Post by Rune Dravre on Feb 5, 2016 11:16:45 GMT -5
Name: Savenna Provsk'Noir *Save*
Screen Name: Lastofherline
Alignment: Chaotic Neutral
Deities: Lunne, Rrok, and Vermill (The Lunar Trinity)
Languages: Common//Sylvan(Free)//Arborian//Eirchaic
Country of Origin: Scarred Lands
Current Rank: Topaz Champion
Current Dice: 2d46
Current Hit Points: 28 (Half Dice = 23 , Endurance = 0, Willpower = 0, Diehard = 5)
Defense DC: 15 (10+Quick)
XP: 78
Rep:6
Gold: 12,750
CP: 0
Rezzes: 5/5
Screen Name: Lastofherline
Alignment: Chaotic Neutral
Deities: Lunne, Rrok, and Vermill (The Lunar Trinity)
Languages: Common//Sylvan(Free)//Arborian//Eirchaic
Country of Origin: Scarred Lands
Current Rank: Topaz Champion
Current Dice: 2d46
Current Hit Points: 28 (Half Dice = 23 , Endurance = 0, Willpower = 0, Diehard = 5)
Defense DC: 15 (10+Quick)
XP: 78
Rep:6
Gold: 12,750
CP: 0
Rezzes: 5/5
Traits
Strength [0]
Quickness [5]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [6]
Primary Class: Support
Class Bonus: 2 free support Skills (non-combat/Defense)
Primary Profession: Charmer
Profession Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.//Automatic Skills: Choose 1 free charmer skill.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Nymph
Racial Weakness (if applicable): Cold Iron x2
Strength [0]
Quickness [5]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [6]
Primary Class: Support
Class Bonus: 2 free support Skills (non-combat/Defense)
Primary Profession: Charmer
Profession Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.//Automatic Skills: Choose 1 free charmer skill.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Nymph
Racial Weakness (if applicable): Cold Iron x2
Mutations
Cat Like Eyes: +5 to spot checks when in lowlight/Darkness (Must have Darksight)
Shallow Veins: Your veins run shallow, all damage from slashing weapons (Weapon damage only, is multiplied by 1.5x)
Fangs: You have an innate bite attack, dealing 1d4 weapon damage from your teeth if you attack with a bite. If you have a skill that alters your bite damage, add +2 to the dice sides. (i.e. if you have a skill that lets you bite with 1d6, you instead use 1d8)
Scales: Scales on hips - you have pretty scales, but they are brittle, and peel off easily, causing pain and discomfort. Take a -5 to all climb, jump, swim, and ride checks. If you choose not to take this penalty, you take 1d5 undefenable
damage as your strain wounds you by peeling off your scales
Flaws
(1) Flirt - Save is a nymph, which means she finds several creatures or people attractive, due to this and her very nature she has a tendency to flirt even in the heat of battle. She also likes both men and women alike so with her it's one of her largest flaws.
(2) Strange Luck - Due to the Scarring Save has had some strange luck in her life. Her friend or foes either get healed or damaged by her and she never knows which it's going to be at any given time.
(3) Proud - While Nymph's aren't prudes most are proud. Save is no different having a hard time accepting any type of help seeing it as a weakness beyond measure from herself when she does.
You're Shittin' Me!//Crystal Flavor//This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
Scent//Crystal Flavor//You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you
Breadth of Experience//Crystal Flavor//Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.//Prerequisite: Any long-lived race, be 100+ years old
Alert//Crystal//You gain a +5 to Spot and Listen Checks.
Dexterous Fighter//Crystal// 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
Spellbreaker//Crystal//When you pass a spell save against a spellcaster's registered spell, you gain a counter attack immediately against the spellcaster, once per combat. You must pass strike, and proceed as a normal attack.
Combat Affinity//Crystal// You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
Push to the Limit//Crystal//You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
Magic Affinity//Flaw Skill//You have innate or learned magic ability. You cannot use magic in OH without this skill.
Cat Like Eyes: +5 to spot checks when in lowlight/Darkness (Must have Darksight)
Shallow Veins: Your veins run shallow, all damage from slashing weapons (Weapon damage only, is multiplied by 1.5x)
Fangs: You have an innate bite attack, dealing 1d4 weapon damage from your teeth if you attack with a bite. If you have a skill that alters your bite damage, add +2 to the dice sides. (i.e. if you have a skill that lets you bite with 1d6, you instead use 1d8)
Scales: Scales on hips - you have pretty scales, but they are brittle, and peel off easily, causing pain and discomfort. Take a -5 to all climb, jump, swim, and ride checks. If you choose not to take this penalty, you take 1d5 undefenable
damage as your strain wounds you by peeling off your scales
Flaws
(1) Flirt - Save is a nymph, which means she finds several creatures or people attractive, due to this and her very nature she has a tendency to flirt even in the heat of battle. She also likes both men and women alike so with her it's one of her largest flaws.
