Post by Scarred Grace on Feb 5, 2016 12:39:45 GMT -5
Ceridwen Elensar (post-scarring)
|[ scarred grace ]|
|[ Ceridwen Elensar || Emerald Adept || Support/Healer/Arcane || 2d70 || 51 HP || 11 DDC || 44 Healing Points || Blind, Distinctive, Lovesick(Silence) || Mutations: Big Ears, Albino, Blind, Rune Fingerpints, Cat Tail, Fangs || Teamwork: Coordinated Attack ]|
Age: Elves are ageless
Height: 5'7"
Weight: No dwarf
Hair: White
Eyes: Milky White
Birthday: April 15 (1 bluff check a day) / Gibbous Moon (+1 diplomacy)
Alignment: Neutral Good
Deity: Melenthryn
Languages: Common, Elvish (free), Ancient, Eirchaic, Polylingual
Country of Origin: Arhylle, Kir'viir / Scarred Lands
Storyline: Scarred Lands
Brief History: (coming soon!)
Rank: Emerald Adept
Dice: 2d70
Hit Points: 51 (Half Dice + INT* + WLP) (*mind over body)
Defense DC: 11 ( 10 + QCK +1* ) (*Wild Guardian: +1 in Scarred Lands)
Magic DC: 27 ( 13 (rank) + 12 (INT) + 2 (arcane) )
Initiative: +0 (QCK)
Healing Points: 44 (22 rank x 2 (healer's touch))
Physical Strike: +0 (physical|QCK) | Damage: +0 (melee |STR ) ( ranged|QCK)
Magical Strike: +12 (magic|INT) | Damage: +18 (magic|INT) (eldritch focus)
Traits:
• Strength [--]
• Quickness [--]
• Endurance [04]
• Willpower [04] (+3*) (*iron will)
• Intelligence [12] (1 flaw)
• Perception [--]
• Charisma [06]
Tactics:
• Bluff [+6] (CHA) (Harpy birth sign - 1 bluff pass a day)
• Diplomacy [+17] (CHA) (elven beauty + Gibbous Moon birth)
• Disguise [+6] (CHA)
• Insight [--] (PER)
• Intimidation [--] (STR/CHA)
• Stealth [--] (QCK)
Talents:
• Acrobatics [+5] (QCK) ( acrobatic)
• Appraise [--] (PER)
• Athletics [--] (STR/END)
• Gather Info [+6] (CHA)
• Knowledge [+12] (INT)
• Listen [+6] (PER) (big ears mutation, +1 ring)
• Locate Trap [--] (PER)
• Nature [+12] (INT)
• Ride [--] (QCK)
• Rogue [--] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
• Search [--] (PER)
• Sleight of Hand [--] (QCK)
• Spot [--] (PER)
• Use Object [--] (QCK)
Race: Scarred Elf
Racial Weakness: n/a
Size: Medium
Racial Skills:
• Elven Beauty – 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.
• Immunity to Sleep – Your blood allows the act of any sleep effects to be nulled automatically.
• Mind Over Body – You are able to use your INT modifier to add to your hit points instead of your END modifier. (innate)
Mutations:
• Albino – Your pale skin is such because it's luminescent! At night, you gain 1.5x the effect of any healing done towards you.
• Blind – While you can't see, your white eyes can still hurt you, any sudden burst of light has a makes you dizzy. -1 to all saves and checks, for the next ten minutes or for 1 round of combat.
• Big Ears – Your hearing has become much more acute, gaining a +5 to all listen checks (including those made in place of other checks due to skills).
• Fangs – You aren't quite used to your fangs, and any potions you drink yourself run a 25% risk of breaking in your mouth and becoming useless.
• Fingerprints look like runes – Your fingerprints don't just look like runes, they are. But they're incomplete, and touching any magical paper or otherwise rune covered surface with your bare fingers can cause a magical backlash.
• Tail (cat) – You have a cat tail, and like cats you have developed incredible balance. You can walk ledges without any sort of balance check, and if you run, you must make a check, but with a +5 to your roll.
Flaws:
• Blind – Ceri was blinded during the Scarring, and therefore can never be healed. Blindsense cannot disregard penalty. Penalty: You fail all Spot, Perception, Search, Insight etc checks - anything that involves actual SIGHT for the check you simply cannot roll. You are blind.
• Distinctive – Ceri has some distinctive physical features - Big ears, fangs, a tail, blind and an albino? Can't be too many elves like you around. Penalty: -2 on Disguise Checks
• Lovesick (Silence) – She doesn't actually love or like Silence but she has become so dependent upon his being around that when he's not, Ceri becomes distracted and inattentive. Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
Quirks:
• Routine – Every day Ceri has to count the steps that it takes to get to some of her favorite spots in the Eye. Having those numbers and confirming them is a comfort to her while everything else seems uncertain.
• Power Overload – Have difficulty controlling your magic and sometimes weird things happen, like seeing other people's thoughts/dreams.
