Post by Head Moderator on May 28, 2016 22:18:11 GMT -5
Name: | Artemis |
Nicknames: | Arty |
Screen Name: | tesarikone |
Font & Color: | Green |
Alignment: | Chaotic Neutral |
Appearance: | |
Scent: | |
Age: | 27 |
Hair: | Pale Blue and White |
Eyes: | Green w/ Gold Flecks |
Height: | 5'8" |
Body Type | Athletic |
Race: | Human |
Weakness: | n/a |
Quirks: | Has a crush on her deity, Rao, God of Death |
Racial Info: | Human |
Country of Origin: | Zyon |
Patron Deity: | Rao |
Known Languages: | Common, Zyonian, City Markers, Voivan |
Background: | Artemis is the eldest of three siblings, who were left motherless and penniless at a young age in Zyon. They have never known their father, and their mother had always been sickly and did not live to see Artemis reach her 20's. Her mother had been a deeply religious woman, worshipping the Six but also Rao and Artemis accompanied her enough through her childhood to Rao's temple to gain a respect for the god herself. Perhaps it could be called an obsession, the paintings of the handsome god Rao were engraved deeply into her mind, and one could say the god of death rites was her first crush. When her mother died, it then became her job to care for her two younger brothers in whatever way that meant. She had a quick temper, and even quicker to use her fists to solve her problems. It was not her goal to leave a trail of bodies behind her, but if someone died, she refused to leave the body until proper death rites had been said over the body. She recognized she was much like her mother in more ways than merely her admiration of Rao; Artemis was sickly at times and prone to illness and that only made her strive harder to overcome what she considered a burden. She could not leave her brothers to fend for themselves, so she had to make her body as strong as she could. She learned just enough healing skills to patch herself and her brothers up when needed, and used the art of lockpicking to stealthily enter homes of those who had plenty to procure just enough for her little family to live. She and her brothers traveled with a band of gypsies for a few years, which allowed them to see the world outside of Zyon. With the combined skills of the siblings, Artemis decided to follow a lead about an adventuring guild located in Navahla. It would grant the needed excitement she lived for, along with ample means to live a comfortable life, so she'd been told. After discussion with her brothers, it was to Navahla for the little tight-knit family of three. |
Personality: | |
Body Modifications: |
CLASS & PROFESSION
Primary Class: Combat
Class Bonus: 1d 1/combat
Primary Profession: Brawler
Profession Bonus: "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
STATISTICS
Ranking and Dice: | Sapphire Defender // 2d62 | |
Hit Points:Half 31, WLP 2, End 3 | 36 | |
Defense DC: | 13 | |
Initiative: QCK 3, Ponderous -10 | -7 | |
Magic Save: WLP 2 | +2 | |
Healing Points: | Sapphire - 18 Emerald - 22 Ruby - 26 Obsidian - 30 |
Artemis - Sapphire Defender - 2d62 - 36hp - DC13 - 18 Heal Points - Flaws: Beastly Instinct, Ponderous, Sickly - Teamwork: Tag Team Fighting
TACTICS & TALENTS
Spot / Listen | PER 2, Alert 5= +7 |
Search | PER 2, Investigator 5 = +7 |
Acrobatics | QCK 3, Acrobatic 5 = +8 |
Athletics | STR 11, Athletic 5 = +16 |
Insight | PER 2, Investigator 5 = +7 |
Gather Info | CHA 0, Investigator 5 = +5 |
Diplomacy | CHA 0 = +0 |
Intimidate | STR 11 = +11 |
Lockpicking | QCK 3, Lockpicking 5 = +8 |
ARMOR
Unarmed Armor Tech +18 DEF (MED) (Magically Warded +13) (Rumbling) ☼ ☼ ☼ +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction. (Stamina) ☼ ☼ +2 for any Endurance saves you are asked to make. | ||
Defense Tech +3 | ||
Amulet of Armor +5 DEF (Magical & Mundane) Leather Bracers +3 DEF (Magical & Mundane) Spidersilk Leggings +3 DEF | +30 DEF +21 DEF Magical |
WEAPON
Unarmed Attack "Rock Bottom" 1d6
Battering Hand ☼
You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll).
