Post by timelost on Jul 21, 2016 20:25:44 GMT -5
State
Minfilia Locklear - Topaz Defender - Arcane/Mage - 2d44 - 29 HP (MoB +7) - 14 DDC - Weakness: None - Flaws: Lazy, Deep Sleeper, Flirt
Vitals
Name: Minfilia Locklear
Screen Name: timelostlegend
Alignment: Chaotic Neutral
Race: Desertfolk
Size: Medium
Racial Weakness: n/a
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Desertspeak (free), Thanic, Thieves Tongue
Country of Origin: Thanes
Chosen Deity: Thyshi, Besmara
Storyline: Obsidian Heart Adventuring Company
Personality:
Minfilia is pretty wild and carefree! She says what she wants and does what she wants and loves to see the world and try everything once!
History:
Life in the desert was rather boring for Minfilia, or Mini as her mother loved to affectionately call her. The same thing day in and day out no matter what your job was, it wasn't fun in her eyes. Mine for ore, scavenge for parts and scraps, blah blah blah. Most of her young life was spent doing these menial tasks, with no hope for seeing the world or adventuring outside. As a child she had come upon storybooks, the kind with colorful pictures in them that were pure fiction but to her they were real. She always seemed to gravitate towards the villains just a bit more, seeing them as free spirits who did not stick to codes of honor or social etiquette, no they went for what they wanted and took it! Tired of hard work and strife, she was determined to take the first chance she could to get out of here. As a shipment of ore was being prepared to be sent out, she took her shot! Prying a crate open, she would slither on inside and close it back up with just enough room for air left in the opening. Everything would have gone perfectly had the shipment not been hijacked by bandits, taken back to their den, and prepared for resale. That crate was cracked open to the shock of a wide eyed Minfilia staring up at the band of misfits who were just like the villains in her stories! They took what they wanted and did as they pleased. Luck smiled upon her for surviving this encounter, being adopted into the pack of bandits and pirates, getting the chance to live her life of adventure!
Classes and Professions
Primary Class: Arcane
Class Bonus: +2 to spell DCs
Primary Profession: Mage
Profession Bonus: Surge of Power +5 DMG to Unregged Spells / +1 Spell per Gem Rank
Secondary Class:
Class Bonus:
Primary Profession:
Profession Bonus:
Traits
Strength [0]
Quickness [4]
Endurance [0]
Willpower [0]
Intelligence [7]
Perception [0]
Charisma [0]
Reputation
Reputation: 5
Reputation Bonus:
Skills
(racial) Heat Endurance : All desertfolk gain a +5 DEF against fire damage, and never succumb to heat related environmental issues. Prerequisites: Desertfolk Racial
(racial) 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. FLAVOR
(racial) Fearless : This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(flaw) Darksight : The ability to see in total darkness up to 60 feet.
(arcane) Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(flavor crystal) Lightning Initiative : You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls. 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) Charlatan : You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff. FLAVOR
(crystal) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Combat Marksman : You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
(crystal) Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat Prerequisites: Arcane Class DEFENSE - Evade
(crystal) Tactician's Sense : Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
(crystal) Focused Shot : This skill allows the user of a ranged weapon, to use their Intelligence modifier for ranged damage instead of Quickness. This is an innate skill.
(topaz) 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
(topaz) Easy Reload : You have specialized in hand-held gunpowder weapons, allowing you to load and fire one gun on the same round as your attack. This is an innate skill.
Prerequisites: For gunpowder weapons only
(topaz) Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
(flavor) Teleport : This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
Prerequisite: Arcane Class
(mage) Magical Resistance: You are resistant to magics and gain a +1 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.
Prerequisites: Magical or Psionic affinity, or approved race
(teamwork) OPEN
Skill Checks
Spot: (PER 0)(Alert +0) = +0
Listen: (PER 0)(Alert +0) = +0
Search: (PER 0)(Alert +0) = +0
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 0)(Alluring Tongue +5) = +5
Intimidation: (STR 0) = +0
Bluff: (CHA 0)(Charlatan+5) = +5
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 4) = +4
Insight: (PER 0) = +0
Handle Animal: (CHA 0) = +0
Ride: (QCK 4) = +4
Swim: (STR 0) or (END 0) = +0
Appraise: (PER 0) = +0
Gather Info: (CHA 0) = +0
Use Object: (QCK 4) = +4
Save against Disease/Poison: (END 0) = +0
Willpower Save: (WLP 0) = +0
Flaws
Lazy
You will never do any more work than is absolutely necessary. You will rely on your companions to do things such as build campfires, cook, and keep watch throughout the night. However, if you really want to do something that does not have a clear and urgent need (such as digging a trench around camp or taking turns at watch in case an attack is made against you), you may make a Willpower save (DC22). Failure indicates that you think the time would be better spent napping or laying under the shade.
Penalty: You suffer a penalty to crafting points and only are able to gain 1/2 the number of crafting points each week. Doing a great job at anything requires effort, after all.
Deep Sleeper
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
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.)
Weaponry
Primary Weapon:
Secondary Weapon:
Ranged Weapon: Heavy Rail Gun 2d10
This powerful rail gun uses gravity pulses to propel a projectile at high velocities. Metal shards are accelerated along the rail gun’s length, leaving the barrel at an extremely high velocity.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments
Head:
Face:
Eyes:
Neck:
Torso:
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.
2.
3.
4.
5.
Mundane (non-magical pack Items)
Travel Supplies:
Bedroll, rations, a tent, 20 foot of rope, climbing pitons, lantern, boot knife
Extra Stuff:
Rank and Statistics
Rank: Topaz Defender
Dice: 2d44
Rezzes: 5/5
Defense DC: 14 (10 + Quickness)
Hit Points: 29 (Half Dice = 22 , Mind over Body = 7, Willpower = 0, Diehard = 0)
Initiative: +14 (Quickness 4) (+10 Lightning Initiative)
Spell Book
Total Spells - 24
Spells per Day/Mission - 8/4 (+Int 15/11)
Magical Quirks:
Hot Blooded: Your body temperature runs hotter than normal.