Post by Ellis Strata on Feb 16, 2016 2:11:11 GMT -5
State:
Leena Ortherion - Ruby Sentinel - Support/Healer, Support/Bard - 2d84 - 63 HP (12 MoB, 9 wlp) - 10 DDC - Weakness: None - 77 Healing Points (Healing Hands) - Flaws: Jinxed, Merciful, Shallow Veins
Vitals
Name: Leena Ortherion
Screen Name: swordofatrophy
Alignment: Neutral Good
Race: Human
Size: Medium
Racial Weakness: None
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 5'5" 125, Brown Hair, Brown eyes
Leena is a demure but beautiful human woman with a face that is easy to read her emotions. She's very reserved for the most part, and dresses conservatively.
Personality:
Leena is mostly a shy woman around strangers, but is unerringly polite. She's devoted to her husband, and is often at his side. She's fiercely loyal, and devoted to her craft.
(Married to Aolis Otherion)
Star Sign
Date: 6/17
Sign: Dryad
Bonus: You are a nurturer, and have within you the natural talent of ministering to ease the aches and pains of those around you. This grants you 10hp healing points to use how you wish, even if you do not have a healing skill.
Under: Rising Sun
Bonus: 5 healing points, which can be used for self-healing or healing others, regardless of having Healing Affinity or Self-Healing Skill.
Languages: Common, Sark, Common Gutterspeak, Commonsign
Country of Origin: Sarkotos
Chosen Deity: None
Storyline: Obsidian Heart Adventuring Company
Classes and Professions.
Primary Class: Support
Class Bonus: Two non combat skills
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 Class: Support
Class Bonus: Two non combat skills
Secondary Profession: Bard
Profession Bonus: "Inspire Allies" Bards are great inspiration to their allies, and when they perform pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions.
Traits
Strength [0]
Quickness [0]
Endurance [0]
Willpower [9]
Intelligence [12]
Perception [0]
Charisma [10]
Reputation.
Reputation: 8.5
Reputation Bonus:
Skills.
Race Skills
(racial) Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
(racial) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(racial) Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Crystal - 10, Topaz - 12, Amber - 14, Sapphire - 18, Emerald - 22, Ruby - 26, Obsidian - 30
(flaw) Darksight: The ability to see in total darkness up to 60 feet.
Class/Profession Skills
(support) Easy Reload: You have specialized in hand-held gunpowder weapons, allowing you to load and fire one gun on the same round as your attack. This is an innate skill.
(support) Mind over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
(support) Gun Mage: You have learned to cast spells and wield your gunpowder weapon at the same time. You may wield any type of gun, while imbuing your bullets 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.
(support) Healing Run: When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
(topaz - Healer bonus) Combat Medic: 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.
(topaz - Healer bonus) Cure Disease: A healer is able to cure minor diseases and illnesses in a patient. DM always has final say as to the level of a disease or illness.
(ruby - Bard bonus) Riff: A bard can unleash a blast of magically enhanced sound waves from their instrument of choice (or vocally) that gives them a bonus of 2d5 extra damage once per combat.
Flavor Skills
(flavor crystal) Animism: (V) A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself.
(flavor crystal) Knowledge: You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
Crystal: Monster Lore
Topaz: Region - Kir'Viir
Amber: Planes
Sapphire: Religion
Emerald: History
Ruby: Nature
(flavor crystal) Exploit Lore: Once per combat, after successfully identifying abilities and weaknesses of a creature using a Knowledge (Monster Lore) check of at least DC20, you gain a +1 bonus on strike and damage against that creature for 1 round. If you score DC30 or above, you gain a +2 bonus on strike and damage for 1 round. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect.
(flavor topaz) Concealed Healing: You are so skilled at healing during combat, that the enemies do not take notice of what you are doing, allowing you to keep from being targeted for attack.
(flavor amber) Take the Lead: This allows a dedicated healer to be placed first on the scoreboard, or gives them a +5 to Initiative Rolls when needed.
