Post by Original Delusion on Feb 18, 2016 22:08:00 GMT -5
--Name: Verity
--Age: Well over 100
--Alignment: Neutral
--Height: 5'4"
--Eyes: Dark Brown
--Hair: Black
--Gender: Female
--Race: Celestial ( Fallen and seeking redemption)
--Racial weakness: Unholy
--Languages: Celestial
,Ancient, Infernal
-- Home Land: The Heavens
-- Deities followed: The Six
-- Flaws:
- Memory loss- The six had decided that she needed to relearn things for herself when sent to land. This leaving blank spots in things she should know.
- Trusting- She was sent down to be taught that not all were as they were supposed to be. This is her punishment in the form of learning people have free will and can be deceiving.
-Young pup- She is indeed young for what she is. Hence her lessons to be learned the hard way.
--Brief Background: Verity watched, questioned, even offered numerous times to go down from the heavens and help those she saw struggling and in need. This leading to her defiant words, and questioning of her gods' reasoning on why they chose to do or not do the things they did. A lesson was to be learned here. She was cast to Arith to learn these things in the flesh, fallen and working towards redemption. Her orders were to seek the heart as it would be the best place to start.
*Primary Class: Devout
Bonus: "Holy (or Unholy) Symbol" +2 to any saves made against magic spells
Vindicator : Bonus - "Divine Judgement" +3 Holy DMG.
Automatic Skills:
[ Strength (STR) ] [0]
[ Quickness (QCK) ] [6]
[ Endurance (END) ] [0]
[ Willpower (WLP) ] [0]
[ Intelligence (INT) ] [0]
[ Perception (PER) ] [0]
[ Charisma (CHA) ] [0]
Spot: (PER )(Alert ) = +
Listen: (PER ) = +
Search: (PER )= +
Locate Traps: (PER ) = +
Disable Traps: (QCK ) = +
Lockpicking: (QCK ) = +
Escape: (QCK ) = +
Acrobatics: (QCK ) = +
Athletics: (Qck ) or (STR 0 )(Athletic 5) = +
Diplomacy: (CHA 0) = +0
Intimidation: (STR 0) = +0
Bluff: (CHA 0) = +0
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK ) = +
Insight: (PER 4) = +9
Handle Animal: (CHA 0) = +0
Ride: (QCK ) = +
Swim: (STR 0) or (END ) = +
Appraise: (PER ) = +
Gather Info: (CHA 0) = +
Use Object: (QCK ) = +
Save against Disease/Poison: (END ) = +
Willpower Save: (WLP 0) = +0
Quick look:
Rank:Amber Adept
Dice: 2d32
Defense DC: 16 (10 +6 Quickness)
Hit Points: 16 (Half Dice = 16 , Intelligence = 0, Willpower = 0, Diehard = 0)
Skills:
Flavor 1:Nimble Feet
Flavor 2: knowledge (Religion)
Flavor 3: Investigator
Racial: Celestial Heritage
Racial:Dark sight- Range is doubled
Racial:Healing affinity
Flaw: Magical Affinity
1. Alert
2. Athletic
3. Acrobatic
4. Two-Handed Weapon: Add in half your Strength Bonus (or QCK if Dex Fighter) to your damage with a two-handed weapon. This is an innate skill.
5. Prayers to the gods
Profession: Combat Affinity
Profession: Dexterous Fighter
2.Blade of Zeal: 1d extra/once per combat
3.Oath of Annihilation: Ignore the defenses of your prey. Once per combat, you may strike a target and disregard their defense. You may not deal non-lethal damage in this way through any means, even using skills.
Weapons with dice effects / enchantments:
Primary Weapon: Mournsky [Weapon] ☼ ☼ ☼ ☼ ☼(Magical Affinity Focus)
This beautiful bastard sword (1d6) has a black blade that twinkles like the night sky with a hilt made from bones of death knights. The hilt is designed to represent the horns tipped with violet gems branching out from a demonic face with a great open maw within which is a dark hallow. Runin runes are set into the pommel in golden script that repeat a single word “Mourn”. To anyone without Magical Affinity, this weapon functions only as a bastard sword with none of the following benefits. When a rightful wielder (someone with magical affinity) comes near or touches Mournsky the world darkens and no matter the time of day or intervening barriers for a moment you can see the night sky and you witness a shooting star falling down like a single tear drop. Mournsky cannot do damage to its owner and will even try to leap from the hand of someone attempting to use it against its owner. The owner of Mournsky can, if the weapon would kill an opponent with it's attack, choose to withhold that damage and instead leave a vicious unhealable scar, permanently blind her (or only take one eye), or remove an appendage, which leaves your opponent at 1 point above their max hp (such as 39/40). Mournsky also grants it's bearer darkvision, if they already have it, ranged is doubled. Mournsky is also considered to be a "Lightning" and "Auran" weapon.
[Worth: 15,500gp]
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor: Fizzwinken's Sorcerous Cathartic Shielding Cuirass
( Borrowed)
This intricately crafted +21 DEF breastplate is made of blended quartz flecked with gorgeous sapphire, and is very heavy. Wearing this breastplate gives you the penalties for initiative and QCK cap as if it is a heavy armor. This material is a great conduit for magical energy, so there are no spell penalties for casting any type of magic while wearing this armor. Emblazoned on the front of this breastplate is an image of a holy warrior healing a wounded beggar. If you have Healing Affinity, you may use 5 extra healing points per gemstone rank of the user while wearing this armor.
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist: Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1. Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
2.
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.
2.
3.
4.
5.
Mundane (non-magical pack Items