Post by Luciana Durant on Jul 23, 2016 22:28:36 GMT -5
Luciana Durant
(grim ambition)
Luciana Durant || Sapphire Shield || Support/Charmer/Support || 2d68 || 38 HP || 15 DDC || Flirt, Dislikes Nobility, Vice (-10% gold) || Treasure Hunter || Spellcasters Unite
Age: 26
Height: 5'6"
Build: Curvy
Hair: Copper
Eyes: Hazel
Alignment: Chaotic Neutral
Deity: Xuld
Languages: Common, Bryonyish, Sark, City Markers
Country of Origin: Bryony
Storyline: Obsidian Heart
Brief History: Coming soon!
Rank: Sapphire Shield
Dice: 2d68
Hit Points: 38 (Half Dice + END + WLP )
Defense DC: 15 ( 10 + QCK )
Magic DC: 24 ( 12 (rank) + 12 (CHA*) ) (*sealed with a kiss)
Initiative: +5 (QCK)
Physical Strike: +5 (physical|QCK) | Damage: +5 (melee/ranged|QCK*) (*dex fighter)
Magical Strike: +12 (magic|CHA*) | Damage: +20** (magic|CHA*) (*sealed with a kiss/ **eldritch focus+ 2 PBS)
Traits:
• Strength [--]
• Quickness [05]
• Endurance [--]
• Willpower [04] (+2*) (*iron will)
• Intelligence [--]
• Perception [--]
• Charisma [12]
Tactics:
• Bluff [+25] (CHA) (Silver Tongue +5, shitting me! +3, Ring of Persuasion +5)
• Diplomacy [+33] (CHA) (Silver Tongue +5, shitting me! +3, Ring of Persuasion +5, Major Ornate +3, +5 gloves)
• Disguise [+12] (CHA)
• Insight [+10] (PER) (investigator +5, notice everything +5)
• Intimidation [--] (STR/CHA)
• Stealth [+5] (QCK)
Talents:
• Acrobatics [+5] (QCK)
• Appraise [--] (PER)
• Athletics [--] (STR/END)
• Gather Info [+20] (CHA) (investigator +5, shitting me! +3)
• Knowledge [--] (INT)
• Listen [+7] (PER) (alert +5, Brooch of alertness +2)
• Locate Trap [--] (PER)
• Nature [--] (INT)
• Ride [+5] (QCK)
• Rogue [+5] (QCK)
• Search [+7] (PER) (investigator +5, Brooch of Alertness +2)
• Sleight of Hand [+5] (QCK)
• Spot [+7] (PER) (alert +5, Brooch of alertness +2)
• Use Object [+5] (QCK)
Race: Human
Racial Weakness: n/a
Size: Medium
Racial Skills:
•Alert – Gain a +5 to spot and listen checks.
•Magical Affinity – You have the ability to cast magic.
•Versatility – Able to take skills marked with a (V) on the skills page.
Flaws:
•Dislike of Nobility – Take a -2 penalty to all social rolls dealing with known nobility.
•Flirt – If you are attracted to an enemy, spend first round flirting not fighting.
•Vice – 10% of all gold on quests is lost to your vice.
Quirks:
• Coming – Soon (topaz)
• Coming – Soon (amber)
• Coming – Soon (sapphire)
• Coming – Soon (emerald)
• Coming – Soon (ruby)
Primary Class: Support
Class Bonus: 2 free non-combat skills
Secondary Class: Support
Class Bonus: 2 free non-combat skills
Primary Profession: Charmer
Profession Bonus: Silver Tongue (+5 Bluff/Diplomacy), I Notice Everything! (+5 Insight)
Secondary Profession: --
Profession Bonus: --
Class/Prof Skills:
•Immunity to Charm (support) – You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work. (constant)
•Iron Will (support) – You have extreme willpower giving you a +2 (amber), +3 (emerald), +4 (obsidian) to any willpower check.
•Command Pleasure Zones (charmer) – 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.
•Master of Manipulation (support) – Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static. This skill grants two new uses for Diplomacy. You must share a language with a creature to use these options against it. Neither ability functions during combat.
- Captivating Speech: You can distract a creature with your compelling delivery and witticisms. With a successful opposed Diplomacy check, you can impose a -4 penalty on any check the target would use Perception so long as you continue speaking (such as Spot, Listen, Insight). You can affect a number of targets equal to 1 + your CHA bonus, as long as they are all within 20 feet. This can be used once per adventure.
- Trap of Words: If a creature attempts and fails to successfully use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Insight check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target's Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it. This can be used once per adventure.
General/Combat Skills:
•Eldritch Focus (flaw) – Add half of your damage trait to all magical attacks. (constant)
•Dexterous Fighter (c) – Use QCK instead of STR for melee damage. (innate)
•Point Blank Spells (c) – In close combat, Non-regged spells do +2 (amber), +3 (emerald), +4 (ruby), +5 (obsidian). (constant) V
•Selective Spell (c) – Spells only hit enemies. (constant)
•Treasure Hunter (c) – This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week, and only one person per mission or quest can use it for that quest. V
• Ecstasy (t) – 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.
•Heartthrob (t) – The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat.