(flavor sapphire) Teleport: (V) This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
(flavor emerald) Alluring Tongue: People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor ruby) Soothing Song: When tempers flare and harsh words are flying, you retain a cool and steady head, enabling you to remedy the situation and prevent others from pulling swords out of their scabbards. Your song smooths ruffled feathers and takes the edge off an angry situation, and though they might not become the best of friends, in the very least you can stop the situation from escalating further. This can only be used out of combat, if combat has already started then it is too late to try and use it. Your song affects half as many people as your Charisma bonus, rounded up.
Combat Skills
(crystal) Arcane Image: (V) A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(crystal) Tactician's Sense: Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
(crystal) Focused Shot: This skill allows the user of a ranged weapon, to use their Intelligence modifier for ranged damage instead of Quickness. This is an innate skill.
(crystal) Combat Marksman: You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
(crystal) Armorbane Shot: Your foe will regret their bodily limits as your bullets leave dents, pocks and bruises across their armor or body. This can be used once per combat, and decreases a target's Defense DC by 2 for the remainder of combat.
(topaz) Healing Circle: 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.
(topaz) Healing Hands: A healer can add their Charisma Bonus to their healing points once per adventure, giving them a little more healing energy for use during that adventure.
(topaz) Retribution of the Meek: 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.
(amber) Waste Not: Your healing lingers, so that no energy is lost. When you heal someone in any way (healing points, skills, potions, wands, etc), any healing above what they need to refill their HP total they gain as temporary hit points that last until the end of combat. If they are over their normal hit points when the temporary hit points fade, then they will immediately die.
(amber) Calm Mind: (V) The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5.
(amber) Bloodthirsty Bullet: You fire your weapon at a target’s vital points, the energy of your shot tearing through armor and flesh alike to leave your enemy clutching at their wounds. Once per combat, your bullet bypasses any armor or non-magical defenses they may have.
(sapphire) Mercy: A healer can select one mercy per gemstone rank beginning at Topaz, please mark this clearly on your dossier. 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 once per adventure.
Topaz: Remove Shaken
Amber: Remove Nausea
Sapphire: Remove Blindness
Emerald: Remove Magical Poison
Ruby: Remove Exhaustion
(sapphire) Reflective Direction: 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: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds.
(sapphire) Combat Teleport: Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage.
(emerald) 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) Only Mostly Dead: 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.
(emerald) Swordsman's Folly: The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Once per combat, a melee attack meant for you is not only evaded, but you do damage to your would-be attacker in the amount of damage of your gunpowder weapon roll only (no defense allowed).
(ruby) Arcane Canata: Your ability to inspire allies has an added boon for spellcasters. All regged spells cast while the bard is performing gains a +2 to their Spell Save DC. All allies also gain a +2 to any saves against spells the enemies cast upon them.
(ruby) Pander: Your performances favor one subject. When you begin a bardic performance that grants a bonus to multiple allies, choose one affected ally. That ally receives double the usual bonus.
(ruby) Lay on Hands: Once per day a healer with this skill may do a complete full heal on target. The healing does not count against healing points.
(teamwork) Co-ordinated 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.
Skill Checks.
Spot: (PER 0) = +0
Listen: (PER 0) = +0
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 0) or (STR 0) = +0
Diplomacy: (CHA 10)(Alluring Tongue 5) = +15
Intimidation: (STR 0) = +0
Bluff: (CHA 10) = +10
Disguise: (CHA 10) = +10
Stealth (Hide, Move Silent): (QCK 0) = +0
Insight: (PER 0) = +0
Handle Animal: (CHA 10) = +10
Ride: (QCK 0) = +0
Swim: (STR 0) or (END 0) = +0
Appraise: (PER 0) = +0
Gather Info: (CHA 10) = +10
Use Object: (QCK 0) = +0
Save against Disease/Poison: (END 0) = +0
Willpower Save: (WLP 9)(Iron Will 3) = +12
Flaws.
Jinxed: For one reason or another, the normally impartial forces of fate hate you.
Penalty: Once per adventure or mission, the DM may force you to reroll one die roll, after it is rolled (usually if you make a really good roll of any sort). Use the new value, regardless if it's better or worse than the first roll.
Merciful: Many times you don't have it in your heart to kill.
Penalty: Whenever your character is in combat and delivers a blow to an enemy that brings it within 5 points of death, you must make a Willpower save (DC 15) or be forced to attempt to stabilize that enemy immediately with a potion or healing points.
