Post by Kythin Steelfang on May 30, 2016 11:22:53 GMT -5
Name: Odd Vilhjalmsson
Screen Name: lurkerinshade
Alignment: Chaotic Good
Languages: Common, Zorcan (free) , Cold Tongue, Rumeric | Polyglot: Gith , Undercommon, Eld Norsk Tunga
Country of Origin: Alzorc
Description:
Personality: Honorable, Quiet (unless in bare sark)
Current Rank:Amber Adept
Current Dice: 2d50
Current Hit Points:30
Defense DC:16
Traits
Strength [0]
Quickness [11]
Endurance [3]
Willpower [2]
Intelligence [0]
Perception [0]
Charisma [0]
Primary Class:Combat
Class Bonus:1d Extra 1/combat
Primary Profession:Fighter
Profession Bonus:"Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Human
Racial Weakness (if applicable):N/A
Flaws
1. Anxious
-4 to all diplomancy rolls.
2. Cold-Blooded
1.5 Extra Fire/Heat Damage
3. Claustrophobia
Shaken (see Combat) in any space where 2 sides or more are only 10 ft apart or the ceiling is 10 ft high.
Chosen Skills
(racial) Versatility
(racial) Fearless
(racial) Psionic Affinity
(flaw) Catfall
(combat) Combat Affinity
(flavor crystal) Approximate Understanding
(flavor crystal) Lightning Initiative
(flavor crystal) Polyglot (c: Gith, t: Undercommon)
(crystal) Acrobatic
(crystal) Dexterous Fighter
(crystal) Einhander
(crystal) Mindblade (v)
(crystal) One Weapon Boon
(flavor topaz) Walk the Walls
(topaz) Acrobatic Backstab
(topaz) Disarm
(topaz) Parry
(fighter) Sudden Charge
(teamwork) Tribe Mentality
(amber)
(amber)
(amber)
(flavor amber)
Weapons with dice effects / enchantments:
Primary Weapon: Mindblade (topaz 1d7)
Secondary Weapon: Leafcutter (1d8) [borrowed]
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes: Eyes of the Dragon [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]
Neck:
Torso/Body:
Armor: Heavy Wool Clothes (+10 Mundane DEF, +5 DEF vs Cold) [borrowed]
Cloak/Shoulders: Cloak of the Ursa [Cloak]
This bearskin cloak has the bear's head forming the hood. It smells quite bad, giving a -2 on all Charisma based skills while wearing it, but it has the ability to allow the wearer to shapeshift into animals of small to large size. While shifted, it gives you a 1d4 Claw, Beak, or Fang attack while it is being used. Your weapons and gear meld into the shape when shifted and appear again when you shift back.
[Worth: 2000gp]
Waist:
Legs:
Arms/Wrist:
Hands: Adamantine Mindblade Gauntlets [Hands]
(Mindblade Skill Needed)
These gauntlets allow you to change your mindblade into adamantine to be used to bypass damage reduction.
[Worth: 3,500gp]
Feet:
Body Mod:
Rings: (Up to two active)
1. Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
[Worth: 1000gp]
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.Full Heal Potion
Gives a full heal on an adventure. Can be used in a hypo-pistol.
Color: Clear | Smell: Mildly Fruity | Texture: Watery | Flavor: Sweet
2. Potion of Darksight
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
3. Endure the Elements
You can face heat, or cold without taking damage for 3 hours.
Color: Light Blue | Smell: Mildly Fruity | Texture: Smooth | Flavor: Tangy
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.
2.
3.
4.
5.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
Misc.:
Runic Key: A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower and
records the person's progress. (Current Floor: 2)
Gemstones:
Emerald x 1 ( 1000 gp )
Black Pearl x 2 ( 500 gp each)
Aquamarine x 2 ( 500 gp each)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)