(2) Strange Luck - Due to the Scarring Save has had some strange luck in her life. Her friend or foes either get healed or damaged by her and she never knows which it's going to be at any given time.
(3) Proud - While Nymph's aren't prudes most are proud. Save is no different having a hard time accepting any type of help seeing it as a weakness beyond measure from herself when she does.
Crystal Skill Set
Stunning Glance//Free Racial// Looking directly at the nymph she can temporarily stun them, if they fail their Willpower save of DC10 + Nymph's Charisma.//This grows in power per Lose Turn skill standards
Elven Beauty//Free Racial//Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy. //Prerequisite: Elven, Half-Elven or Feykin
Darksight//Free Racial//The ability to see in total darkness up to 60 feet.
Acrobatics//Free Support//You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Sidestep//Free Support//You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. //Prerequisite: Acrobatic Skill//DEFENSE - Evade
Stunning Glance//Free Racial// Looking directly at the nymph she can temporarily stun them, if they fail their Willpower save of DC10 + Nymph's Charisma.//This grows in power per Lose Turn skill standards
Elven Beauty//Free Racial//Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy. //Prerequisite: Elven, Half-Elven or Feykin
Darksight//Free Racial//The ability to see in total darkness up to 60 feet.
Acrobatics//Free Support//You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Sidestep//Free Support//You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. //Prerequisite: Acrobatic Skill//DEFENSE - Evade
Scent//Crystal Flavor//You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you
Breadth of Experience//Crystal Flavor//Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.//Prerequisite: Any long-lived race, be 100+ years old
Alert//Crystal//You gain a +5 to Spot and Listen Checks.
Dexterous Fighter//Crystal// 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
Spellbreaker//Crystal//When you pass a spell save against a spellcaster's registered spell, you gain a counter attack immediately against the spellcaster, once per combat. You must pass strike, and proceed as a normal attack.
Combat Affinity//Crystal// You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
Push to the Limit//Crystal//You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
Magic Affinity//Flaw Skill//You have innate or learned magic ability. You cannot use magic in OH without this skill.
Topaz Skill Set
Anything you Want//Free Charmer Skill//A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against the attacker's Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended. Once per combat//Prerequisites: Charmer (Primary)
//DEFENSE - Evade
Silver Tongue//Free Charmer Skill//A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks
I notice Everything//Free Charmer Skill// watching for the slightest body language and attitudes, giving them a +5 to Insight
Aura of Lust//Topaz Flavor// You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]//Prerequisite: Charmer
Charming Beauty//Topaz//A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.//Prerequisite: Charmer//DEFENSE
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.
Die Hard//Topaz//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.
Teamwork is Open
Anything you Want//Free Charmer Skill//A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against the attacker's Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended. Once per combat//Prerequisites: Charmer (Primary)
//DEFENSE - Evade
Silver Tongue//Free Charmer Skill//A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks
I notice Everything//Free Charmer Skill// watching for the slightest body language and attitudes, giving them a +5 to Insight
Aura of Lust//Topaz Flavor// You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]//Prerequisite: Charmer
Charming Beauty//Topaz//A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.//Prerequisite: Charmer//DEFENSE
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.
Die Hard//Topaz//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.
Teamwork is Open
Weapons with dice effects / enchantments:
Primary Weapon: Elven Thin Blade 1d6
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes: Goggles of the Desert [Eyes/Face] These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.[Worth: 1,500gp]
Neck:
Torso/Body:
Armor:
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist:
Hands: Wasteland Wraps +10 DEF
Feet:
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.Personal Oasis [Magic Item]
Once per day, when this 10 -foot-by-10 -foot blanket is unrolled, and the command word spoken,a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form.
[Worth: 1,500gp]
2.
3.
4.
5.
Mundane (non-magical pack Items)
1: Elven healing herbs Value: 300 gp
Other Information: (You can put age, description, status, children, etc)
Primary Weapon: Elven Thin Blade 1d6
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes: Goggles of the Desert [Eyes/Face] These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.[Worth: 1,500gp]
Neck:
Torso/Body:
Armor:
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist:
Hands: Wasteland Wraps +10 DEF
Feet:
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.Personal Oasis [Magic Item]
Once per day, when this 10 -foot-by-10 -foot blanket is unrolled, and the command word spoken,a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form.
[Worth: 1,500gp]
2.
3.
4.
5.
Mundane (non-magical pack Items)
1: Elven healing herbs Value: 300 gp
Other Information: (You can put age, description, status, children, etc)
Spells and CMs: 20 Available