Post by Moryggan on Jun 28, 2016 21:58:15 GMT -5
────(♥)(♥)(♥)────(♥)(♥)(♥) __ ɪƒ ƴσυ'ʀє αʟσηє,
──(♥)██████(♥)(♥)██████(♥) ɪ'ʟʟ ɓє ƴσυʀ ѕɧα∂σѡ.
─(♥)████████(♥)████████(♥) ɪƒ ƴσυ ѡαηт тσ cʀƴ,
─(♥)██████████████████(♥) ɪ'ʟʟ ɓє ƴσυʀ ѕɧσυʟ∂єʀ.
──(♥)████████████████(♥) ɪƒ ƴσυ ѡαηт α ɧυɢ,
────(♥)████████████(♥) __ ɪ'ʟʟ ɓє ƴσυʀ ρɪʟʟσѡ.
──────(♥)████████(♥) ɪƒ ƴσυ ηєє∂ тσ ɓє ɧαρρƴ,
────────(♥)████(♥) __ ɪ'ʟʟ ɓє ƴσυʀ ѕɱɪʟє.
─────────(♥)██(♥) ɓυт αηƴтɪɱє ƴσυ ηєє∂ α ƒʀɪєη∂,
───────────(♥) __ ɪ'ʟʟ ʝυѕт ɓє ɱє.
Name: Moryggan Ombryn
Nickname: Mory
Screen Name: wilderhopes
Alignment: Chaotic Neutral
Hair Color: Brown
Eye Color: Brown with Flecks of Gold
Height: 5'9"
Body Type: Almost too curvy to be an elf, but wild elves are known to have heavier builds.
Skin Tone: Lightly Tanned
Race: Wild Elf
Languages: Common, Elven, Sylvan, Eirchaic, Feral
[She can speak, but not read these, she is illiterate.]
Country of Origin: Kir'viir
Chosen Deity: Tavoriel
Elven goddess of wild elves and focuses upon survival in the wild, Hunting and Archery. Her chief symbol is the talon of any wild beast the wild elf has slain, normally worn around the neck on a length of leather crafted from the skin of the same beast. She appears as a young elven female clad in leaves and scraps of old leather. She is sometimes worshipped by elven rangers or druids.
Rank: Amber Adept
Dice: 2d50
Defense DC: 13
Hit Points: 26 (Half Dice = 25 , MindOvBody = 4, Willpower = 2)
Spot: (Per 2, Alert 5) = +7
Listen: (Per 2, Alert 5) = +7
Acrobatics: (Qck 3, Acrobatic 5) = +8
Athletics: (Str 0) = +0
Insight: (Per 2, Incredible Insight 5) = +7
Knowledge: (Int 4, Knowledge 10) = +14
Wild Animals, Nature
Diplomacy: (Cha 0, Elven Beauty 10) = +10
Magic Save: (Wlp 2, Gris-Gris 1) = +3
Native Terrain: +1 All Rolls in Forest
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.
Holy Symbol: Black Dire Bear Claw on a length of leather around her neck.
Primary Profession: Shaman
Profession Bonus: "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession. A shaman who uses their staff is also allowed to write 2 extra spells per gemstone rank, usually carved into the staff itself.
Strength [0]
Quickness [4]
Endurance [0]
Willpower [2]
Intelligence [7]
Perception [3]
Charisma [0]
Quickness [4]
Endurance [0]
Willpower [2]
Intelligence [7]
Perception [3]
Charisma [0]
Skills
(racial) Elven Beauty (+10 Diplomacy)
(racial) Immunity to Sleep
(racial) Alert (+5 Spot, Listen)
(flaw) Magical Affinity
(flavor crystal) Knowledge (c: Wild Animals, t: Nature)
(flavor crystal) Polyglot (c: Feral)
(flavor crystal) Incredible Insight (+5 Insight)
(crystal) Mind over Body (Int for End)
(crystal) Native Terrain (+1 All Rolls)(Forest)
(crystal) Acrobatic (+5 Acrobatics)
(crystal) Tactician's Sense (Int as Strike)
(crystal) Prayers to the Gods (1 Prayer Per Day)
Agile Feet: For one full adventure or mission, you ignore all difficult terrain and do not take any penalties when moving through it.(shaman) Create Doll
Blessed Spell: For one full adventure or mission, one chosen spell's difficulty is increased by +2. Any time you use that spell during the quest, treat it's normal DC as +2 higher.
Flash of Divine Insight: You are given a moment's insight into a problem you are facing, allowing you to add+5 to any one Knowledge Check.
Held at Death's Door: Once per adventure, when you take a blow that would otherwise kill you, you are instead left with 1 hit point short of dying.
Holy Inspiration: Once per day, you can speak an inspiring word your allies within 30 feet. Those allies receive a +2 bonus on Strike rolls, checks, and saving throws for one single round.
Memory of Friends: Once per adventure, when an ally within 30 feet fails a save, you may instantly give them another chance to roll using your own bonus for the save.
A shaman may create a featureless doll, save for the basic anatomy of a body, which takes up one round of combat. The doll is the vessel for the shaman's Voodoo Curse. The doll will work only on the person that the shaman has chosen during the creation of the doll. The target is allowed a Willpower Save against the creation of the doll. The save is 10 + shaman's INT. A doll lasts for one full combat.
(shaman) Animal Spirit Guide [Bear]
A shaman has an unusual connection to a certain animal, usually from birth. It is this particular animal that, according to beliefs, guides him on his path on the Journey. The animal's spirit presses him on to respect nature, and keep its health intact. Shamans have a great understanding when it comes to the type of animal in question. They gain +4 on Handle Animal checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice.
(shaman profession bonus) Shaman's Staff
Magical Affinity w/ Staff + 2 Spells per Gemstone
(flavor topaz) Commune with Nature
This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
(topaz) Dexterous Fighter
(topaz) Tribal Dance
(Topaz) Bone Dance: The shaman can perform the bone dance, a menacing, frightening series of juts and screeches, accompanied by the violent shaking of bones, a skull on a stick, or the carcass of a freshly killed animal. This dance causes any necromancy type spells DC to be increased by +2.
(topaz) Gris-Gris
The shaman has created a crude amulet or token out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc) called a Gris–Gris. The Gris–Gris attracts and contains minor spirits of protection and luck and thus serves to protect the shaman from otherworldly forces as well as enhancing her natural luck. Once the Gris–Gris completed and worn, it provides the shaman with +5 Defense against magical and mundane attacks as well as providing a +1 luck bonus to all saving throws of the shaman. The shaman can only use one Gris–Gris at a time. Only the shaman who crafted the Gris–Gris may use it and any other character that attempts to use it finds it has no affect whosoever.
(flavor amber)
(amber)
(amber)
(amber)
(teamwork) OPEN
Flaws
1. Easily Charmed (-2 penalty on saving throws against mind-affecting spells and effects.)
2. Divine Gestures (spells fail if anything other than light armor)
3. Trusting (Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.)
Weapon
Shaman's Staff
Studded (**)
Impervious (**)
Called (*)
Bone Dagger 1d3
Armor
Elven Leafweave Leather +8 DEF
Magically Warded
Magi (**)
Comfort (**)
Magic Items & Gear
Shaman's Doll [Magic Item]
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.