Primary Class: Support
Class Bonus: 2 free support skills
Secondary Class: Arcane
Class Bonus: +2 to Spell Save Difficulty, Free magical skill
Primary Profession: Healer
Profession Bonus: -- "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Secondary Profession: --
Profession Bonus: --
Class/Prof Skills:
• Telepathy (class free) – 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.
• Fearless (class free) – 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.
• Arcane Lucubration (class free) – This skill allows a spellcaster to recall a spell they have already cast in combat, and cast it once more in the same combat without it taking up one of their allowed spells. 1/adventure
• Healing Affinity (prof free) – You have the ability to heal yourself and others. E: 22 | R: 26 | O: 30
• Retribution of the Meek (prof free) – Your job is to keep the others in your party alive. To see to their wounds, to mend their flesh, to staunch the flow of blood. Sometimes, they forget that behind the bloody rags and thick pastes, you have an ability to defend yourself. Once per combat you may take the damage from one attack reduce it to half and convert that to healing energy to be used upon yourself. Example: If you are hit for 20 damage, use this skill and you instead get healed 10 points.
General/Combat Skills:
• Psionic Affinity (flaw) – 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'.
• Acrobatic (c) – Excellent coordination leads to +5 on all Acrobatics checks.
• Iron Will (c) – You have extreme willpower, giving you a +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. +3 at Emerald and +4 at Obsidian.
• Magical Resistance (c) – You are resistant to magics and gain a +2 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
• Wild Attunement (c) – You share a strong mystic connection with one type of wilderness terrain. Select one type of specific terrain (except urban), and any healing done to you in that terrain is doubled once per adventure. This encompasses healing potions, skills, and any other means of healing. For instance, if you drink a 10hp potion you'd heal for 20hp. At Sapphire you may choose another terrain, at Ruby you may choose a third. (Scarred Lands)
• Mercy (t) – A healer can select one mercy per gemstone rank beginning at Topaz. Each mercy adds an effect to the healer's ability to heal. Whenever the healer expends healing points to heal damage to one target, the target also receives the additional effect from whatever mercy the healer chooses to use. You may only use each of your mercies 1/adv. T: Remove Stun | A: Remove Curse | S: Remove Disease |E: Remove Fear-Stricken
• Reflective Direction (t) – In combat many folk lose their cool, not you. You keep your head about you, able to see things through a tranquil, reflective state. Forgoing all actions for that round (including attacks, counter attacks, defensive skills, etc - if attacked you may only use armor defense) to play the smart move. One ally of your choice within 30 feet is given your turn, allowing them to attack in your stead, as well as on theirs when it comes. You can use this skill in rounds limited by your Gem Rank: Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
• Wild Guardian (t) – While in your terrain chosen with Wild Attunement, you gain a +1 to your Defense DC. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
• Eldritch Focus (a) – This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell, regged or otherwise. If your spell does damage then you may double your bonus for damage once per combat when you cast an attack spell in combat.
• Healing Circle (a) – All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure and does not take any of your normal healing points.
• Neutralize Poison/Venom (a) – The target creature has all traces of poison removed from their system.
• Boom! (s) – You have a temper, you've been taken for granted and underestimated. Once per day, the healer may explode in a flurry of scolding hits dealing an extra 3d5 damage + your Strength Bonus to their opponent. There is a price to pay for such a temper though, and the healer is stunned for one round, leaving them unable to do anything including healing until they snap out of it.
• Combat Medic (s) – A healer who is trained in working on the battlefield, who can dash in and give simple healing, bandaging to stop bleeding and the like and then dart back out of the line of fire. A combat medic has up to 10hp outside of their normal healing point pool to heal during combat when someone is injured and DOES NOT have to wait for their turn to heal. When someone is injured simply post (Combat Medic!) and roleplay running to them and giving healing. This is mundane first aid, it is not positive energy. You may use Combat Medic once per combat.
• Selective Spell (s) – 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.
• Animal Companion (e) – Animal Companion : The animal companion skill allows you to have an animal that you can use in combat. If you are choosing something unique or magical, please get the creature approved by tesarikone. Your animal companion is treated as an NPC, and grows as you grow. You may also teach your animal companion commands so they are more useful to you, at the rate of their INT + 1. Please see our charter on Animal Companions for a list of all commands you are able to teach them.
At Emerald Rank, your companion is now Sapphire Adept rank. At Ruby Rank, your companion is now Emerald Adept rank. At Obsidian Rank, your companion is now Ruby Shield. At Diamond Rank, your companion is now Obsidian Prime rank.
• None Shall Fall (e) – You are able to heal your entire group of allies by mere inspirational command, healing them all for 5 points and allowing all to make a new save to resist poisons if they've failed one during combat. A successful save cures the poison. This healing is not positive energy based, it merely causes their own bodies to self-heal, therefore can heal even undead creatures.
• Only Mostly Dead (e) – A healer may perform a resurrection once per week, using their healing talents and any medic supplies they deem necessary, and allow the target to not lose a rezz.
