Post by timelost on Jul 21, 2016 18:28:03 GMT -5
State:
Lorena Hartfell - Topaz Adept - Support/Charmer - 2d40 - 20 HP - 14 DDC - Weakness: Unholy - 12 HealPo - Flaws: Relentless, Merciful, Critically Challenged
Vitals
Name: Lorena Hartfell
Screen Name: timelostlegend
Alignment: Neutral
Race: Aasimar
Size: Medium
Racial Weakness: Unholy
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Celestial (free), Maddish, Serpentine
Country of Origin: Madder
Chosen Deity: n/a
Storyline: Obsidian Heart Adventuring Company
Personality:
Lorena is hard to read, as she will often adjust her mannerisms and attitude to play to the room she is in. She is always working the angles and paying attention to make sure she fits in best with the crown she is mingled into.
History:
Lorelei was born deep in Madder, far from a normal life for a young girl. Chosen from birth not to have her own life but to be trained among an elite group of assassins that paid a hefty price to her debt riddled parents thanks to their documentation hinting at the child's celestial heritage. Raised among those who kill for coin, and did so expertly, she was not afforded the life a child would normally have. Her studies were always relentless and endless, be it physical or mental. Cultures, languages, fighting styles, she learned it all so that she could keep that mind sharp and house a library of knowledge for her tasks she would eventually have to perform. Still but a child, she first felt what it was like to take a life and feel the hot blood grow cold on her cheek. It was from that moment that part of her changed, perhaps it was her celestial blood maturing inside her or just her own morals shining through but she snapped inside and knew this was not for her. It was not easy but with enough time and planning she was able to free herself of her owners and flee. A good many years were spent on the run but they had trained her well and she had evaded them just as she was taught to. She did things her own way from then on, using her skills not to kill but to find ways to avoid it. She would infiltrate, manipulate, gather knowledge, steal, anything she needed to in order to sate her own moral drive to resolve conflicts without resorting to needless death, and she did it well.
Classes and Professions
Primary Class: Support
Class Bonus: Two non combat skills
Primary Profession: Charmer
Profession Bonus: Silver Tongue +5 Diplomacy and Bluff / I notice everything +5 Insight
Secondary Class:
Class Bonus:
Primary Profession:
Profession Bonus:
Traits
Strength [0]
Quickness [4]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [7]
Reputation
Reputation: 5
Reputation Bonus:
Skills
(racial) Celestial Heritage : Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save or check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.Prerequisite: You must have a demon or angel in your ancestry.
(racial) Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. Prerequisite: Priest, Paladin, Druid, Ranger, Monk only.
(racial) Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(flaw) Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.FLAVOR
(support) 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.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(support) Polylingual : You can speak and understand all languages, but cannot read or write in any language but your own. FLAVOR
(flavor crystal) Multicultural : You gain a +3 to Diplomacy Checks to alter the attitude toward you of a member of the races which you speak their language.
Prerequisites: You must be able to speak the racial language, such as if you speak Elvish, you gain +3 Diplomacy towards elves. FLAVOR
(flavor crystal) Alluring Tongue : People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor. FLAVOR
(flavor crystal) Celestial Wings : An aasimar is able to grow angelic wings, or a tiefling is able to grow devilish wings, allowing them to fly temporarily. Prerequisite: Aasimar or Tiefling Race FLAVOR
(crystal) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) 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. Prerequisite: Acrobatic Skill DEFENSE - Evade
(crystal) Selective Spell : When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This is like Combat Marksman for the spellcaster. Prerequisite: Magical Affinity or Psionic Affinity
(crystal) Alert : You gain a +5 to Spot and Listen Checks.
(crystal) Stealth : This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
(topaz) Sealed with a Kiss : You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC. Charmers may take this skill even if they do not meet the CHA prerequisite. This is an innate skill.
Prerequisites: Charisma 6, Magical or Psionic Affinity
(V - Magical/Psionic Affinity and Charisma (CHA) 6)
(topaz) Anything You Want : A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against the attacker's Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended. Once per combat
Prerequisites: Charmer (Primary)
(topaz ) Command Pleasure Zones : The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are stunned and unable to attack for one round of combat. You must physically be able to touch the target, and allow them a Willpower save of DC10 + the Charmer's Charisma. If they fail, no damage is done but they are stunned for one round only.
