Post by hectatekir on Feb 8, 2016 18:27:52 GMT -5
Name: Devin
Screen Name: ilostandfoundi
Race: Vishkanya
Alignment: Chaotic Neutral
Languages: Common, Vishkanya (free), Sark, Elvish
Country of Origin: Sarkotos
Chosen Deity: Ebis
Personality:
Gold: 9,750gp
Rank: Topaz Marshal
Dice: 2d48
Rezzes: 5/5
Defense DC: 14 (10 + Quickness)
Hit Points: 31 (Half Dice = 24 , Endurance = 2, Willpower = 0, Diehard = 5)
Mundane Defense: 13 [+3 (Charming Beauty) ]
Racial Weakness (if applicable): None
Traits
Strength [0]
Quickness [4]
Endurance [2]
Willpower [0]
Intelligence [1]
Perception [1]
Charisma [3]
Primary Class: Support
Class Bonus: 2 Free Support Skills
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:
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Mutations
Chameleon Skin - Your skin (both on the humanoid torso and the scorpion half) can alter it's color to blend it with the background and bend light. You gain a +5 to all hide checks, and can pass one automatically when outside in the desert.
Lust for Flesh - Your desire to eat flesh is stronger than most, and when a humanoid enemy is killed in combat, you must make a WLP save with a DC of 15, or be forced to spend your next turn trying to eat the flesh of the enemy.
Stinger on tail - Your adept with using your stinger as well, once per combat, deal an extra 1d6 weapon damage when attacking. Your stinger can also be coated with poison like any normal weapon.
Pheremones (attract) - You attract people, but not in a good way. People are naturally prone to dislike you. You suffer a -3 to all social rolls when dealing with sentient beings
Wall Crawler - Like a normal scorpion, your legs attach to walls and allow you to climb solid surfaces. You may scale up to 50' without making a climb check.
Bottom half of body is scorpion - You have a hard time walking on narrow surfaces, and you suffer a -5 to balance checks when the ground is soft or unstable.
Telepathic Communication
Flaws
Dark Premonitions
Critically Challenged
Distinctive
Skills
(racial) Immunity to Poison/Venom
(racial) Toxic Affinity
(racial) Self-Healing
(flavor crystal) Stable Gallop
(flavor crystal) Strong Stomach
(flavor crystal) Trackless Step
(crystal) Alert
(crystal) Incredible Insight
(crystal) Diehard
(crystal) Cheat Death
(crystal) Deja Vu
(support) Strong as an Ox
(support) Lucky Duck
(charmer) Immunity to Charm
(topaz flavor) Sexy And You Know It
(topaz) Iron Will
(topaz) Charming Beauty
(topaz) Command Pleasure Zones
(teamwork) OPEN
Weapons with dice effects / enchantments:
Primary Weapon: Longspear [2d5] Abysium
This glowing, blue-green substance can be a source of great energy. It also causes those who spend extended amounts of time near it to grow ill and die, making it only useful for those with Poison/Venom Immunity. Abysium functions as steel when used for weapons and armor, but those who carry or wear abysium arms or armor become sickened for as long as the gear is carried or worn without Poison Immunity. Weapons and armor made from abysium glow with an intensity equal to that of a candle. Abysium weapons are naturally "venomous".
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes: Goggles of the Desert
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.
Neck:
Torso/Body:
Armor: Wasteland Wraps +10 DEF
Cloak/Shoulders: Cape of the Wastes
This bizarre garment appears to be made of sand, although it is soft and light. Its wearer remains comfortably cool in hot weather up to extreme heat, needing no saves to resist natural heat effects. The cape keeps its wearer comfortably warm, as the endure elements spell, similarly negating the need for saves or checks against natural cold effects. Finally, the wearer gains a +3 to Stealth Checks while in a sandy or wasteland environment.
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings:
1.
2.
Consumables:
1.
2.
3.
4.
5.
Magical Pack Items
1.
2.
3.
4.
5.
