Post by Ellis Strata on Feb 4, 2016 23:30:05 GMT -5
State: "Silence" - Emerald Defender - Combat/Swordmaster, Support - 2d72 - 49 HP (6 wlp, 2 end, Diehard) - 10 DDC - Weakness: Cold x2 - Flaws: Bad Seed, Grudge Keeper (Ceridwen), Weapon Savant: Elven Courtblade - Teamwork: None
Vitals
Name: Joachim Modeuyr "Silence"
(No-one knows his real name, except Nuala, not even Ceridwen)
Screen Name: swordofatrophy
Alignment: Chaotic Neutral
Race: Fey'Ri
Size: Medium
Racial Weakness: Cold
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'0" Black hair, red eyes
The man only known as 'Silence', looks on the surface to be relatively unchanged, for a scarred. That's because hidden behind a veil of glamour is something sinister. He looks fairly normal as a human would, but his true nature is that of an elven demonic monstrosity, burning red eyes, black bat wings, and twisted horns that sprout from his forehead and curve back like a crown.
Mutations:
Poison Immunity: You are completely immune to poisons, natural and magical.
Pheremones: You seem to attract the wrong kinds of attention. Monsters are far more likely to attack you than an ally.
No Reflection: You don't cast any sort of reflection, gaining +5 to hide checks in semi or total darkness.
Sterilized: You cannot procreate. And you suffer a -3 to all social checks involving children.
No Body Hair: (flavor) No hair on your body at all.
Personality:
Before the scarring, Joachim was a simple man, getting by as a guard in a posh manor. When the scarring occured, he found himself near death, and the only other survivor to be a noble daughter. He escaped the burning palace with her, and took refuge in the wild. She was blind, and haughty, but Joachim had a job to do. To her, he was nobody, and adopted the name Silence, to protect her identity. Since then, they've made their way to Priviola, at her request to search for a new place of safety.
Star Sign
Date: 5/21
Sign: Ettin
Bonus: You have little difficulty focusing on dangerous tasks, giving you the ability to disable devices without a problem. You may disable any trap or device once per day.
Under: Full Moon
Bonus: You gain a +1 to Intimidation checks.
Languages: Common, Elven, Abyssal, Ignan
Country of Origin: Kir'Viir
Chosen Deity: None
Storyline:
Scarred Lands SL 'Porcelain Eye'
Classes and Professions.
Primary Class: Combat
Class Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Swordmaster
Class Skill: Elven Courtblade - "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 (must mark on Dossier what weapon it is).
Secondary Class: Support
Class Bonus: Two Non combat Skills
Secondary Profession:
Class Skill:
Traits
Strength [12]
Quickness [0]
Endurance [2]
Willpower [6]
Intelligence [0]
Perception [0]
Charisma [6]
Reputation
Reputation: 22
Reputation Bonus: +2 Intimidate/Gather Info / -2 Bluff/Diplomacy
Skills.
Race Skills
(racial) Darksight: The ability to see in total darkness up to 60 feet.
(racial) Alter Appearance: You are able to alter your appearance to appear fully elven, or any humanoid form, indefinitely.
(racial) Immunity to Sleep: Your blood allows the act of any sleep effects to be nulled automatically.
(flaw) Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Class/Profession Skills
(combat) Combat Affinity: Innate Fighting Style, Can use combat maneuver
(support) Approximate Understanding: You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure.
(support) Armor Mastery: At Topaz rank, you may ignore the initiative penalty for Medium Armor, at Sapphire rank they may ignore the penalty for Heavy Armor.
(topaz - Swordmaster bonus) Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
Flavor Skills
(flavor crystal) Clarity of Vision: 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.