Teamwork Skill:
• Coordinated Attack – You and an ally gain damage bonuses on attacks. If you hit an opponent with anattack, 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.
Defense Skills:
• Sidestep (c) – So acrobatic you can simply dodge an incoming melee/ranged physical attack once per combat. (evade)
Flavor Skills:
• Blindsense (c) – Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell.
• Polylingual (c) – You can speak and understand all languages, but cannot read or write in any language but your own.
• Wild Spirit (c) – While in your terrain chosen with Wild Attunement, you gain a +4 to any checks that require Perception (Search, Insight, Spot, Listen, etc) as well as gain blindsense out to 30 feet. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
• Contact Perception (t) – Although your sight is gone, you still remember the feel of certain objects. Instead of rolling a Search based on Perception, you roll a Search based on Intelligence as you use your memories to determine what it is you are feeling with your hands; you take a -4 penalty to your check. This can be dangerous in certain situations, and there is a high chance of triggering traps using contact perception.
• Scent (a) – 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.
• Remote Viewing (s) – This ability allows the Psion to see through the eyes of another person in their general area. The target, if unwilling does have the option to roll 1d20 Willpower save with DC15 against the use of this ability. If the save is failed, or the target is willing, it lasts up to 30 mun minutes.
• Animal Training (e) – This skill allows you to train an animal to obey simple essential commands such as "scout ahead", "smell that", "go home", "ambush", "flush out", "pin", "stalk", "defend", "attack". Non-essential commands such as "down", "stop", "heel", "fetch", "roll over", "stay", etc, have no limits to how many you may teach. Essential commands are those that will make or break a roleplay scene. You may teach your animal 2 essential commands per gemstone rank. This can be used for a mount, a pet, or even your animal companion if you have the Animal Companion skill. You must have the correct skill in order to teach commands to attack others.
Weapons: (see below for more information on items/enchants)
• Primary – "Inflict Pain" (2d8 invocation)
• Secondary –
• Ranged –
• Hidden –
Extras: (see below for more information on items/enchants)
• Attack –
• Defense –
Equipped Items: (see below for more information on items/enchants)
• Head/Headband –
• Face/Eyes –Psion Master's Eyes
• Neck –
• Torso/Body –
• Armor – Spiderweave Armor (+13 def)
• Cloak/Shoulders – Cape of the Wastes
• Arms/Wrist – Merciful Vambraces (+1 def, re-use a mercy 1/adv)
• Hands –
• Waist –
• Legs –
• Feet – Draco Worm Scale Boots (+5 def)
• Body Mod –
• Ring 1 –
• Ring 2 –
Packed Consumables: (up to 5)
• Tin of Gash Glue (10 uses / 5hp each)
• Troll Styptic x 4
• Rose Bud Bandages
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Magical Pack Items: (up to 5 magical/wondrous items)
• Staff of the Nomads
• Ring of Five Survivals (+1 ath, +1 spot, +1 listen, +scent, +1 end vs poison)
• Cloth of the Bitter Land (+2 save against weather)
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Mundane Pack Items:
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Known Spells:• Battlefield Medic – This spell allows Ceri to connect with anyone she touches to diagnose them while on an adventure. [Skill Effect]
• Body Adjustment – Take control of the body's healing process, curing the damage yourself. [Healing Spell || E: Heal 1/2 dmg or 25 hp // R&O: Heal Full dmg ]
• Cleanse – Removes the following conditions: blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened. [ Healing Effect ]
• Healing – Target wounds and heal them ! [Healing Spell || E: Heal 1/2 dmg or 25 hp // R&O: Heal Full dmg ]
• Heal Animal – Target the wounds of a mount, combat companion or familiar. [Healing Spell || E: Heal 1/2 dmg or 25 hp // R&O: Heal Full dmg ]
• Life Tether – Tether a person within 1 point of death to you and heal them immediately with Healing points. [ Healing Effect ]
• Mass Healing – This spell heals the group [ AoE Heals || S: E: 15 hp (4 PCs) / R: 1/2 dmg (5 PCs) / O: Full dmg (5 PCs) ]
• Mental Battlefield – Using blindsense, enhanced senses, and telepathy with her psionic affinity, the blind psion is able to link with her enemies during combat allowing for combat. [ Combat Effect Spell || Duration: 1 combat ]
• Mind Thrust – You instantly deliver a massive assault on the thought pathways of any one creature. [ Attack Spell || One-Time || E: +12 / R: +16 / O: +20 / D: +24 ]
• Synaptic Shock – Your touch deals extra damage, sending pain through the synapses. [ Attack Spell || One-Time || E: +12 / R: +16 / O: +20 / D: +24 ]
• Telekinetic Thrust – Hurl objects at your target with the power of your mind. [ Attack Spell || One-Time || E: +12 / R: +16 / O: +20 / D: +24 ]
• Telepathic Bond – Forge a telepathic bond among yourself and a number of willing targets. Each creature included in the link is linked to all of the others. The targets can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. This bond works over any distance (on the same plane).