Flying Kick ☼☼
Once per combat, and add 1d5 extra damage.
Merciful Hand ☼
All damage done by this tech on command deals non-lethal damage, even if you hit beyond a person's hit points. The enchantment can be suppressed at will by the weapon's owner.
Unarmed Attack "Rock Bottom" 1d6
Mighty Wallop ☼☼☼
This is an improvement to your technique that you can use once per combat, it adds 1d5 extra damage and stuns the target (1 rd lose turn) if they fail their Willpower DC15.
Jester ☼
A jester weapon is blessed by the gods of humor. Any time a person rolls a Strike of 1, he is healed of 1d6 points of damage as the gods of laughter and joy bless him for lightening up their day. You cannot attack if you use this ability, it is a miss.
Merciful Hand ☼
-----------
(Double Tech)
(Ghost Hands - Hits Incorporeal)
(Fire Elemental Gemstone in Ghost Hands = Fire)
(Brawler's Rage - +5) = 5
(Unarmed Focus - 1/2 STR) = 5
(Strength) = 11
(Finger Sleeve 2) = 5
DAMAGE: 2d6 + 26
(Double Tech, Brawler's Rage 5, Unarmed Focus 5, STR 11 Finger Sleeves 5)
TRAIT POINTS=21
STRENGTH | 11 |
QUICKNESS | 3 |
ENDURANCE | 3 |
WILLPOWER | 2 |
INTELLIGENCE | 0 |
PERCEPTION | 2 |
CHARISMA | 0 |
FLAWS
Beastly Instinct | You prefer to meet your foes so close that you can smell their blood. Penalty: You suffer a -2 penalty to Strike while using anything other than unarmed or natural weapons. |
Ponderous | You think before you act . . . sometimes a little too much. Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls. |
Sickly | You are very vulnerable to illnesses. Penalty: You gain a -2 penalty on saving throws against disease and poison. |
SKILLS
(racial) | Versatility | Human Racial |
(racial) | Athletic | +5 Athletics Checks |
(racial) | 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. |
(teamwork) | Tag Team Fighting | If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent. |
(combat) | Combat Affinity | |
(flaw) | Duck and Cover | Once per adventure, you may take a nearby ally's Acrobatics roll instead of your own. |
(flavor-c) | 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. |
(flavor-c) | Investigator | You gain a +5 on Gather Info, Insight and Search Checks. |
(flavor-c) | Alert | +5 Spot and Listen |
(crystal) | Lockpicking (v) | You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make. |
(crystal) | Healing Affinity | Amber - 14 Sapphire - 18 Emerald - 22 Ruby - 26 Obsidian - 30 |
(crystal) | Power Attack | |
(crystal) | Unarmed Focus | You have become a master of using a one-handed tech, or dual one-handed techs, and whether you are Strength based, or Quickness Based (Dexterous Fighter), your strikes hit with more damage, allowing you to add in half your Strength (or QCK with Dex Fighter) bonus to every unarmed attack you make. This is an innate skill. |
(crystal) | Double Tech | You may use two unarmed techs 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 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an innate skill. |
(flavor-t) | Bottomless Pockets | |
(topaz) | Steel Skin (Evade) | You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. Taking no damage from the blow. You must be unarmed, and attacked with a weapon to use this skill. Once per combat. |
(topaz) | Blindfight | |
(topaz) | Retribution (Counterattack) | Once per combat, as a reaction, you can make a single melee attack against an enemy who has just caused you damage, no strike roll needed. |
(brawler) | Flicker Jab (Bypass Mundane) | The Brawler uses a quick jab to a weak point in his opponent's stance, bypassing any mundane defenses for that one attack. The target may still evade, reflect, etc but any mundane armor defenses are bypassed. |
(flavor-a) | Strong Stomach | |
(amber) | Bloodlust (Double Roll) | The sound of painful grunts, the pain of new wounds, the scent of blood in the air. You are in the thick of it, there is no escape for your enemy. Your anger is at full tilt, unable to control yourself you lunge forwards with nightmarish strength. You may roll your combat dice twice, once per combat. |