(flavor crystal) Intimidating: You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
(flavor crystal) Keen Memory: You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
(flavor topaz) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
(flavor amber) Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
(flavor sapphire) First Impression: This skill allows a Swordmaster to favorably impress someone he has just met for the first time. An opposed roll is made, the Swordmaster adding their Charisma Bonus to their roll, and if he the target character’s attitude improves towards the adept by one degree; for example, a Neutral character becomes Friendly, an Unfriendly character becomes Neutral, and so on. The new attitude may be changed for better or worse through future interactions, but reverts back to the original within 6 hours. Any openly hostile act the Swordmaster commits against the impressed character immediately erases the impression. This may only be used once against any given character.
(flavor emerald) Carouser: The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs.
(Reputation 20 Bonus Flavor) Daredevil Athlete: You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
Combat Skills
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Alert: You gain a +5 to Spot and Listen Checks.
(crystal) Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
(crystal) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
(topaz) Incite to Anger: You are able to incite one target to rage against you, and only you, through words and/or actions causing them to only attack you for the duration of the combat or until you state you are not using the skill anymore. You may incite as many targets to anger as your Charisma bonus. After the first round, an enemy may attempt to break free of this skill and an opposed roll is made. The enemy adds Willpower, the inciter adds Charisma.
(topaz) Rake's Fortune: Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
(topaz) Two Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus (or QCK if Dex Fighter) to your damage with a two-handed weapon. This is an innate skill.
(amber) Immunity to Charm: You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
(amber) Champions Challenge: This allows you to call out a formal challenge to the leader of your enemies, urging him to let single combat decide an impending battle. You roll a 1d20 Intimidate Check against their 1d20 Check (they may add Strength or Willpower). If the opponent wins, he may ignore the challenge. If the opponent loses, then the leader is bound to accepting the challenge. Either you, or your chosen champion must face the leader, or his chosen champion in one-on-one combat to the finish. You must have DM permission to use this skill.
(amber) Vital Strike: The Swordmaster is able to find and exploit weaknesses in his opponent, enabling a devasting attack once per combat, giving him a double roll of his combat dice.
(sapphire) Resist Taunt: A Swordmaster is able to gain a bonus against social attacks such as skills that taunt, intimidation, persuasion and the like while in combat. The Swordmaster gains a +5 to any opposed checks he needs to make against these social attacks.
(sapphire) Roundel: A Swordmaster's grace and movement in the dance of his blade allows him to quickly position himself and his weapon in such a way that an attack made upon him is easily turned right back onto the attacker, causing the attacker to take the damage intended by the Swordmaster.
(sapphire) Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower 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 you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(emerald) Surprise Strike: As long as the Thief is not detected by the enemy, they can use this skill, which allows an extra roll of weapon damage if the attack hits. (ie: roll 2d4 with a dagger rather than 1d4, etc.) Can only be used once per combat.
(emerald) Diehard: 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.
(emerald) Slot Open:
[Teamwork] Co-ordinated Attack: You and an ally gain damage bonuses on attacks. If you hit an opponent with an attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
Skill Checks.
Spot: (PER 0)(Alert 5) = +5
Listen: (PER 0)(Alert 5) = +5
Search: (PER 0) = +0
Locate Traps: (PER 0) = +0
Disable Traps: (QCK 0) = +0
Lockpicking: (QCK 0) = +0
Escape: (QCK 0) = +0
Acrobatics: (QCK 0) = +0
Athletics: (END 2) or (STR 12)(Athletic 5) = +7/+17
Diplomacy: (CHA 6)(Rep -2) = +4
Intimidation: (STR 12)(Intimidating 5)(Rep 2)(Star 1) = +20
Bluff: (CHA 6)(Rep -2) = +4
Disguise: (CHA 6) = +6
Stealth (Hide, Move Silent): (QCK 0) = +0
Insight: (PER 0) = +0
Handle Animal: (CHA 6) = +6
Ride: (QCK 0) = +0
Swim: (STR 12) or (END 2) = +12/+2
Appraise: (PER 0) = +0
Gather Info: (CHA 6)(Rep 2) = +8
Use Object: (QCK 0) = +0
Save against Disease/Poison: (END 2) = +2
Willpower Save: (WLP 6)(Iron Will 3) = +9
Flaws.
