Post by Baererfel Bumblebottom on Jan 22, 2016 0:43:36 GMT -5
Baererfel Bumblebottom [WoodlandAugur]
Alignment: Chaotic Neutral
Languages: Common, Gnomen (Racial), Sylvan (Free Lang. 1), Picto (Free Lang. 2), Mumbo Jumbo (Prof.)
Country/Region of Origin: Zyon
Deity: Garl Glittergold & Baervan Wildwanderer
Height: 3’3”
Weight: 43 lbs
Body Type: Small
Eyes: Glittery Blizzard Blue
Hair: Snow White
Gender: Male
String: Baererfel Bumblebottom || Topaz Defender 2d44 || Class: Arcane || Prof: Mystic || DC: 13 || Spell DC: 20 || HP: 31 (Mind Over Body + WLP) || Flaw 1: Love of Nature || Flaw 2: Curiosity || Flaw 3: Strange Luck || Weakness: None
Backstory:
Baererfel Bumblebottom was a unique being, even when it came to Gnomes. Raised from the tiny Gnomeling he was, Baererfel (Baer for short) was the typical Rock Gnome, not having a care in the world. Loving life, loving nature and loving to tinker, he’d grown to learn the basics of it all. The sound of cogs turning with steam and arcane energies at its core, the sound of nature around him and the feel of a good burrow around him at night to sleep had been the perfect life for the Gnome. It wasn’t until the young age of thirty nine that Baer’s life took a drastic turn for what some would say, was the worst.
On the cusp of maturing, Baer had chosen to go into Peristyle Park as he had numerous times being Zyonite-born. Though as he went further and further into the forest, Baer’s curiosity seemed to get the best of him and brought him deeper than ever before. What was supposed to be a day in the Park turned to two days, which bled into four and soon, weeks had gone by and nobody had seen the Gnome. For years, Baer lost himself in the mystical areas of Peristyle Park, having lost all concern for the outside world. His desire to be with nature, to heal it, to take care of it overrode the Tinker Gnome in him and because of this, instead of winding up as a Mage of some type; Nature warped his sense of duty and warped the arcane magic he could channel. Soon, the elements and spirits of nature tore away his religious convictions that Gnomish society had taught him and replaced them with Natural knowledge of Garl Glittergold and Baervan Wildwanderer. Acting on their behalf, he raised animals in the forest, drew in natural power from spirits and Nature itself. It wasn’t long before he felt he was an Avatar of sorts for Baervan Wildwanderer, taking care of the forest, its plant life, and its animals. Because of this, the mysticism of the forest warped the Gnome’s mind and turned him from a genius with tinkering and magic, to a slightly insane-minded aspect of nature.
Nearly eighty years in the wild, with no desire to return to proper civilization, Baer had come across a few travelers, travelers that spoke of a group of people who had done a great thing. A sect worshiping the undead spirits of the world had begun burning and sapping the life of nature itself to further their goals. The group had contracted people, ordinary people to fix it and stop the chaos that was being wrought upon Nature. This intrigued him to the point that the Gnome exposed himself to the travelers and demanded to know where this Nature-loving place was. Of course, they just thought he was insane as he wore clothing made of leaves, bark flowers. With a bit of club thwapping, a display of his insane use of magic and a promise to show them a quicker way from the forest, he was soon on his way to this group that he had heard of... After all, how bad could they be? A group called Obsidian Heart had to be good. They had a heart in their name!
Rank: Topaz Defender
Dice: 2d44
Gold: 8,000gp
Hit Points: 31 (1/2 Combat Dice + WLP + INT (Mind Over Body)
Defense DC: 13 (10+ 2 QCK +1(Small and Fast))
Spell DC (Someone has to roll d20+WLP to make spell fail.): 20 (10 (Crystal/Topaz) +INT + Arcane Class Bonus)
Initiative: +2 (+QCK)
Strike: Physical: 0
Magical: +8 (+INT)
Damage: Physical: +0 (+STR)
Spell: +8 (+INT)
Regged Single Target: +12 (+INT, +Crystal/Topaz)
Regged AoE: +10 (+INT, +Crystal/Topaz) (2 NPC)
Defense: +17
Spells Per Day: 16 (Topaz: 8 + 8 INT)
Spells Per Quest: 12 (Topaz: 4 + 8 INT)
Spells Per combat: 2
Traits:
-Strength: [0]
-Quickness: [2]
-Endurance: [0]
-Willpower: [1]
-Intelligence: [8]
-Perception: [0]
-Charisma: [0]
Tactics:
-Bluff: [0]
-Diplomacy: [0]
-Disguise: [0]
-Insight: [+5] (Investigator +5 Gather Info/Insight & Search Checks)
-Intimidation: [0]
-Stealth: [0]
Talents:
-Acrobatics (Tumble, Balance): [+7] (QCK + Acrobatic)
-Appraise: [0 PER]
-Athletics (Jump, Climb, Swim): [0]
-Gather Info: [+5 Investigator]
-Knowledge: [+18 Nature] [+10 Botany]
-Listen: [+5 Alert]
-Nature: [+8 INT]
-Ride: [2 QCK]
-Sleight of Hand: [+2 QCK]
-Spot: [+5 Alert]
-Use Object: [+2 QCK]
Race: Gnome (Rock)
Racial Weakness: None
Size: Small
Racial Skills:
-Small and Fast: You are a small or tiny race and gain a boost to your Defense DC. Small Size gains +2, Tiny size gains +2.
