Post by Nikolai on Feb 14, 2016 20:53:16 GMT -5
A S H W I N D
Neutral Evil - Half Wild Elf - Dark Side Druid
Mutations
Unnatural Eyes (Violet)
Elemental Affinity (Ash)
Dust/Ash Breather
Blackened Knuckles
Smoking Breath
Sterilized
Rank and Dice
Sapphire Marshal 2d66
Hit Points
42
[33 + WLP 4 + Diehard 5]
DDC
13
Heal Points
18
State
Ashwind | Sapphire Marshal 2d66 | 42hp | DC13 | Heal 18 | Devout/Druid/Combat | Flaws: Distinctive/Cruel/Friendslayer | Mutations: Unnatural Eyes (Violet)/Elemental Affinity (Ash)/Dust-Ash Breather / Blackened Knuckles / Smoking Breath / Sterilized | Teamwork Coordinated Fire
Primary Class
- Devout -
"Unholy Symbol" +2 to any saves made against magic spells
Primary Profession
- Druid -
"Shapeshifting" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Storyline Mod. Druids who wear light or medium armor made of leather, wood, bone or something completely natural like blueice do not suffer any magic penalties normally associated with Medium armor.
Secondary Class
-Combat-
Secondary Profession
Traits
Strength [0]
Quickness [3]
Endurance [0]
Willpower [4]
Intelligence [12]
Perception [2]
Charisma [0]
Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
Combat Maneuvers
Quirk: Eat ash
Base DC
Sapphire: 12
Emerald: 13
Ruby: 14
Obsidian: 15
Neutral Evil - Half Wild Elf - Dark Side Druid
Mutations
Unnatural Eyes (Violet)
Elemental Affinity (Ash)
Dust/Ash Breather
Blackened Knuckles
Smoking Breath
Sterilized
Elemental Affinity (Ash) - You've overcome the magic deprivation in the scarred lands, and your ash spells are unaffected by any spell failure checks.
Dust/Ash Breather - In places where its relatively ash and dust free (indoors), you start feeling the strain and have a hard time breathing. From the 3rd round of combat on, you suffer a -1 to all rolls unless you take a round to stop and catch your breath,
Smoking breath - exhaling smoke can be beneficial (aside from giving people second hand cancer). Once per combat, in addition to a melee attack, you can breath smoke, forcing the enemy to make an End save with a DC of 10, or be partially blinded (-2 strike, -2 DDC) for 1 round.
Blackened knuckles - your hands are pretty tender, easily irritated and bruised. You cannot wear metal gloves of any kind, and any unarmed techs you use have -1 dice sides. (a 1d6 tech would be 1d5)
Dust/Ash Breather - In places where its relatively ash and dust free (indoors), you start feeling the strain and have a hard time breathing. From the 3rd round of combat on, you suffer a -1 to all rolls unless you take a round to stop and catch your breath,
Smoking breath - exhaling smoke can be beneficial (aside from giving people second hand cancer). Once per combat, in addition to a melee attack, you can breath smoke, forcing the enemy to make an End save with a DC of 10, or be partially blinded (-2 strike, -2 DDC) for 1 round.
Blackened knuckles - your hands are pretty tender, easily irritated and bruised. You cannot wear metal gloves of any kind, and any unarmed techs you use have -1 dice sides. (a 1d6 tech would be 1d5)
Flaws
1. Distinctive
2. Cruel
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
3. Friendslayer
Penalty: Cannot take Combat Marksman
1. Distinctive
2. Cruel
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
3. Friendslayer
Penalty: Cannot take Combat Marksman
Languages
Common, Elven, Eirchaic, Runin, Druidic
Chosen Deity
Tavoriel, Thol Raen
Common, Elven, Eirchaic, Runin, Druidic
Chosen Deity
Tavoriel, Thol Raen
Description
Athletically toned
6'1"
Dark Brown Hair
Violet Eyes
Ritual Tattoo (Face) "Domino" mask, trails down right side of face, under ear, around neck to left shoulder.
Ritual Tattoo (Right Arm) Spiralling tribal tattoo from wrist to upper arm.
Ritual Tattoo (Left Arm) Knotwork upper arm
Ritual Tattoo: (Left Leg) It was a tattoo of his spirit animal, the wolf, but it has been tweaked to include a skeleton in the wolf's shape.
Ritual Tattoo (Hands) To attempt to cover his blackened knuckles, he has skulls tattooed on the back of his hands, and fingers tattooed to appear as skeletal bones.
Athletically toned
6'1"
Dark Brown Hair
Violet Eyes
Ritual Tattoo (Face) "Domino" mask, trails down right side of face, under ear, around neck to left shoulder.
Ritual Tattoo (Right Arm) Spiralling tribal tattoo from wrist to upper arm.
Ritual Tattoo (Left Arm) Knotwork upper arm
Ritual Tattoo: (Left Leg) It was a tattoo of his spirit animal, the wolf, but it has been tweaked to include a skeleton in the wolf's shape.
Ritual Tattoo (Hands) To attempt to cover his blackened knuckles, he has skulls tattooed on the back of his hands, and fingers tattooed to appear as skeletal bones.
