Post by Scarred Grace on Jul 18, 2016 3:11:07 GMT -5
Cinder Tyrarnith
scarred grace
Cinder Tyrarnith || Sapphire Adept || Arcane/Mage/Support || 2d60 || 45HP || 10 DDC || Weakness: Water x 2|| Flirt, Impatient, Jinxed || Teamwork: None || Black Knuckles / Glowing Eyes / Patterned Skin / Fire Affinity / Darkvision / Hot Body Temp
Age: 23
Height: 5'2"
Body Type: Athletic
Hair: Auburn
Eyes: Dark Amber
Birthday: May 31 (disable device/trap once per day) / High Sun (+1 willpower)
Alignment: Chaotic Neutral
Deity: Astaldia Ohtandra
Languages: Common, Ignan (free), Ancient, Planar Common, Polylingual
Country of Origin: Kir'viir / Scarred Lands
Storyline: Scarred Lands
Brief History: (coming soon!)
Rank: Sapphire Adept
Dice: 2d60
Hit Points: 45 (Half Dice + INT* + WLP) (*mind over body)
Defense DC: 10 ( 10 + QCK )
Magic DC: 25 ( 12 (rank) + 2 (class) + 10 (INT) +1 (native terrain))
Initiative: +0 (QCK)
Self-Healing: 23 (18 (sapphire) + 5 (fireblood))
Physical Strike: +1* (physical|QCK) | Damage: +1* (melee |STR ) ( ranged|QCK)
Magical Strike: +11* (magic|INT) | Damage: +16* (magic|INT) (Eldritch focus)
Note: *Native Terrain offers +1 to all rolls!
Traits:
• Strength [--]
• Quickness [--]
• Endurance [--]
• Willpower [05] (+3*) (*iron will + high sun birth)
• Intelligence [10]
• Perception [03]
• Charisma [03]
Tactics:
• Bluff [+3] (CHA)
• Diplomacy [+3] (CHA)
• Disguise [+3] (CHA)
• Insight [+8] (PER) (investigator)
• Intimidation [--] (STR/CHA)
• Stealth [--] (QCK)
Talents:
• Acrobatics [+5] (QCK) ( acrobatic)
• Appraise [+3] (PER)
• Athletics [--] (STR/END)
• Gather Info [+8] (CHA) (investigator)
• Knowledge [+10] (INT)
• Listen [+8] (PER) (alert)
• Locate Trap [+3] (PER)
• Nature [+10] (INT)
• Ride [--] (QCK)
• Rogue [--] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
• Search [+8] (PER) (investigator)
• Sleight of Hand [--] (QCK)
• Spot [+8] (PER) (alert)
• Use Object [--] (QCK)
Race: Scarred Original (Fire Elemental/Elf)
Racial Weakness: Water x 2
Size: Medium
Racial Skills:
• Elemental Affinity – Once per combat, an elemental may infuse their attack with the element they are born with, giving them 1d over their current dice for one attack.
• Immunity to Sleep – Your blood allows the act of any sleep effects to be nulled automatically.
• Self-Healing – You are able to heal yourself and only yourself somehow. S: 18 | E: 22 | R: 26 | O: 30
Mutations:
• Blackened Knuckles – The bones in your hands are rather frail, and tend to lock up after repeated use. When you fail a check that involves using your hands, you cannot retry even if allowed.
• Darkvision – Your eyesight in the dark is exceptionally keen, gaining darksight to 30 feet and adding a +5 to spot and visual insight checks while in complete darkness.
• Elemental Affinity (fire) – Your fire based magic and spells suffer no spell failure rate. That part of you has adapted to the scarred lands.
• Glowing Eyes – Your eyes are keen, yes, but they also glow. You cannot hide in the darkness without shutting your eyes and suffer a -5 to stealth rolls while doing so.
• Hot Body Temperature – Your body tempterature is higher than normal and you don't have to make checks for a heated environment. Also, if you possess the skill fireblood, any creature that bites you takes 1 undefendable fire damage.
• Patterned Skin – Your skin seems like a living tattoo, reflecting your emotions and thoughts. You suffer a -5 to bluff, and every time you tell a lie your skin itches for 15 mun minutes as it protests your dishonesty. If this happens during combat, you need to make a DC12 willpower save to take any action.
Flaws:
• Flirt – You cannot turn off your charm, even in the midst of combat. If you are fighting against someone of the opposite sex (unless you prefer same sex romantically), your first round of any combat is used to flirt with any target that gleans your interest sexually.
Penalty: First round of any combat, you spend flirting instead of fighting.
• Impatient – You have a short attention span and tend to rush things.
Penalty: You take a -2 penalty on all Disable Device, Forgery, Move Silently, Open Lock, and Search checks.
• Jinxed – For one reason or another, the normally impartial forces of fate hate you.
Penalty: Once per adventure or mission, the DM may force you to reroll one die roll, after it is rolled (usually if you make a really good roll of any sort). Use the new value, regardless if it's better or worse than the first roll.
Quirks:
• Magic Addiction – You are addicted to using magic and must spend a little time each day using arcane energy or suffer withdrawals.
