Post by Qivara on Jan 28, 2016 20:17:54 GMT -5
Name: Qivara
Screen Name: a stray howl
Alignment: Neutral
Languages: Common, Skeggan (free), Primordial (free), Elven, Salty (thieves cant)
Country of Origin: Skegg Islands
Rank: Sapphire Defender
Dice: 2d62
Hit Points: 35
Defense DC: 18
Traits
Strength [0]
Quickness [8]
Endurance [0]
Willpower [4]
Intelligence [0]
Perception [4]
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession: Ranger
Profession Bonus: "Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Race: Moonfey
Racial Weakness: Fire ( x 3 )
Skills
Racial: Lunar Born [immunity to cold, all weapons frost/cold dmg]
Racial: Shapeshifting [Forms: Snowy Owl, Arctic Fox, Snow Leopard, Polar Bear, Arctic Wolf, Artic Hare, Tundra seal]
Racial: Self-Healing [14 points]
Flaw: Dexterous Fighter [qck instead of str] (innate)
Combat: Combat Affinity
Flavor-C: Old Salt [+1 ath/acro, +2 use rope, can tell weather 2 days ahead]
Flavor-C: Scent
Flavor-C: Trackless Step [leave no tracks]
Crystal 1. Alert [+5 spot/listen]
Crystal 2. Acrobatic [+5 acro]
Crystal 3. Combat Marksman [only hit enemies] (constant)
Crystal 4. Ranged Sniper [qck x 1.5, every ranged attack]
Crystal 5. Sidestep [evade]
Teamwork: Shake it Off [Gain +1 to all saves for every ally with this skill]
Class: Disabling Strike [Stun enemy. WLP DC 10+qck, a/s: 2, e/r: 3, o/d: 4 rounds]
Flavor-T: Beastspeak
Topaz 1. Deep Draw [ 1d extra ranged attack, 1/combat]
Topaz 2. Favored Terrain [+4 stealth, listen, spot, athletic, nature in Forests]
Topaz 3. Many Shot [Shoot twice 1/combat, dbl weapon dmg]
Flavor-A: Live Off the Land [Can provide rations/survival for self + 2 others]
Amber 1. Correcting Aim [Gain +2 to ranged strike in round after a miss 1/combat]
Amber 2. Hunter's Shot [Ignore creature's natural armor, 1/combat]
Amber 3. Oaken Strength [double combat dice roll 1/combat]
Flaws
1. Cold-Blooded - You were raised in the arctic and cannot tolerate heat.
Penalty: You automatically fail all saves made to overcome the effects of high temperatures. Fire deals 1.5 extra damage.
2. Misfortunate - Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
3. Ponderous - You think before you act . . . sometimes a little too much.
Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls.
Primary Weapon:
Secondary Weapon:
Ranged Weapon: Fizzwinken's Manifold Clement Arcanum Rimebow (3d10/1d3)
(Endless Ammunition, Exit Wound, Merciful, Distance, Conserving)
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor: Blueice Armor (+24 def/+13 mdef) (shifter*, magic ward, ghost ward**, emperor's armor*, absolute courage*)
Cloak/Shoulders:
Arms/Wrist: Shapeshifter's Medallion (allows all non armor/weapons to shift with her)
Hands: Gauntlets of Extended Range (doubles range of ranged weapons)
Waist:
Legs:
Feet:
Body Mod: Combat Finger Sleeves I - V (+3 CM/gemstone | +5 physical dmg | +2 CM DC | +1 CM in combat)
Rings: (Up to two active)
1. Ring of Assimilation
2.
Free Slot Items
1. Obsidian Heart Ring
2. Obsidian Heart Insignia
Consumables: (Up to five types, no limit on how much of each type.)