Rank and Dice
Sapphire Marshal 2d66
Hit Points
42
[33 + WLP 4 + Diehard 5]
DDC
13
Heal Points
18
State
Ashwind | Sapphire Marshal 2d66 | 42hp | DC13 | Heal 18 | Devout/Druid/Combat | Flaws: Distinctive/Cruel/Friendslayer | Mutations: Unnatural Eyes (Violet)/Elemental Affinity (Ash)/Dust-Ash Breather / Blackened Knuckles / Smoking Breath / Sterilized | Teamwork Coordinated Fire
Primary Class
- Devout -
"Unholy Symbol" +2 to any saves made against magic spells
Primary Profession
- Druid -
"Shapeshifting" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Storyline Mod. Druids who wear light or medium armor made of leather, wood, bone or something completely natural like blueice do not suffer any magic penalties normally associated with Medium armor.
Secondary Class
-Combat-
Secondary Profession
Traits
Strength [0]
Quickness [3]
Endurance [0]
Willpower [4]
Intelligence [12]
Perception [2]
Charisma [0]
Initiative [Qck 3, Presence of Mind 12] = +15
Magic Save [Wlp 4, Iron Will 2, Unholy Symbol 2] = +8
Spot [Per 2]
Listen [Per 2]
Diplomacy [Cha 0, Cruel -2, Elven Beauty 10] = +8
Knowledge [Int 12, Knowledge 10, Headband 5] = +27
Acrobatics [Qck 3, Acro 5] = +8
Athletics [Str 0] = +0
Magic Save [Wlp 4, Iron Will 2, Unholy Symbol 2] = +8
Spot [Per 2]
Listen [Per 2]
Diplomacy [Cha 0, Cruel -2, Elven Beauty 10] = +8
Knowledge [Int 12, Knowledge 10, Headband 5] = +27
Acrobatics [Qck 3, Acro 5] = +8
Athletics [Str 0] = +0
Skills
(r) Elven Beauty | +10 Diplomacy
(r) Low-Light Vision
(r) Darksight
(f) Familiar
(f-c) Live off the Land
(f-c) Presence of Mind | Add INT to Initiative
(f-c) Knowledge | +10 [c: Nature, t: Region (Scarred Lands), a: Religion, s: Monster Lore]
(c) Iron Will | +2 Willpower
+1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(c) Acrobatic | +5 Acrobatics
(c) Sidestep | Evade
(c) Diehard | 5hp
(c) Focused Shot | Use INT for Dmg of Ranged Wpn
(f-t) Skeleton Shape
(t) Swarm Druid | 1/2 Evade melee or ranged dmg
(t) Rebirth | Rezz 1/week
(t) Tactician's Sense | Use INT for Strike
(druid) Healing Affinity | 18
(druid) Magical Affinity
(f-a) Speak with Dead Animals
A Dark Side Druid can converse with dead animals, and can be used as many times a day as half their Intelligence Bonus.
(a) Point Blank Shot | +2 DMG
You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
(a) Mother Earth's Hand | Evade
(a) Point Blank Master | +1 Strike
You now gain a +1 boost to strike when using a ranged weapon in close combat. At Ruby it is +2, and at Obsidian it is +3.
(f-s) Natural Spell
(s) Healing Arrow | 3 Arrows, 5hp each
An arrow of positive energy forms before you. You may shoot up to three of these healing arrows per combat, that each heal 5 hp each, at any time during the combat even if it is not your turn.
(s) Eagle Eye
A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
(s) Arcane Archer
You have learned to cast spells and wield your bow at the same time. You may wield any type of bow, while imbuing your arrows to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your ranged damage against the target, but your Intelligence bonus to your magic attack as well to the same target.
(combat) Combat Affinity
(teamwork) Coordinated Fire
You and an ally gain damage bonuses on ranged attacks. If you hit an opponent with a ranged attack, until your next turn, the next successful ranged attack made by any ally with the Coordinated Fire skill against the same opponent deals +5 damage. This can be used once per combat.
(r) Elven Beauty | +10 Diplomacy
(r) Low-Light Vision
(r) Darksight
(f) Familiar
(f-c) Live off the Land
(f-c) Presence of Mind | Add INT to Initiative
(f-c) Knowledge | +10 [c: Nature, t: Region (Scarred Lands), a: Religion, s: Monster Lore]
(c) Iron Will | +2 Willpower
+1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(c) Acrobatic | +5 Acrobatics
(c) Sidestep | Evade
(c) Diehard | 5hp
(c) Focused Shot | Use INT for Dmg of Ranged Wpn
(f-t) Skeleton Shape
(t) Swarm Druid | 1/2 Evade melee or ranged dmg
(t) Rebirth | Rezz 1/week
(t) Tactician's Sense | Use INT for Strike
(druid) Healing Affinity | 18
(druid) Magical Affinity
(f-a) Speak with Dead Animals
A Dark Side Druid can converse with dead animals, and can be used as many times a day as half their Intelligence Bonus.