(amber) | Chin Music (Lose Turn) | There is a spot, on the jaw, that if struck just right, puts the assaulted into dream land. As a Brawler, you've learned to master this skill. In one quick flash you set knuckles or foot to that spot and knock your target clean out, stunning them. Use once per combat, target loses a turn from Brawler's attack. Willpower save against brawler's DC10 + Strength each round. |
(amber) | Suplex (Dbl STR, Lost Turn) | You may attempt to grab your opponent, stand him straight up in the air, and fall backwards, slamming him into the floor. This does double your strength bonus and the target ends up prone in the space behind you, causing him to lose a turn. Once per combat. |
(flavor-s) | ||
(sapphire) | ||
(sapphire) | ||
(sapphire) | ||
G E A R
Eyes of the Dragon [Face/Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
Amulet of Armor [Neck]
[Torso]
[Armor]
[Cloak]
[Waist]
Beads of Retributive Healing [Arms/Wrist]
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]
Ghost Hands [Hands]
These leather gloves are enchanted to strike incorporeal or ethereal creatures while unarmed.
[Worth: 2000gp]
Spidersilk Leggings [Legs]
Boots of Catwalking [Feet]
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
[Worth: 2,500gp]
Combat Finger Sleeves [Body Mod] [Crafted by Finn]
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
R I N G S (2)
M A G I C I T E M S (5)
Scout's Journal [Magic Item]
This appears as a large, ornate parchment scroll brilliantly illuminated with mysterious symbols on a backing of supple, worked leather. These scrolls are opened using two rolling rods on each side. Rolled into the parchment of a new Scout's Journal is a plain silver ring, wearing this ring does not take up a ring slot but it does glow slightly with divination magic if detect magic is used on it. The journal tracks the ring wearer, creating a perfectly accurate map of where he goes and annotating in the margins with descriptions (in Common) and sketches of more interesting features the wearer sees (DM discretion). The map and notes are based only on what the ring wearer sees and does, it does not fill in unseen areas or make assumptions, nor will it record specific messages or spells. The map covers an area of 100 square miles. Once the map is filled it, the ring can be used with another journal, but can only be attuned to one parchment at a time.
Worth: 2,000gp
Lightsource [crafted by Finn]
This tattoo is some sort of light source, such as a sun, a candle, a moon, a torch, etc. It can be commanded to shine as bright as a lantern to give you aid in seeing in the dark. It does not pierce magical darkness.
(Personal) (Upper Left Arm - Sun w/ Crescent Moon inside)
Shiftweave [crafted by Elly]
1) Cold Weather Adventuring/Explorer's Outfit
2) Warm Weather Adventuring/Explorer's Outfit
3) Temple Robes
4) Black Rogue's Outfit
5) Farmer's Daughter Outfit (haha)
C O N S U M A B L E S
1 x 3-Use Full Heal Potion,
1 x 3-Use Potion of Darksight
1 x 3-Use Endure the Elements potion.
1 10hp Heal Potion
1 x 4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
B O O K S (3)
MUNDANE GEAR
-- Belt Pouch
-- Blanket
-- Compass
-- 6 Candles
-- Chalk
-- Coffee Pot
-- 1 Cooking Pot
-- 1 Basket
-- Flint / Steel
-- Hammock
-- 1 Hip Lantern and Oil Flask
-- 2 Days Rations
-- Sewing Needle
-- Soap
-- Small Steel Mirror
-- Waterskin
-- Whetstone
-- 2 Wooden Cups, 2 Forks, 2 Spoons, 2 Bowls, 2 Plates
-- Whistle
AT HOME
Silver Knife 1d3 w/ the High Citizen Rodric Ferguson's Crest (A Rampant Lion)
Tan Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple commands, if ordered into combat follow the rules for Animal Companions to determine it's hp and dice. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
4 - Tiger
[Worth: 4500gp]