-Alert: You gain a +5 to Spot and Listen Checks.
-True Seeing: You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures and 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. (Crystal: 10 minutes)
Flaws:
-Love of Nature: Your love of the natural world is so great that you find it difficult to attack natural creatures. Penalty:You must roll a Willpower Check DC15, in order to attack a natural creature unless it has specifically attacked you.
-Curiosity: You’re a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense. Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweight your better judgement.
-Strange Luck: Fate has a strange way with you. Penalty: When you roll a critical fail ‘1’ on strike, the closest creature (ally or enemy) to you falls prone (DM May randomly choose 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 choose if multiples).
Primary Class: Arcane
Class Bonus: +2 to Spell DC
Primary Profession: Mystic
Profession Bonus: Tribal Vestige: Gains a tribal mask and a medicine staff.
Secondary Class:
Secondary Profession: N/A
Arcane Quirks: Topaz: White Hair
Class Skills:
-Magical Affinity (Free Class): You have innate or learned magic ability. You cannot use magic in OH without this skill.
Profession Skills:
-Mystic Tattoo: A Mystic gains the ability to inscribe ancient and tribal symbols on their body to gain more power in their spellcasting. Their first tattoo binds a familiar to them of their choice. If their familiar dies, they will find it reborn the next morning. See the skill "Familiar" as well as "Animal Companion" for more information on building your mystic familiar. This skill takes the place of Animal Companion, and Familiar skills, you may not take either of those skills with this skill.
-Mumbo Jumbo: Language of the spirits and undead, used by mystics and shamans. Shamans and Mystics (Only)
General/Combat Skills:
-Acrobatic: You have excellent coordination and can take a +5 to all Acrobatics checks. (Crystal)
-Selective Spell: When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster. (Crystal)
-Great Fervor: Once per day, you may re-roll a failed save of any kind. You must add your Intelligence to the second roll instead of what was initially required, and must accept the second roll even if it is worse than the first. (Crystal)
-Eldritch Focus: This skill allows a spellcaster to double their Intelligence (INT) bonus for damage when casting an attack-based regged spell. If your regged spell does damage (Attack, AoE Attack, Duals that include Attack or AoE Attack) then you may double your INT bonus for damage once per combat when you cast a regged attack spell in combat. (Crystal)
-Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willp-ower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does your will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian. (Extra Flaw Skill)
-Answering Spirits: A shaman/mystic may ask questions of the spirit world that will actually be answered. The shaman may ask a number of questions per day equal to their Intelligence modifier (work with the DM for this). (Topaz)
-Spirit of Life: The spirit of a golden owl alights on your ally's shoulder and flutters off, carrying with it that friend's aches and wounds. This heals up to as many points as your Intelligence Bonus, and can be used once per combat, whether it is your turn on the scoreboard or not, and can be used to bring someone back from the brink of death if they are not over 5 points past their max hit points. (Topaz)
Defense Skills:
-Arcane Image: A spell caster can become pure magical energy, allowing them to take no damage from any one physical attack during combat. (Crystal)
-Sidestep: You are skilled enough in acrobatics that you cna simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. (Topaz)
Flavor skills:
-Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate Skill. (Crystal)
-Investigator: You gain a +5 on Gather Info, Insight and Search Checks. (Crystal)
-Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
--(Crystal: Nature [Animals, Fey, Giants, Monstrous Humanoids, Plants, Seasons and Cycles, Weather, Vermin])
--(Topaz: Botany [Plants, Fungi, Sentient Plants])
-Mask of the Ancestors: Carved with symbols of death, this mask is shaped like a skull. A mask of the ancestors marks the mystic as one who seeks the guidance of ancestral spirits. These spirits share their wisdom with the mystic. Gain a +3 to any Knowledge (History) rolls, and this allows the mystic to seek the answers to any puzzle or riddle they may face, once per day. Work with the DM for the information you gain. (Topaz)
Weapons (See Attached Post for Descriptions):
-Primary: Medicine Staff. Club Side: 1d5 || Spear Side: 1d6
-Secondary:
-Ranged:
-Hidden:
Extra Items (See Attached Post for Descriptions):
-Defense:
Equipped Items (See Attached Post for Descriptions):
-Head/Headband:
-Face/Eyes:
-Neck: Amulet of Armor (+5 DEF) [BORROWED]
-Torso/Body:
-Armor: Moon-Ivy Armor (+10 DEF) [BORROWED]
-Cloak/shoulders: Robe of Needles
-Waist:
-Legs:
-Arms/Wrist:
-Hands: Set of Thick Gloves (+2 DEF) [BORROWED
-Feet: Daredevil’s Boots
-Body Mod:
-Ring 1:
-Ring 2:
-Free Item #1: Obsidian Heart Ring
-Free Item #2: Obsidian Heart Insignia
Packed Consumables (Limit 5):
Magical Pack Items (Limit 5) (See Attached Post for Descriptions):
1. Book of Cantrips
Mundane Non-Magical Pack Items:
Items Owned But Not Carried (See Description In Following Post):
Spells (See Attached Post for Descriptions):
Limit: 22 (Topaz Defender)
1. Mystic Lash*
2. Bear Guardian*
3. Spirit of Consuming Terror*
4. Spirit of the Warchief*
5. Spirit of Grief’s Shadow*
6. Prescient Evasion*