Post by Original Delusion on Feb 18, 2016 20:11:05 GMT -5
Brief Background of your Character: An Earth bender, and a very good one at that! A natural ability for her. Starting with sand castles big enough to play in as a child all the way up shaking mountains, calling rocks into bridges, and so much more. Word passed around that there was an academy for aspiring knights, and a company that could use her skills. This was just the opportunity Thorn needed! Now, To get to Arith.
Name: Vivicka " Thorn" Gailynna
Race: Elemental (Earth)
Weakness: Water
Sex: Female
Age: 23
Hair: Black
Eyes: Dark brown
Height: 5'6"
Body Build: Athletic
Modifications: None
Languages read, write And Spoken: Terran(Earth),
Adventure Status
Vivicka || Topaz Adept || Combat/ Knight || 2d40 || 25 HP || DDC 16 || Flaws : Code of Honor, Proud, Favorite target
Rank: Topaz AdeptVivicka || Topaz Adept || Combat/ Knight || 2d40 || 25 HP || DDC 16 || Flaws : Code of Honor, Proud, Favorite target
Dice: 2d40
Hit Points: 25 (Half Dice = 20 , Endurance = 5, Willpower = 0, Diehard = 0)
Defense DC: 16 (10 + 6 Quickness)
Melee Strike:
Arcane Strike:
Ranged Strike:
Spell DC:
Traits
Intelligence[0]--Quickness[6]--Willpower[0]--Endurance[5]--Charisma[0]--Perception[0]--Strength[0]
Talents
Spot: (PER 0)(Alert 5) = +5
Listen: (PER 0)(Alert 5) = +5
Search: (PER 0 )= +0
Locate Traps: (PER 0) = +0
Disable Traps: (QCK 6) = +6
Lockpicking: (QCK 6 ) = +6
Escape: (QCK 6) = +6
Acrobatics: (QCK 6)(Acrobatics 5)= +11
Athletics: (Qck 6) or (STR 0 )(Athletic 5) = +11
Diplomacy: (CHA 0) = +0
Intimidation: (STR 0) = +0
Bluff: (CHA 0) = +0
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 6) = +0
Insight: (PER 0) = +0
Handle Animal: (CHA 0) = +0
Ride: (QCK 6) = +0
Swim: (STR 0) or (END 5 ) = +0/5
Appraise: (PER 0) = +0
Gather Info: (CHA 0)(Notebook of Inquiry 5) = +5
Use Object: (QCK 6) = +6
Save against Disease/Poison: (Poison/Venom Immunity)(END 5 ) = +5/ Immune
Willpower Save: (WLP 0) = +
Flaws
1.Code of Honor- Thorn's aspiration to be a knight, and her tender heart has brought on this code. Seeing it completely unfit, and outrageous to attack an unarmed or surrendering foe.
2.Proud
- A woman as a knight? Unheard of! At least this is what she was told. This alone making her unwilling to take the help of others and to prove that she can and will do it herself!... Eventually
3.Favorite Target
- Take the woman first! Thorn has a bed habit of calling attention to herself as she wants to prove herself in battle. Even if this means taking the hits for her allies.
Arcane Quirks
1.2.
Classes and Professions
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Knight
Profession Bonus:"Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Secondary Class: --
Class Bonus: --
Secondary Profession: --
Profession Bonus: --
Gear
Primary Weapon: Glassteel Longsword [1d6]
Secondary Weapon:
Ranged Weapon:
Hidden Weapons:
1.
2.
1 Extra Attack Item:
1. Extra Defense Item: 1 Heavy Steel Shield +5 DEF
Worn Items
Head:
Face:
Neck:
Torso:
Body (Armor): "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies.
Coat/cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings
1. Ring of the Armsman [Ring]-This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands). [Worth:2000gp]
2.
Consumables
1. 2.
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5.
Free Slot Items
1. Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you
2. Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Magical Pack Items
1. Notebook of Inquiry [Magic Item]-This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks. [Worth: 2000gp]
2.
3.
4.
5.
Armory & Stashed gear
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Racial and Profession/Class Skills
(Race) Full Immunity: Earth
(Race) Poison/Venom Immunity
(Race) Magical Affinity
(Class) Combat Affinity
(Prof) Sword and Board : Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may double that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +2 to your damage. A heavy steel shield that gives +5, allows you to add +10 damage. This is an innate skill.
General Skills
(c) Alert: You gain a +5 to Spot and Listen Checks.
(c) Fearless: 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.
(c) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(c) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(c) Cheat Death: 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.
(f): Dexterous fighter: 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.
Crafting Skills
Defensive Skills
Offensive & Combat Skills
(t) Shield Weapon: This skill allows you to use a shield as a weapon, giving it damage according to the chart below. [Heavy steel 1d8] If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning. This is an innate skill.
(t) Shield Bash : Once per combat, you can use your shield to bash a foe, rattling their brain and stunning them if they fail an Endurance check of DC15 , taking them out for one round of combat.
(t) Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. This is an innate skill.
Flavor
(c) Safe Path: The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
(c) Bottomless pockets:Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
(c) Creature comforts: With this skill if you are in the wild or exploring you are able to call forth a small camp from your bottomless pockets. It has a small tent, bedroll, small pack of meats and mead, and everything needed to make a fire for the night. It can only be used once per day for about 8 hours.
( t) Daredevil Athlete: You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.