal) Magical Affinity
(crystal) Off-Hand Tactics
(teamwork) OPEN
(flavor topaz) Psychometry
(topaz) Psionic Affinity
(topaz) Dual Wield
(topaz) Sword and Pistol
Rank: Topaz Marshal
Dice: 2d48
XP: 84
GP: 18,000
Reputation: 1.5
Rezzes: 5/5
Defense DC: 13 (10 + Quickness)
Hit Points: 29 (Half Dice = 20 , Endurance = 2, Willpower = 3, Diehard = 0)
Weapons with dice effects / enchantments:
Icicle Rod
An icicle rod looks like nothing more than a 3-foot-long icicle. The rod remains cold to the touch at all
times but never melts. While it is held, the wielder gains +5 DEF against cold attacks. It may be wielded in melee as a "frost" enchanted short sword [1d5]. Three times per adventure the wielder may fire an icicle from the rod as a ranged attack, doing [2d5] damage.
Primary Weapon:
Secondary Weapon:
Sleeve Blade [1d4] 1,500gp [x2]
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Pick of Iceparting
This heavy pick [1d6] does double damage to creatures made of ice. Once per day, a pick of iceparting can be swung at an icy surface (such as a glacial wall, the surface of a frozen lake, or an iceberg). Three tiny fractures radiate out from the point you struck toward any three points within 50 feet; these three points can be chosen by you but must be connected to the initial impact point by a solid sheet of ice. When the cracks reach their targets, they cause the ice located there to explode violently. Any creature within 5 feet of this explosion takes 3d6 points of piercing damage unless they pass an Acrobatics save of DC15. If they pass the save, they take half damage.
[Worth: 6000gp]
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor:
Cloak/Shoulders: Comfortable Cloak [Cloak]
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
Body Mod:
Rings: (Up to two active)
1.
2.
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.
Blueice Goblet
This metal goblet is inlaid with a thin layer of blueice. It will not melt in any environment, and it will keep whatever drink you put into it ice cold.
2.
Book of Cantrips [Magic Item]
(Magical or Psionic Affinity Only)
This small book of cantrips has a cover made out of raw adamantine. It contains no actual pages, instead making use of illusory script. Thus it always opens to the intended page. You may use as many cantrips a day as your INT bonus.
Cantrips:
(( 1. Detect Poison: Detect poison in one individual.
2. Light: Cause object to shine like a torch.
3. Mage Hand: 5lb telekinesis.
4. Mending: Make minor repairs on one object.
5. Create Water: Create 2 gallons per gemstone rank of fresh water.
6. Whispering Wind: Send a message 1 mile per gemstone rank by whispering
7. Resize: Alter one non-magical clothing or armor to fit a different size creature.
8. Arcane Mark: Inscribes personal mark on objects.
9. Open/Close: Opens or closes small things.
10. Heal: Heals up to 5hp.
[Worth: 5000gp]
))
3.
4.
5.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)