Bad Seed: It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person.
Grudge Keeper: You have an overwhelming need for vengeance and have difficulty letting go of grudges. You may choose yourself, or another person at the time of taking this flaw. (Ceridwen)
Penalty: If you (or your chosen person) are damaged in combat, you suffer a -2 penalty on attack dice rolls, skill checks, saving throws, and other checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Weapon Savant: You prize one type of weapon above all others, and are proficient in its use. Choose a weapon type such as longsword, bow, axe, polearm, etc. (Elven Courtblade)
Penalty: You take a -2 to your Strike with any other weapon type other than the one with which you are proficient.
Weaponry.
Primary Weapon: Vakar Elven Courtblade (2d10)(Paragon *2)
Deep in the mountain homes of the dwarves are these veins of bluish-black metal. This metal can take extreme heat, and exudes an oily substance. Weapons made of vakar are caustic to those of pure elven blood, raising painful welts and doing double weapon damage to elves from the oil. Only metal weapons can be made of vakar.
Enchantments:
Serrated ☼ ☼
This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5 points of defense. The enemy must be wearing physical armor for this modification to work.
Razor Edge ☼ ☼
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head:
Face:
Eyes:
Neck: Defensive Jewelry +7 (Magical/Mundane)
Torso: Hair Shirt of Defense [Torso]
Layers of coarse brown horsehair make up this stiff, crudely woven shirt. A hair shirt of suffering provides a +2 DEF bonus to your armor. This is a continuous effect and requires no activation. You may wear this shirt on your torso beneath other armor.
[Worth: 1000gp]
Body (Armor): Draco Worm Shell +21 Defense / Draco Worm Scales +13 Magic Def
Reflective ☼ ☼
This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster. The caster receives a spell save check of the original spell DC.
Comfort ☼ ☼
Armor with this property allows its wearer to ignore the effects of intense natural heat or cold. The character can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's other equipment is likewise protected.
Tattooed ☼
Tattooed armor appears when you touch your hand to the tattoo that has been placed on your chest and will it to appear. You may do the same to remove it. You may also purchase this for your shield, tattooing your shoulder of your shield arm instead of the chest.
Cloak:
Waist: Magic Bison
Reputed to be a very invigorating tattoo, the scarlet bison (which is tattooed as a red bison, usually in a fighting position or preparing to charge) is often found on the young, affluent, and aggressive. It grants a permanent +10 bonus to initiative.
Arms/Wrist: +7 Bracers (Magical/Mundane)
-Phantom
This enchantment can be placed on an item to allow you to strike, whether unarmed or with a weapon, incorporeal creatures
Hands:
Legs: Pants +3 Magical defense
Feet: Rock Boots [Feet]
These heavy boots are made from pieces of stone, bound by thick leather. While worn, the wearer gains a +3 bonus to the opposed Strength roll against a bull rush so long as he is standing on the ground, it increases to +5 if it is a surface made of stone. He can also cross difficult terrain caused by natural earth-based conditions (gravel, mountain slope, sand but not plants) without penalty. The boots do have one side effect. The stone soles of the boots inflict a -2 penalty to Stealth checks.
[Worth: 3,000gp]
Body Modification: Combat Finger Sleeves
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Rings: (Up to two active)
1. Ring of Regeneration [Ring]
This ring regenerates healing points of 1d4 each round. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
[Worth: 8000gp]
2. Ring of Five Survivals [Magic Item]
This item was created to be a jack of all trades for the Scarred. It enhances five senses a little bit.
Touch: +1 to athletics
Sight: +1 to Spot
Hearing: +1 to Listen
Smell: Gains the scent skill for hunting food
Taste: +1 endurance versus poison.