(a) Point Blank Shot | +2 DMG
You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
(a) Mother Earth's Hand | Evade
(a) Point Blank Master | +1 Strike
You now gain a +1 boost to strike when using a ranged weapon in close combat. At Ruby it is +2, and at Obsidian it is +3.
(f-s) Natural Spell
(s) Healing Arrow | 3 Arrows, 5hp each
An arrow of positive energy forms before you. You may shoot up to three of these healing arrows per combat, that each heal 5 hp each, at any time during the combat even if it is not your turn.
(s) Eagle Eye
A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
(s) Arcane Archer
You have learned to cast spells and wield your bow at the same time. You may wield any type of bow, while imbuing your arrows to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your ranged damage against the target, but your Intelligence bonus to your magic attack as well to the same target.
(combat) Combat Affinity
(teamwork) Coordinated Fire
You and an ally gain damage bonuses on ranged attacks. If you hit an opponent with a ranged attack, until your next turn, the next successful ranged attack made by any ally with the Coordinated Fire skill against the same opponent deals +5 damage. This can be used once per combat.
Primary/ Totem Weapon: Melee Hardened Serren Longbow 2d8 ranged / 1d8 melee bludgeoning
Totem Animal: Wolf
Totem Ability: Scent
Serren: Hits Incorporeal (Non-Magical)
Secondary Weapon: Boline 1d5
STRIKE [Tactician's Sense 12, PBM 1] = +13
RANGED DMG [Focused Shot 12, PBS 2] = +14
[Eagle Eye for Ranged PBS]
MELEE DMG [Str 0] = +0
Totem Animal: Wolf
Totem Ability: Scent
Serren: Hits Incorporeal (Non-Magical)
Secondary Weapon: Boline 1d5
STRIKE [Tactician's Sense 12, PBM 1] = +13
RANGED DMG [Focused Shot 12, PBS 2] = +14
[Eagle Eye for Ranged PBS]
MELEE DMG [Str 0] = +0
- Palebone Armor +14 DEF
-5 Init, No Magic Penalties from Druid, 30 cap
-5 Init, No Magic Penalties from Druid, 30 cap
Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
Combat Maneuvers
Quirk: Eat ash
Base DC
Sapphire: 12
Emerald: 13
Ruby: 14
Obsidian: 15
Cluster of Shots: You take a moment to carefully aim your shots, causing them all to strike nearly the same spot, doing extra one-time damage with a ranged weapon. (INT vs QCK)
One Time or Constant Attack
Crystal and Topaz: +4 or Constant +1
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Diamond: +24 or Constant +6 or Double Roll
Empty Quiver: You rain down ranged attacks upon multiple enemies. (INT vs QCK)
AoE Attack
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Diamond: +12 [All Enemies]
Bow Mastery: You are adept with either bows or crossbows, enabling you to do more damage with them.
Strengthen Dice Sides
Crystal and Topaz: 4 or Constant 2
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
Dancing Dodge: You can dance your way around your opponents attacks. This grants a one-time or constant defense.
Crystal and Topaz: +4 or Constant +2
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Shatter the Stone: Your ranged attack bypasses the defenses of your target. (INT vs QCK)
Negate Defense
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Blitz: Your movements are swift as you move around the battlefield, boosting your Quickness.
Trait Buff
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Stand Your Ground: You keep fighting no matter how scared you get. If you are under a fear effect that would make you run from combat, you are able to withstand the fear and continue fighting.
Controlled Breathing: The combatant has studied intensive breathing exercises that allow him to relax his mind and body and moderate his body's other functions. They can endure changes of temperature, as they are easily able to moderate their own body temperature. This acts like "endure elements" but it is not magical in nature.
Familiar
Ash Wolf
"Draugith"
One Time or Constant Attack
Crystal and Topaz: +4 or Constant +1
Amber: +8 or Constant +2
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Diamond: +24 or Constant +6 or Double Roll
Empty Quiver: You rain down ranged attacks upon multiple enemies. (INT vs QCK)
AoE Attack
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Diamond: +12 [All Enemies]
Bow Mastery: You are adept with either bows or crossbows, enabling you to do more damage with them.
Strengthen Dice Sides
Crystal and Topaz: 4 or Constant 2
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
Dancing Dodge: You can dance your way around your opponents attacks. This grants a one-time or constant defense.
Crystal and Topaz: +4 or Constant +2
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Shatter the Stone: Your ranged attack bypasses the defenses of your target. (INT vs QCK)
Negate Defense
Crystal and Topaz: 1 round
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Blitz: Your movements are swift as you move around the battlefield, boosting your Quickness.
Trait Buff
Crystal, Topaz, Amber: +1
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Stand Your Ground: You keep fighting no matter how scared you get. If you are under a fear effect that would make you run from combat, you are able to withstand the fear and continue fighting.
Controlled Breathing: The combatant has studied intensive breathing exercises that allow him to relax his mind and body and moderate his body's other functions. They can endure changes of temperature, as they are easily able to moderate their own body temperature. This acts like "endure elements" but it is not magical in nature.
Familiar
Ash Wolf
"Draugith"