Mundane (non-magical pack Items)
Belt Pouches, Compass, Soap, Waterskins, Deck of playing cards [worth: 100gp], magazine titled Dwarf Beauties: Swimwear Edition [worth: 500gp]
]| Devin || Topaz Marshal || Support/Charmer || 2d48 || 31hp || DC 14 || Selfhealing 12 || Flaws: Dark Premonitions, Critically Challenged, Distinctive || Weakness: None || Teamwork: None |[
Screen Name: ilostandfoundi
Race: Vishkanya
Alignment: Chaotic Neutral
Languages: Common, Vishkanya (free), Sark, Elvish
Country of Origin: Sarkotos
Chosen Deity: Ebis
Personality:
Gold: 9,750gp
Rank: Topaz Marshal
Dice: 2d48
Rezzes: 5/5
Defense DC: 14 (10 + Quickness)
Hit Points: 31 (Half Dice = 24 , Endurance = 2, Willpower = 0, Diehard = 5)
Mundane Defense: 13 [+3 (Charming Beauty) ]
Racial Weakness (if applicable): None
Traits
Strength [0]
Quickness [4]
Endurance [2]
Willpower [0]
Intelligence [1]
Perception [1]
Charisma [3]
Primary Class: Support
Class Bonus: 2 Free Support Skills
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:
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Mutations
Chameleon Skin - Your skin (both on the humanoid torso and the scorpion half) can alter it's color to blend it with the background and bend light. You gain a +5 to all hide checks, and can pass one automatically when outside in the desert.
Lust for Flesh - Your desire to eat flesh is stronger than most, and when a humanoid enemy is killed in combat, you must make a WLP save with a DC of 15, or be forced to spend your next turn trying to eat the flesh of the enemy.
Stinger on tail - Your adept with using your stinger as well, once per combat, deal an extra 1d6 weapon damage when attacking. Your stinger can also be coated with poison like any normal weapon.
Pheremones (attract) - You attract people, but not in a good way. People are naturally prone to dislike you. You suffer a -3 to all social rolls when dealing with sentient beings
Wall Crawler - Like a normal scorpion, your legs attach to walls and allow you to climb solid surfaces. You may scale up to 50' without making a climb check.
Bottom half of body is scorpion - You have a hard time walking on narrow surfaces, and you suffer a -5 to balance checks when the ground is soft or unstable.
Telepathic Communication
Flaws
Dark Premonitions
Critically Challenged
Distinctive
Skills
(racial) Immunity to Poison/Venom
(racial) Toxic Affinity
(racial) Self-Healing
(flavor crystal) Stable Gallop
(flavor crystal) Strong Stomach
(flavor crystal) Trackless Step
(crystal) Alert
(crystal) Incredible Insight
(crystal) Diehard
(crystal) Cheat Death
(crystal) Deja Vu
(support) Strong as an Ox
(support) Lucky Duck
(charmer) Immunity to Charm
(topaz flavor) Sexy And You Know It
(topaz) Iron Will
(topaz) Charming Beauty
(topaz) Command Pleasure Zones
(teamwork) OPEN
Weapons with dice effects / enchantments:
Primary Weapon: Longspear [2d5] Abysium
This glowing, blue-green substance can be a source of great energy. It also causes those who spend extended amounts of time near it to grow ill and die, making it only useful for those with Poison/Venom Immunity. Abysium functions as steel when used for weapons and armor, but those who carry or wear abysium arms or armor become sickened for as long as the gear is carried or worn without Poison Immunity. Weapons and armor made from abysium glow with an intensity equal to that of a candle. Abysium weapons are naturally "venomous".
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes: Goggles of the Desert
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.
Neck:
Torso/Body:
Armor: Wasteland Wraps +10 DEF
Cloak/Shoulders: Cape of the Wastes
This bizarre garment appears to be made of sand, although it is soft and light. Its wearer remains comfortably cool in hot weather up to extreme heat, needing no saves to resist natural heat effects. The cape keeps its wearer comfortably warm, as the endure elements spell, similarly negating the need for saves or checks against natural cold effects. Finally, the wearer gains a +3 to Stealth Checks while in a sandy or wasteland environment.
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings:
1.
2.
Consumables:
1.
2.
3.
4.
5.
Magical Pack Items
1.
2.
3.
4.
5.
Mundane (non-magical pack Items)
Belt Pouches, Compass, Soap, Waterskins, Deck of playing cards [worth: 100gp], magazine titled Dwarf Beauties: Swimwear Edition [worth: 500gp]
]| Devin || Topaz Marshal || Support/Charmer || 2d48 || 31hp || DC 14 || Selfhealing 12 || Flaws: Dark Premonitions, Critically Challenged, Distinctive || Weakness: None || Teamwork: None |[