1. Box of Chocolates x 3
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Frosty Goblet
2. Rope of Climbing
3. Flask of Endless Water
4. Quiver of the North Wind (1/combat +5 ranged strike & holds 200 arrows)
5. Notebook of Inquiry (+5 gather info when used)
Screen Name: a stray howl
Alignment: Neutral
Languages: Common, Skeggan (free), Primordial (free), Elven, Salty (thieves cant)
Country of Origin: Skegg Islands
Rank: Sapphire Defender
Dice: 2d62
Hit Points: 35
Defense DC: 18
Traits
Strength [0]
Quickness [8]
Endurance [0]
Willpower [4]
Intelligence [0]
Perception [4]
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession: Ranger
Profession Bonus: "Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Race: Moonfey
Racial Weakness: Fire ( x 3 )
Skills
Racial: Lunar Born [immunity to cold, all weapons frost/cold dmg]
Racial: Shapeshifting [Forms: Snowy Owl, Arctic Fox, Snow Leopard, Polar Bear, Arctic Wolf, Artic Hare, Tundra seal]
Racial: Self-Healing [14 points]
Flaw: Dexterous Fighter [qck instead of str] (innate)
Combat: Combat Affinity
Flavor-C: Old Salt [+1 ath/acro, +2 use rope, can tell weather 2 days ahead]
Flavor-C: Scent
Flavor-C: Trackless Step [leave no tracks]
Crystal 1. Alert [+5 spot/listen]
Crystal 2. Acrobatic [+5 acro]
Crystal 3. Combat Marksman [only hit enemies] (constant)
Crystal 4. Ranged Sniper [qck x 1.5, every ranged attack]
Crystal 5. Sidestep [evade]
Teamwork: Shake it Off [Gain +1 to all saves for every ally with this skill]
Class: Disabling Strike [Stun enemy. WLP DC 10+qck, a/s: 2, e/r: 3, o/d: 4 rounds]
Flavor-T: Beastspeak
Topaz 1. Deep Draw [ 1d extra ranged attack, 1/combat]
Topaz 2. Favored Terrain [+4 stealth, listen, spot, athletic, nature in Forests]
Topaz 3. Many Shot [Shoot twice 1/combat, dbl weapon dmg]
Flavor-A: Live Off the Land [Can provide rations/survival for self + 2 others]
Amber 1. Correcting Aim [Gain +2 to ranged strike in round after a miss 1/combat]
Amber 2. Hunter's Shot [Ignore creature's natural armor, 1/combat]
Amber 3. Oaken Strength [double combat dice roll 1/combat]
Flaws
1. Cold-Blooded - You were raised in the arctic and cannot tolerate heat.
Penalty: You automatically fail all saves made to overcome the effects of high temperatures. Fire deals 1.5 extra damage.
2. Misfortunate - Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
3. Ponderous - You think before you act . . . sometimes a little too much.
Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls.
Primary Weapon:
Secondary Weapon:
Ranged Weapon: Fizzwinken's Manifold Clement Arcanum Rimebow (3d10/1d3)
(Endless Ammunition, Exit Wound, Merciful, Distance, Conserving)
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor: Blueice Armor (+24 def/+13 mdef) (shifter*, magic ward, ghost ward**, emperor's armor*, absolute courage*)
Cloak/Shoulders:
Arms/Wrist: Shapeshifter's Medallion (allows all non armor/weapons to shift with her)
Hands: Gauntlets of Extended Range (doubles range of ranged weapons)
Waist:
Legs:
Feet:
Body Mod: Combat Finger Sleeves I - V (+3 CM/gemstone | +5 physical dmg | +2 CM DC | +1 CM in combat)
Rings: (Up to two active)
1. Ring of Assimilation
2.
Free Slot Items
1. Obsidian Heart Ring
2. Obsidian Heart Insignia
Consumables: (Up to five types, no limit on how much of each type.)
1. Box of Chocolates x 3
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Frosty Goblet
2. Rope of Climbing
3. Flask of Endless Water
4. Quiver of the North Wind (1/combat +5 ranged strike & holds 200 arrows)
5. Notebook of Inquiry (+5 gather info when used)