Post by ashar on Feb 27, 2016 17:28:59 GMT -5
"Hush and be still, O my enemy. It is nothing less than Fate which drives my hand, and you suffer no dishonor in falling to a superior foe."
-Assamite Proverb-
Name: Ashar Ibn-Al'ahad
Race: Kindred (Vampire)
Clan: Assamite
Caste: Sorcerer
Weakness: Prismatic
Sex: Male
Age: Older than 20
Hair: Black but often shaved
Eyes: Amber Gold unless Angered.
Height: 5'6
Body Build: Athletic
Modifications: N/A
Languages read, write And Spoken: Common, Black Tongue, Thanic, Planar Common, C-Infernal, T-Ancient, A- Runin
Adventure Status
Rank: Amber AdeptDice: 2d50
Hit Points: (37) Base:25 Intel-12
Defense DC: (14) Base: 10, Qck: 4
Melee Strike: (11) Tacticians Sense +12 Intel
Arcane Strike: (11) +11 Intel
Ranged Strike: (4) Qck: 4
Spell DC: (23) Base: 10, +2 Arcane, +11 Intel
Traits
[ Intelligence ] [12][ Quickness ] [4][ Willpower ] []
[ Endurance ] [0][ Charisma ] [0][ Perception ] [0] [ Strength ] [0]
Flaws
1. Intolerance: You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. Must be approved by Tesarik One. - Orcs
2. Ambitious: You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing.
Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
3. Sunblind: You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
Arcane Quirks
Crystal - Emotion Lost - You become emotionless, entering this state randomly.
Class Info
Primary Class: Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Primary Profession: Mage
Profession Bonus: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need Magical Affinity to take this profession.
Secondary Class: --
Class Bonus: --
Secondary Profession: --
Profession Bonus: --
Racial and Profession/Class Skills
(Race) Dark Embrace: The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost. Once per combat.
(Race) 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.
(Race) Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(Class) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(Prof) Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
General Skills
True Seeing: You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
Crafting Skills
Alchemy: You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.Poisonmaking and Use: The alchemist is able to create and use poisons. (Per Potion Rules, Poisons from List only)
Improved Poisonmaking: +2 to DC, improved poisons.
Greater Poisonmaking: +4 to DC, greater poisons.
Defensive Skills
Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat.
Shadowform: Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
Offensive & Combat Skills
Eldritch Focus: This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell, regged or otherwise. If your spell does damage then you may double your bonus for damage once per combat when you cast an attack spell in combat.
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.
Double Invocation: You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is an innate skill.
Point Blank Spells: You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
Spell Combatant: You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
Flavor
Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls.
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- Undead (specialized skill about vampires, zombies, skeletons, and other undead. weaknesses, lore, how they are made, etc.)
-Topaz- Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
-Amber- Monster Lore
Polyglot: Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once.
Presence of Mind: The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
Voracious Reader: You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks.
Gear
Primary Weapon:
Secondary Weapon: Ensorcered Aurum Karambit 1d6
Ranged Weapon:
Hidden Weapons:
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1 Extra Attack Item:
1. Extra Defense Item:
Worn Items
Light DEF Cap = 20
Head:
Face:
Neck:
Torso:
Body (Armor): Spiderweave Armor +13 Def Mundane/Magical
Coat/cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings
1. Ring of Continuation
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Consumables
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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
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Armory & Stashed gear
1. The Agate Pectoral of Vettes [Neck]
This handy item appears as a substantial (8 lbs.) golden necklace styled after the ancient vulture god, Fen-Ma-So . The massive piece of jewelry was enchanted by Agarn at the request of the notable collector of antiquities, Vettes the Corpulent. The enchantment placed on this item allows its wearer to be clearly heard by anyone that has clear view of the wearer, as well as allow the wearer to wear Medium Armor without any of the penalties. A magical phrase in the ancient Nabayo tongue "inu kaarta" allows the wearer to turn the item's powers on and off. Unfortunately, since nobody alive is able to successfully pronounce this mysterious phrase, the necklace is generally considered to be permanently "on".
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Equipment Descriptions