Prerequisite: Charmer
COMBAT - Lose Turn (1 Round)
(flavor) Aura of Lust You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
Prerequisite: Charmer
(charmer) Ecstasy : The gestures of the charmer, along with his erotic incantations causes the person to go into an enjoyable, screaming, orgasmic, erotic fit. The term person includes any bipedal human, demihuman, or humanoid of giant-size or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others. The person receives a Willpower save vs the Charmer's Charisma roll. If the person fails the saving throw, he/she loses all Quickness bonus to Defense DC, causing them to have a DC10 for one round of combat.
Prerequisite: Charmer (Primary), Topaz Rank, Magical or Psionic Affinity
(teamwork) OPEN
Skill Checks
Spot: (PER 0)(Alert +5) = +5
Listen: (PER 0)(Alert +5) = +5
Search: (PER 0)(Alert +5) = +5
Locate Traps: (PER 0) = +0
Disable Traps: (QCK 4) = +4
Lockpicking: (QCK 4) = +4
Escape: (QCK 4) = +4
Acrobatics: (QCK 4)(Acrobatic +5) = +9
Athletics: (END 0) or (STR 0) = +0
Diplomacy: (CHA 7)(Alluring Tongue +5)(Charmer 5) = +17 (Multicultural [Native Language] +20)
Intimidation: (STR 0) = +0
Bluff: (CHA 7)(Charmer 5) = +12
Disguise: (CHA 7) = +7
Stealth (Hide, Move Silent): (QCK 4)(Stealth +5)(Gear +5) = +14
Insight: (PER 0)(Charmer 5) = +5
Handle Animal: (CHA 7) = +7
Ride: (QCK 4) = +4
Swim: (STR 0) or (END 0) = +0
Appraise: (PER 0) = +0
Gather Info: (CHA 7) = +7
Use Object: (QCK 4) = +4
Save against Disease/Poison: (END 0) = +0
Willpower Save: (WLP 0) = +0
Flaws
Relentless
You don't know the meaning of the word "tired." You go all out until you simply can't continue.
Penalty: Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted, with the penalties for exhaustion instead of fatigued.
Merciful
Many times you don't have it in your heart to kill.
Penalty: Whenever your character is in combat and delivers a blow to an enemy that brings it within 5 points of death, you must make a Willpower save (DC 15) or be forced to attempt to stabilize that enemy immediately with a potion or healing points.
Critically Challenged
You just aren't able to find critical spots as well as others.
Penalty: When you roll a Critical Hit on an adventure, you must roll a second time to confirm that crit. If you pass the creature's Strike on your second roll, then the critical is confirmed.
Weaponry
Primary Weapon:
Secondary Weapon: Cranor Saber [1d6]
This is a specially treated and hardened tree sap. It is most commonly found among elves or forest based metal-poor cultures. It is also known as tree-gold. Weapons made of tree-gold are as sharp (if not sharper) than metal. As cranor is not a metal, it is immune to rust and electricity.
Ranged Weapon: Bladed Crossbow (1d8 ranged, 1d4 blade)
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments
Head:
Face:
Eyes:
Neck:
Torso:
Tunic of the Night [Torso]
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Worth: 2000gp]
Body (Armor):
Cloak:
Waist:
Arms/Wrist:
Hands:
Feet:
Body Modification:
Rings: (Up to two active)
1.
2.
Inactive Rings
Ioun Stones
-None
Items and Gear
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Un-Lock Lock :Once per day, this lock gives the user the ability to unlock any locks,
unbar bars, unbolt bolts when the command word is spoken. The command word.. is
simple "Unlock".
2.
3.
4.
5.
Mundane (non-magical pack Items)
Travel Supplies:
Bedroll, rations, a tent, 20 foot of rope, climbing pitons, lantern
Extra Stuff:
Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]
Nipple Clamp of Exquisite Pain [Torso]
When this clamp is worn, you become immune to pain until the clamp is removed and all the pain suffered while wearing it comes rushing onto you at once. This does nothing about damage, simply the pain of taking damage.
[Worth: 1,500gp]
Rank and Statistics
Rank: Topaz Adept
Dice: 2d40
Rezzes: 5/5
Defense DC: 14 (10 + Quickness)
Hit Points: 20 (Half Dice = 20 , Endurance = 0, Willpower = 0, Diehard = 0)
Initiative Roll: +4 (Quickness)
Spell Book
Total Spells - 20
Spells per Day/Mission - 8/4
Magical Quirks:
None