• Short Fuse – Could be her heritage or it's just how things have turned out over time, but any time Cinder suffers damage she goes a little berserk.
Primary Class: Arcane
Class Bonus: +2 to Spell Difficulty, Magical Affinity (free)
Secondary Class: Support
Class Bonus: 2 free non/combat skills
Primary Profession: Mage
Profession Bonus: -- "Surge of Power" +5 damage to non-regged spells, +1 spell/gemstone, Magical Resistance (free)
Secondary Profession: --
Profession Bonus: --
Class/Prof Skills:
• Magical Affinity (class free) – You can do magic. Yay! Plus write spells and stuff.
• Magical Resistance (prof free) – You are resistant to magics and gain a +2 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/Combat Skills:
• Acrobatic (c) – Excellent coordination leads to +5 on all Acrobatics checks.
• Alert (c) – Gain a +5 to spot and listen checks.
• Iron Will (c) – You have extreme willpower, giving you a +2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
• Native Terrain (t) – You have an extraordinary familiarity with one environment (Scarred Lands). When within his native terrain, then all rolls receive a +1 bonus. This applies to strike, damage, saves, magic, etc.
• Selective Spell (t) – When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire.
• Eldritch Focus (a) – This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is an innate skill.
• Innate Spell (a) – You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. Spell: Motes of Flame
• Just Desserts (s) – Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
Teamwork Skill:
• Coordinated Attack – You and an ally gain damage bonuses on attacks. If you hit an opponent with a ranged or melee attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
Defense Skills:
• Sidestep (flaw) – So acrobatic you can simply dodge an incoming melee/ranged physical attack once per combat. (evade)
Flavor Skills:
• Entrepreneur (c) – You now own a business! Each week roll a d450 to determine how much money you made that week. Each gemstone rank adds an addition 1d. (ex: Amber 3d ) Current: Established Store (extra 15 cp)
• Fireblood (c) – The Fireblood makes the blood oozing from your scratches, cuts, and injuries bubble and hiss, cleansing, cauterizing and healing the wound. This also serves to cure your blood of any natural poison or venom (but not rare or magical poisons) once per week. This is a specialized self-healing skill enabling you to not only gain a bonus of 5 healing points when you take this skill, but allows you to use your Self-Heal Skill in this manner (fireblood healing).
• Investigator (c) – You gain a +5 on Gather Info, Insight and Search checks.
• Mind over Body (t) – Use INT instead of END for hit points. (innate)
• Polylingual (a) – You can speak and understand all languages, but cannot read or write in any language but your own.
• I Remember This One! (s) – You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted or smelled. You can automatically identify any potion, tonic or poison you have tasted or smelled at least once before by sipping or sniffing it.
Crafting Skills:
• Artisan Crafting (c) – You can make stuff. Yay!
c: Weaponsmithing
t: Armorsmithing
a: Unarmed Improvements
s: Gunsmithing
• Craft Magic Item (c) – You can make magical stuff. Yay!
c: Magic Weapons/Weapon Techs/'vocation Enchants
t: Magical Armor/Armor Techs
a: Inkantation
s: Wandcraft
• Advanced Crafting (t) – You get an extra 10 cp every week at Sapphire, at Ruby it goes up to 20 cp a week.
• Arcane Builder (a) – You have an exceptional understanding of the theory behind creating magical items. One item per day can be made with half as many crafting points as needed. State Arcane Builder on receipt. Magic-based crafting skill chosen: Magical Weapons/Weapon Techs/ 'vocation Enchants
• Craft Magic Item (class) – You can make more magical stuff. Yay!
c: Magical Jewelry
t: Magical Fireworks
a: Wards & Mythals
s: Etch Runes
• Paragon Invocations (class) – You are able to further enchant magical invocations to give them 2 extra dice sides, such as a (1d5) becomes (1d7). This invocation will be known as a "paragon" invocation.
• Paragon Weapons (s) – 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.
• Alchemy (s) – You are skilled in alchemy and potion-making.
Weapons: (see below for more information on items/enchants)
• Primary –
• Secondary –
• Ranged –
• Hidden –
Extras: (see below for more information on items/enchants)
• Attack –
• Defense –
Equipped Items: (see below for more information on items/enchants)
• Head/Headband –
• Face/Eyes –
• Neck – Gem of the Flame Wraith (+5 def vs fire, weapons do fire dmg)
• Torso/Body –
• Armor – Armored Ink (+13 def)
• Cloak/Shoulders –
• Arms/Wrist – Dragon Worm Scale Bracers (+5 def)
• Hands – Gloves of the Tinkerer
• Waist –
• Legs –
• Feet –
• Body Mod –
• Ring 1 –
• Ring 2 –
Packed Consumables: (up to 5)
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Magical Pack Items: (up to 5 magical/wondrous items)
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Mundane Pack Items:
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Known Spells:
• Fire Burst (aoe)
• Fireball (single)
• Flaming Sphere (aoe)
• Ignite (dot/dmg)
• Incinerate (skill)
• Motes of Flame (attack enhancer)(innate spell)
• One with the flame (evade/counter)
• Rain of Fire (aoe)
• Searing Light (single)
• Spontaneous Combustion (single)