Shallow Veins: Your veins are shallow and visible through the skin.
Penalty: Any slashing or piercing weapons used against you have doubled threat range. (So a normal weapon crits at 20, with this they'd crit at 19-20. Something that already has 19-20 will crit at 17-20.)
Weaponry.
Primary Weapon: Pistol of the Infinite Sky [Weapon] ☼ ☼ ☼
An infinity symbol is engraved on both sides of this masterfully crafted flintlock pistol's [1d8] mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire.
[Worth: 11,000gp]
Enchantments:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head:
Face:
Eyes:
Neck: Beads of Retributive Healing [Neck]
This strand of ceramic beads is painted with sedate earth tones. Devoting your life to healing is often a thankless job. An amulet of retributive healing ensures that if you tend to your allies, you are renewed in turn. When you activate your amulet, the next effect you use before the end of your turn that heals another creature’s damage also heals you of an equal amount, as long as you could be healed by that same effect. If the effect heals multiple creatures, you only gain the retributive healing once. This can be used once per combat
[Worth: 5,000gp]
Torso:
Body (Armor): Windrunner's Shirt [Light Armor] ☼
This mithralweave shirt +13 DEF seems to ripple and flash like sunlight on running water. On command, the wearer can extrude sail-like membranes that reach from wrist to knee. By spreading her arms, the wearer causes these sails to fill with air and push her along the surface water with the speed of a small sailcraft in a moderate wind. (The wearer can choose to take advantage of existing winds instead.) The wearer can use this ability for up to 1 hour each day. The duration of the effect need not be consecutive.
[Worth: 7,500gp]
Cloak:
Waist:
Arms/Wrist: Bracelets of Spell Sharing [Arms/Wrist]
These bracelets are keyed to each other, and only take up the slot of the owner. The owner can give the second bracelet to any target, and any one positive spell cast upon the owner is now shared with the target wearing the second bracelet. You must stay within 60 feet of each other for the spell to remain in effect for the second target.
[Worth: 12,000gp]
Hands:
Feet:
Body Modification: Arcane Finger Sleeves
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank.
Finger Sleeve II: This gives a mage +5 DMG to non-regged magical attacks they cast in combat.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat.
Rings: (Up to two active)
1. Ring of Moonlit Glow
This ring when commanded holds two purposes, firstly it allows the wearer to be bathed in the beautiful glow of moonlight making them the center focal point wherever they find themselves. Secondly when commanded the rings moonlight glow will encase the wearer in moonlight that becomes a beautiful flowing gown.
2.
Inactive Rings
Ioun Stones.
Items and Gear.
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. Chalice of Purification [Magic Item]
This golden chalice purifies any liquid placed within it. It has no effect on food or non-liquid substances. However, twice per day, it can transform 1 pint of normal water into holy water.
[Worth: 1,500gp]
2. Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000gp]
3. Broom of Flying [Magic Item]
This broom is able to fly through the air as if affected by a flight spell for up to 8 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
[Worth: 1,500gp]
4. Bracers of Bioluminescence [Arms]
These violet and indigo bracers feature luminescent green gemstones, a circuit-like motif, and a small scallop shell. They appear to be fashioned from a leathery material. When worn, the wearer's hands glow with a low green light. If desired, the wearer can grant any non-magical held melee weapon prismatic energy to its attacks. The green glow transfers to the weapon while it is being used in this way. This does extra damage to creatures weak to prismatic light.
[Worth: 7,000gp]
5.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons, lantern
Extra Stuff:
Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]
Shield of Moonsage [Shield]
This +2 Light Steel Shield glistens with a silvery sparkle. If used by someone wielding the Sword of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2,000gp]
Black Dragon New Year's Rocket (Consumable)
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
Rank and Statistics.
Rank: Ruby Sentinel
Dice: 2d84
Experience Points: 693
Gold: 64,750
Rezzes: 4/5
Defense DC: 10 (10 + 0 Quickness)
Defense: 0
Hit Points: 63 (Half Dice = 42, Intellegence(MoB) = 12, Willpower = 9)
Initiative Roll: +0
Attack -
Attack roll: 1d20
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials:
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: