Post by feng on Jun 8, 2016 18:36:15 GMT -5
Name: Sun Feng Race: Awakened Human Tradition: Go Kamisori Gama Essence: Primordial Clan: Kageso P'o: Monster Sex: Male Age: Older than 20 Hair: Black Eyes: Brown Height: 5'7 Body Build: Athletic Modifications: N/A Languages read, write And Spoken: Common, Elven, Abyssal Adventure Status Rank: Sapphire Defender Dice: 2d62 Hit Points: (40) Base:31, Intel: 9 Defense DC: (23) Base: 10 +12 Qck, +1 Monk Tattoo Melee Strike: (12) Dex Fighter Arcane Strike: (9) Intel 9 Ranged Strike: (12) 12 Qck Spell DC: (23) Base: 12, +9 Intel, +2 Arcane Traits [ Intelligence ] [9][ Quickness ] [12][ Willpower ] [0] [ Endurance ] [0][ Charisma ] [0][ Perception ] [0] [ Strength ] [0] Flaws 1. Your arrogance makes social interactions more difficult. Penalty: -2 penalty to all social interaction skills 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. For one reason or another, you find yourself the chosen target of the enemies your party fights. It could simply be some unseen curse, or maybe you tend to infuriate the enemies immediately with name calling, or any other reason but they always go for you first! Penalty: When you and fellow party member(s) are engaged in combat, any member of the opposing side aware of your presence will always attack you first. You must let the DM know of this flaw before combat begins, preferably at the start of any mission or quest. Class Info Primary Class: Devout Class Bonus: Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide. Primary Profession: Monk Profession Bonus: "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magical so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost). Secondary 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". Secondary Profession: -- Profession Bonus: -- Racial and Profession/Class Skills (Race) Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility. (Race) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks. (Race) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill. (Flaw) Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. Sapphire - 18 Emerald - 22 Ruby - 26 Obsidian - 30 (Devout) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill. (Prof) Paralyzing palm: The monk summons forth all the skill harnessed during those countless hours of training. In a furious assault of rapid strikes, the Monk leaves their opponent stunned. Once per combat, target loses as many turns as allowed by rank. A willpower save is given every round of DC10 + the monk's quickness. (Arcane) 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. This is a constant skill. General Skills Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is an innate skill. Crafting Skills Artisan Crafting : You may take this skill if you are a craftsman of some type, allowing you to sell your non-magical items to others for gold. You may also choose "Unarmed Improvement" as one of your types, which allows you to teach special abilities to those who own unarmed techs. You are given 1 type of artisan crafting per gemstone rank. Crystal- Unarmed Improvements , Topaz- Jeweler . Amber- Weaponsmithing , Sapphire- Cartography Craft Magic Item : This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others. You may choose one type of CMI crafting per gemstone rank, and be sure this is listed very clearly on your dossier. Crystal-Unarmed Weapon Tech Scrolls, Topaz- Unarmed Defense/Armor Tech Scrolls, Amber- Magical Weapons/Weapon Tech and Invocation Enchants, Sapphire- Magical Jewelry Paragon Weapons : You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons. Note: If you have Artisan Crafting (Unarmed Techniques) you may improve unarmed attack techniques into paragon attack techniques Defensive Skills As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense throughout combat. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5. Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. Crane Wing: You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to evade one melee attack with ease so that you take no damage when you otherwise would take damage, once per combat. Rain of Flowers : The monk is able to perform a counterattack immediately upon being attacked. The monk reacts to the attack and rolls their dice as well as any unarmed tech dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5 and any applicable trait bonus. Preemptive Strike : Like reading the scriptures upon which your lessons were inscribed, you too read the subtle movements of your opponent. You are able to see the method of their attack, which allows you to reach out and deliver a strike of your own before they connect their attack. Once per combat, you may turn the damage meant for you back upon your attacker. Offensive & Combat Skills 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. 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. 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. Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5. Blindfight : The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes. 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- Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) -Topaz- Martial Arts (fighting styles, combat) -Amber- Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts) -Sapphire- The Planes (outer, inner, demiplanes ,and it's denizens, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes) Walk the Walls: You can run straight up a wall for a few seconds (8 feet) without making a climb check. 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. Cloud Step : You are able to walk upon the air for a distance not exceeding 50 feet, and must end on a solid surface. 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. Gear Primary Weapon: The Art of Do 1d8 Secondary Weapon: The Art of Do 1d8 Ranged Weapon: Hidden Weapons: 1. Dagger of Entry ☼ ☼: This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3 2. 1 Extra Attack Item: 1. Extra Defense Item: Worn Items Light DEF Cap = 20 Head: Face: Eyes of the Dragon: 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. Neck: Torso: Monk Tattoo I,II,III: +5 Unarmed Dmg, +4 Def, +1 DDC Body (Armor): Body Conditioning +13 Def Coat/cloak: Waist: Legs: Arms/Wrist: Hands: Holy Ki Wraps: +3 to all unarmed damage, naturally holy. Feet: Body Mod: Rings 1. Ring of Elusive Escape: 1/day may open a dimension door instantly instead of rolling an Acrobatics save to bypass damage from environmental reasons (such as falling rocks) or traps, the wearer is briefly hidden and safe from harm and leaves behind an image that looks like it took the damage. 2. Consumables 1. 2. 3. 4. 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. 2. 3. 4. 5. Armory & Stashed gear 1. Ghost Hands: These leather gloves are enchanted to strike incorporeal or ethereal creatures while unarmed. 2. 3. 4. 5. 6. 7. 8. 9. 10. Rote Listing MAGIC QUIRKS Topaz- Amber- Sapphire- Emerald- Ruby- Obsidian- SPELLS SAVE: DC 25 (10 + 0 Intel) 10 + 0 Int spells a day 10 / 5 + 0 Int= 5 per quest UNREGGED ATTACKS 1) 2) INVOCATIONS 1) ATTACK Save: One-Time Yes Crystal and Topaz: +4 Amber: +8 Sapphire & Emerald: +12 Ruby: +16 or 1d Extra Obsidian: +20 or Double Roll Diamond: +24 or Double Roll Kick of the Four Winds Explanation: The Mage is able to Co-Locate themselves to the four cardinal points of the compass while in the middle of a strike. This causes a vicious blow to be landed not once, but four times all at once around the targeted area. ATTACK ENHANCER Save: No Amber: 3 rounds, 1d6 Damage Sapphire: 4 rounds, 1d6 Damage Emerald: 5 rounds, 2d5 Damage Ruby: Full Combat, 2d5 Damage Obsidian: Full Combat, 2d8 Damage Diamond: Full Combat, 2d10 Damage ---------------------------- Saving Throw: Yes for Weaken Dice Sides / One Round or Constant Crystal and Topaz: Constant 2 Amber: Constant 4 Sapphire & Emerald: Constant 6 Ruby: Constant 8 Obsidian: Constant 10 Diamond: Constant 12 ^Battle Meditation Explanation: The mage may us the sphere of mind to enter a medtitave trance that alters their combat effectiveness. This increases the damage that they do through out combat. STRIKE BOOST/LESSEN Amber and Sapphire: Constant +2 / -2 Emerald and Ruby: Constant +3 / -3 Obsidian: Constant +4 / -4 Diamond: Constant +5 / -5 ---------------------------- DEFENSE Amber: +6 or Constant +4 Sapphire: +8 or Constant +6 Emerald and Ruby: +10 or Constant +8 Obsidian: +12 or Constant +10 Diamond: +14 or Constant +12 ---------------------------- Amber: Absorbs 7 Dmg Sapphire: Absorbs 9 Dmg Emerald and Ruby: Absorbs 11 Dmg Obsidian: Absorbs 15 Dmg. Diamond: Absorbs 19 Dmg. ---------------------------- HOLDS Save: Yes, every round Amber and Sapphire: 2 rounds Emerald and Ruby: 3 rounds Obsidian: 4 rounds Diamond: 1 round no save, 4 rounds save each time ---------------------------- Save: Yes, every round Amber and Sapphire: 1 round [3 NPCs] Emerald and Ruby: 1 rounds [4 NPCs] Obsidian: 2 rounds [5 NPCs] Diamond: 1 round no save, 1 round with save [6 NPCs] ---------------------------- EVADE Save: No Amber & Sapphire: Evade 1/2 Dmg Emerald, Ruby & Obsidian: Evade Full Dmg Diamond: Evade Full Dmg ---------------------------- Save: Yes Amber: n/a Sapphire: Reflect 1/4 Dmg Emerald, Ruby: Reflect 1/2 Dmg Obsidian: Full Reflect Diamond: Full Reflect + 1/4 Dmg Extra ---------------------------- Save: Debuff, yes Amber & Sapphire: +2 Emerald: +3 Ruby: +4 Obsidian: +5 Diamond: +6 ---------------------------- Save: Debuff, yes Crystal, Topaz, Amber: +1 Sapphire, Emerald, Ruby: +2 Obsidian: +3 Diamond: +4 Better Body Explanation: The mage may rework their pattern to be better suited for what the task ahead needs. With this they may increase their strength, speed, or endurance beyond their normal mortal limits. THe trait must be picked at the time of casting. Empowerment Explanation: A mage who wishes to make alterations to their own psyche may use this rote todo so. This allows the mage to raise the trait ratings of their Intelligence or their Willpower above what thier mortal limitations are. The trait must be decided at casting. Yielding Grasp Duration: Durtation of Grapple Saving Throw: (Yes or No): No Explanation: By utilizing the principle of yielding force, the doist can turn a target's force against him when grappling, thus increasing her own strength in relationship to his. This causes the Doist's strength rating to match the initiating grapplers strength trait for the time the grapple is in effect. When the grapple is over, the strength of the Doist returns to their normal rating. Spell Name: Spirit Fist Saving Throw: (Yes or No):No Explanation: This rote was created by the Yogis, many of whom use some variant of it in their struggles with hostile Umbrood. (This allows the doist to use unarmed strikes on spirits.) SKILL EFFECTS ---------------------------- Amber: Range 100ft / Duration 6 hours Sapphire: Range 150ft / Duration 12 hours Emerald and Ruby: Range 200ft / Duration 24 hours Obsidian: Range 250ft / Duration 48 hours Diamond: Range 300ft / Duration 72 hours Weightless Walk Explanation: The mage is unable to make himself weightless as the name suggests, but is able to somehow redistribute his weight to cross over even the most unstable,..or untreadable surfaces. This allows the mage to run across branches that would appear to light for them, dash across a surface of water. |