•Sealed With a Kiss (t) – 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. (innate)
•Charismatic Fighter (a) – This style of swordplay uses wit and force of personality to increase accuracy taunting and distracting an opponent with feints, misdirection, and deception. When using a light melee weapon, you can use your Charisma Bonus instead of your Quickness Bonus to add to your Strike. (innate)
•Flick of the Wrist (a) – A bard with this skill can draw a light weapon with such ease and with a single motion, allowing for one devastating attack once per combat. This causes your opponent to be caught unable to use their Quickness bonus, causing their DC against you that round to be DC10. V
•Spell Combatant (a) – You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand. (constant)
•Clothes to Chocolate/Oil (s) – A charmer with magical ability can turn one's clothing into chocolate, or sweet scented oil. The target gets a willpower save of 1d20, DC15 against this ability, if they pass then the ability did not work. If they fail, their clothes have turned to chocolate or oil (per charmer's choice) and they lose all mundane defense boosts for the rest of the combat (leather armor, bracers, clothing, etc but not magical defenses) unless they take one round to dress themselves again instead of attacking. Their clothes are nearby neatly folded when this spell is successful. (negate def)
•Personal Affront (s) – Once per combat, as a reaction, you can make a single melee attack against an adjacent enemy who has just caused you damage if you make your Strike against them. (counter attack)
•Smoldering Glance (s) – With but a glance at your target, you instill a burning lust within them that causes them to be unable to protect themselves, or make any defensive moves for one round of combat. The target gets a Willpower Save (DC10 + Charmer's Charisma Bonus). This causes them to lose all mundane defenses for that round of combat. (hold/negate def)
Teamwork Skill:
•Spellcasters Unite – At the beginning of a quest or mission, during the initial state, you must choose whether you are going to add to all magical damage of teammates with this teamwork skill, or add to your Defense DC. Choose +5 to all magical damage, or a +1 to Defense DC (not to exceed limits). Both cannot be in use during the same quest, so it would be a good idea to discuss in IM with anyone else that has this skill to decide whether you want damage, or ddc boost because the first person that states this teamwork skill and chooses, that is what everyone who has this teamwork skill gets for the rest of the quest!
Defense Skills:
•Quickstep (c) – Move rapidly and dance out of the way of an incoming attack. (evade) V
Flavor Skills:
•Entrepreneur (c) – You now own a business! Each week roll a d350 to determine how much money you made that week. Each gemstone rank adds an addition 1d. (ex: Topaz 2d ) Current: Mediocre Establishment
•Investigator (c) – You gain a +5 on Gather Info, Insight and Search checks.
•Shapeshifting (c) – You have the ability to shift into another form.
•Forgetful Caress (t) – You are able to make a target lose certain memories. You must touch the target with a caress, kiss or some other intimate contact. The target rolls a Willpower Save (DC10 + Charmer's Charisma Bonus). If the save is failed, the charmer may cause the target to forget one single piece of information such as the charmer's appearance, their meeting, or even the charmer's name. The charmer cannot make them forget a skill, ability, spell or anything of that sort. If they pass their save, they do not forget anything but do not realize the skill was used on them either. Once a target has passed the save, the Charmer cannot try again on them for 24 hours.
•You're Shitting Me! (a) – This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
•Aura of Lust (s) – 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.]
Weapons: (see below for more information on items/enchants)
• Primary – Bladed Fan (1d3) (Arcane Steel Crystal**, Compression*, Minor Ornate*, Mutating*)
• Secondary –
• Ranged –
• Hidden –
• Hidden –
Extras: (see below for more information on items/enchants)
• Attack –
• Defense –
Equipped Items:(see below for more information on items/enchants)
• Head/Headband – Seducer's Mask (immune to taunts & mind effects, bonus to disguise)
• Face/Eyes – Glasses of Understanding (Convert written languages to one known by wearer, +5 to indentify forgeries)
• Neck – Armored Amulet (+7 mag/mun def, Phantom)
• Torso/Body – Brooch of Alertness (+2 listen/search/spot, low-light & dark vision)
• Armor – Mithralweave (+13 mag/mun def, hide in plain sight, +3 diplomacy, Emperor's armor, Magi, Shifter, Magically warded)
• Cloak –
• Arms/Wrist –
• Hands – White Glamerweave Gloves (+3 mag/mun def, +5 diplomacy)
• Waist –
• Legs –
• Feet –
• Body Mod –
• Ring 1 – Ring of Persuasion (+5 diplomacy/bluff)
• Ring 2 –
• Free Slot – Obsidian Heart Ring
• Free Slot – Obsidian Heart Insignia
Packed Consumables: (up to 5)
• Potion of Dark Armor (darksight & +3 armor for quest)
• Potion of Health & Wellness (10 hp & cure most mundane disease)
• When *Beep* Goes South Potion (Rezz the dead when poured on corpse) x 2
• Vial of Icy Sheets (create 10 ft area that requires DC 12 ath to walk on, 1 use - 5 rds)
• Black Dragon New Year's Rocket (3d6 cold shadow dmg explosion, 150 ft or object.)
Books: (up to 3)
• Blue Book of Navahla
• Handbook Of the Pools of Arrowtere
•
Magical Pack Items: (up to 8 magical/wondrous items)
• Tears of the Mother (21 drops that heal for 1 hp each / Refills weekly)
• Chime of Opening (unlock items with a ring of the chime 20/20 uses)
• Portable Environment Generator (create 30 ft sphere of comfortable conditions)
• Missive Brooch (transmit 25 word telepathic message to all creatures in 500 ft)
• Kinsight Goggles
• De-Squishifier Ring
• Friendship Bracelet
• Casualty Bracelet
Mundane Pack Items:
•