Post by Rune Dravre on Jan 23, 2016 8:13:02 GMT -5
Name: Ara'Nesa Lisbetha Draven'yn (Ara or Nesa will do!)
Screen Name: lastofherline
Alignment: Chaotic/Good
Languages: Common//Draconic//Zorcan//Eld Norsk Tunga//Ancient
Country of Origin: Alzorc
Size: Medium
Chosen Deities: Zorja//Svol
Flaws: Love of Nature//Compulsive Honesty//Selective Digestion
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Current Rank: Topaz Defender
Current Dice: 2d44
XP: 67
Current Hit Points: 27 (Half Dice = 22 , Endurance = 0, Willpower = 0, Diehard = 5)
Defense DC: 10 (10 + Quick)
Gold: 11,000gp
Reputation: 6
Rezzes: 5/5
CP: 20
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Traits
Strength [0]
Quickness [2]
Endurance [0]
Willpower [0]
Intelligence [9]
Perception [0]
Charisma [0]
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Primary Class: Arcane
Class Bonus:+2 to Spell Difficulty
Primary Profession: Psion
Profession Bonus:"Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls. You need Psionic Affinity to take this profession.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Dragon (Crystal)
Racial Weakness (if applicable): Shadow x2
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Crystal Skill Set
Dragon Breath//Racial Skill//A dragon is able to use their dragon breath throughout combat. This gives them 2d3 damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass Strike.
Shapeshifting//Racial Skill// You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Darksight//Racial Skill// The ability to see in total darkness up to 60 feet.
Alert// Crystal//You gain a +5 to Spot and Listen Checks.
Arcane Image//Crystal//A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat//Prerequisites//Arcane Class//DEFENSE - Evade
Déjà Vu//Crystal// Every so often, the gods of fate send you dreams about places and situations you will visit or experience in the future. Once per day you may add a +5 bonus to any one tactic or talent check, or saving throw. You may wait to decide to use the bonus until after you have rolled the dice, but must announce your intent to use the bonus before the DM announces whether or not the roll was successful. Alternately, instead of using the bonus yourself, you may grant the bonus to one of your companions. Your companion must be within hearing or vision range of you in order to receive the bonus.//Prerequisites//Cannot have Impious Flaw
Diehard//Crystal//You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
Selective Spell //Flaw Skill//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.//Prerequisite// Magical Affinity or Psionic Affinity
Delay Pain //Crystal Flavor// You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out
Bottomless Pockets//Crystal Flavor// Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
Clarity of Vision//Crystal Flavor// Your visual talents are so skilled that you can briefly see invisible opponents. If you are fighting an invisible foe, at the start of your turn you may make a DC20 Spot Check, if you pass then you can pinpoint the location of invisible foes within 30 feet. This clarity lasts until the end of your turn.//Prerequisites- Alert
Magic Affinity //Crystal //You have innate or learned magic ability. You cannot use magic in OH without this skill.
Topaz Skill Set
Psionic Affinity //Topaz//You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
Dexterous Fighter //Topaz//This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.//COMBAT
Cheat Death //Topaz// Once per week, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
Concealed Spellcasting //Topaz Flavor//You are able to cast spells without bringing any attention to yourself. Why is this helpful? Because it's common knowledge that taking out the spellcaster first is the best move most times, for your own tactics or enemy tactics.//Prerequisites: Magical Affinity
Psicrystal//Free Professions Skill//A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.// Psicrystal/Artistic/+2 Extra CP per week
Psicrystals have 10hp. In order to imprint a new psicrystal you must shatter the one you already have. Imprinting a new psicrystal costs gold, just as if you were switching out for another skill. You MUST inform the Treasury Mod AND the Class Mod when you destroy and imprint a new psicrystal. The cost goes up as a skill switch: 500gp / 1000gp / 2000gp / 4000gp / 5000gp. If your psicrystal is destroyed in combat, though, you may replace it for free, but it MUST hold the same spell as the one destroyed in combat.
Telepathy // Free Professions Flavor// You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.//Prerequisite: Psionic Affinity
[Teamwork Open]
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Weapons with dice effects / enchantments:
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
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ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor:
Cloak/Shoulders: Shield Cloak [Cloak]
The wearer of this rough, gray cloak can grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a light wooden shield +1 DEF. The edge of the cloak can be dropped and made pliant again as a free action. Shield enchantments can be added to the cloak as if it were a light wooden shield. [Worth: 1500gp]
Waist: Belt of Hidden Pouches [Waist]
Ten tiny pockets run along the inside of this otherwise unremarkable leather belt.
Hidden inside this belt are ten small pockets, each of which seems big enough
to hold only a few coins. Each pocket actually functions as a small bag of holding
and can hold up to 5 pounds of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. True seeing reveals the presence of the hidden pockets but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt. [Worth: 3,500gp]
Legs:
Arms/Wrist:
Hands:
Feet: Madder Boots [Feet]
These soft leather boots are so well known in Madder, that they have taken the name of the kingdom. The wearer is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at normal speed. He leaves no tracks or other sign of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 bonus on all Endurance saves made against poison and disease while in swampy terrain.
[Worth: 5,000gp]
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.Spell Parchment [Book]
This page is covered in densely-worded arcane or divine magical runes. It allows someone with Magical or Psionic Affinity to add 1 extra spell to their spellbook per dice rank. Arcane Class members may add two spells to their spellbook per dice rank.
[Worth: 5,500gp]
2.
3.
4.
5.
Mundane (non-magical pack Items)
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At a Glance// Mun Cheat Sheet
1: +2 to spell DC// Arcane Class Bonus
2: +5 to spot// Alert - Listen
3: Arcane Image//Evade
4: Darksight//Able to see in the dark 60ft
5: +1 Def from Cloak