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. BOX OF CHOCOLATES [Consumable] [Valentine's 2016]
The box of chocolates is a popular gift among lovers in many cultures. Sometimes, a mage or alchemist will infuse the candies with magical properties for nobles and adventurers to give as more extravagant presents. These magical boxes of candy are often in elaborate boxes that bear warnings such as “You never know!” or “Don’t eat too many!” on the inside of the lid.
Your box of chocolates has FOUR pieces inside of it, but there is no way to tell what you are eating, unless someone else has eaten that particular chocolate and found out what it does. Otherwise, when you pick a chocolate, roll on the chart to see which one you have eaten. Once the four chocolates are gone, the box is empty, and you'll have to wait for a year for more special love-day chocolates.
An individual character can only be under the effects of 2 candies at once; eating any more than that will cause all effects to end and the character becomes sickened until they rest (no spars, no quests, no missions) for 24 hours. The candies all look different even in a large box, so characters cannot intentionally choose their candy. Most last for one full adventure, the candy states if it lasts longer.
1d12
1. Solid Chocolate – The character gets a boost of +2 to Strength and Endurance saves and checks for one adventure, but has the disadvantage of a -1 on Intelligence saves and checks. It makes you feels strong and reckless!
2. Caramel – The character gets a boost of +2 to Quickness and Charisma saves and checks, but has the disadvantage of a -1 on Willpower saves and checks. It makes you feel charming and witty!
3- Nougat – The character gains gains 2d5 extra temporary hit points for the adventure!
4- Fudge – The character gains 3 luck dice. Roll 3 d20’s at the time the candy was eaten and note the results; at any time you may substitute a luck die for another d20 roll, expending the use of that die roll.
5- Truffle – 2d500gp magically appear in the character’s pockets, overflowing if there is no room.
6- Peanut – Roll on Scarred Lands mutation list, whatever mutation you get lasts for 24 hours.
7- Almond – The character is immune all poisons and poison/venom attacks for 24 hours..
8- Cherry – The effect is not immediately obvious, but the next person that speaks to you in a friendly manner becomes your new crush. For 24 hours, all you can think about is this person, and you try everything you can to be in their presence.
9- Coconut – For 24 hours, you do not need to eat or drink.
10- Rice Crisp – The character’s voice becomes unnaturally loud. The character can be heard up to 300 feet away if they shout, and has a boost of +3 to Intimidate checks, but has a disadvantage of -3 on Stealth checks.
11- Orange – The character is immune to all diseases, including magical diseases, for 24 hours. If you are already infected with a disease, the effects of the disease are suppressed for the duration.
12- Maple Fudge - The character gains +2 to Willpower and Intelligence saves and checks for one adventure, but has the disadvantage of a -1 on Strength saves and checks. You feel durable and very smart!
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Magical Pack Items (Up to five magical / wondrous items.)
1. Cloth of the Bitter Land [Magic Item]
This section of cloth is covered with a fine unknown animal fur. Having it provides +2 to saves against weather effects, no matter how extreme, and reduces all damage during weather events by 1 when damage is taken. It can double as a blanket, providing the effect of endure elements while the person under it is sleeping.
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Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Rank and Statistics.
Rank: Emerald Defender
Dice: 2d72
Experience Points: 403
Gold: 19,950
Rezzes: 5/5
Defense DC: 10 (10 + 0 Quickness)
Defense: 30/30
Hit Points: 49 (Half Dice = 36, Endurance = 2, Willpower = 6, Diehard = 5)
Initiative Roll: +22 (12 Muscle reactions, +10 Bison)
Attack -
Attack roll: 1d20 + 12 Power Attack 3 Dance Partner
Combat Dice roll: 2d72
Weapon Damage: 2d10 / 1d3
Damage Bonus: +21 = 12 Str, 6 2HWeapon 3 Dance Partner, 5 Finger Sleeves
Attack Specials:
Double damage to elves.
5 damage of physical armor is ignored
Can hit the incorporeal
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: