Post by Feyharra on Aug 19, 2016 22:12:15 GMT -5
Name: Feyharra Ta'Domadal
Screen Name: CascadingMemory
Alignment: Neutral
Languages: Common, Elven, Draconic, mumbo jumbo
Country of Origin: Kullyr
Description: Appearing at times as a human of six foot two inches standing, the female often walked around with just a medicine staff as her guide. Though, do not let this fool you. To the trained eye further secrets may be revealed. Long wavy, red hair hangs behind her in a most un arranged manner. Her skin is pale, perhaps too pale, and her eyes are a vibrant shade of light blue. When she must she would revert to what she actually was.
The silver dragon was young to these lands, though she was fully silver in color due to age, appearing as though she were a sleek sheet of metal on the horizon. Gone as quick as she was seen normally she was rather elusive more than she was seen in true form. Sitting at larger than most, she preferred the highest peaks she could get to, enjoying the air, and coolness that they had to offer as well as the environment. A natural hunt always drove her to seek out food. She was a follower of Bahamut, but did not publicly announce it not feeling as if she had to do such a thing to show devotion.
Personality: Often friendly enough once she was sure that the land was welcoming, she'd spend time learning more than trusting too much to interact. Few, if any would know what the real truth was, but sometimes she could learn more without that barrier in the way. Elemental magic study was her love in life, preferring to start mastering ice magic instead of any other element since that was what she was born from.
Current Rank: Topaz Defender
Current Dice: 2d44
Current Hit Points: 28 (Half Dice = 22 , Endurance = 0, Willpower = 1, Diehard = 1)
Defense DC: 14 (11+ Quickness) 11+3 = 14
Traits
Strength [0]
Quickness [3]
Endurance [0]
Willpower [1]
Intelligence [6]
Perception [1]
Charisma [0]
Flaws
1. Proud
2. Weapon Servant ( Medicine Staff )
3. Burned.
Primary Class: Arcane
Class Bonus: +2 to Spell Difficulty
Primary Profession: Mystic
Profession Bonus: "Tribal Vestige" A mystic gains both a tribal mask (passed down in their tribe) and a medicine staff. The medicine staff acts as a weapon as well as being able to channel any of the mystic's spells through. The top half of the medicine stick acts as a club [1d5] and the bottom acts as a spear [1d6]. You also get the secret language, "Mumbo Jumbo" for free. Mumbo Jumbo allows you to speak to the spirits, and some undead.
Automatic Skills: Mystic Tattoo
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Silver Dragon
Racial Weakness (if applicable): Fire
Racial Skills
1. Dragon Breath : A dragon is able to use their dragon breath throughout combat. This gives them 2d3 damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass ranged Strike. This is an innate skill.
Prerequisites: Dragon Racial
2. 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.
3. Darksight : The ability to see in total darkness up to 60 feet. This is a constant effect.
Flavor Skills
1. Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
2. Dragonsight: Those with the blood of dragons see more than lesser men. With this skill, you gain a +5 to Insight checks concerning another person, as well as once per day, the ability to see a few things (Dice rank or class/professions or trait point allotment, based on your rank vs the target's) with just a glance. Work with the DM.
Requirement: Incredible Insight, Dragon, Half-Dragon or Dragonborn race.
3. 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.
4. Animal Training : This skill allows you to train an animal to obey simple essential commands such as "scout ahead", "smell that", "go home", "ambush", "flush out", "pin", "stalk", "defend", "attack". Non-essential commands such as "down", "stop", "heel", "fetch", "roll over", "stay", etc, have no limits to how many you may teach. Essential commands are those that will make or break a roleplay scene. You may teach your animal 2 essential commands per gemstone rank. This can be used for a mount, a pet, or even your animal companion if you have the Animal Companion skill. You must have the correct skill in order to teach commands to attack others.
Prerequisite: Animal Affinity
Skills
1. Alert : You gain a +5 to Spot and Listen Checks.
2. 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
3. Diehard : You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
4. Dive Attack : The Dive Attack skill allows a creature with natural wings the ability to swoop down in a diving attack and quickly fly away again, not permitting the target to perform any type of counterattack, or reflect. Evades, defense and such can still be used. This can be used once per combat.
Prerequisite: Race with Natural Wings, such as Windling, Faerie, Dragon
5. Tail Sweep : The Tail Sweep skill allows a creature with a powerful tail to sweep an opponent’s legs with his tail and knock him down, causing him to need to take one round of combat to right himself again. If your Strike is successful, they are knocked down for one round only as well as doing damage from the attack.
Prerequisites: Race with a Powerful Tail, such as t'skrang or dragon
COMBAT
6. Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
7. Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
8. Eldritch Focus: 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 a constant skill.
Prerequisites: Magical or Psionic Affinity
9. Mystic Tattoo : A Mystic gains the ability to inscribe ancient and tribal symbols on their body to gain more power in their spellcasting. Their first tattoo binds a familiar to them of their choice. If their familiar dies, they will find it reborn the next morning. See the skill "Familiar" as well as "Animal Companion" for more information on building your mystic familiar. This skill takes the place of Animal Companion, and Familiar skills, you may not take either of those skills with this skill.
Prerequisite: Mystic
10. Animal Affinity : You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend an animal. Tame animals DC10, wild animals DC15, Enraged Animals, DC20, you may add your Charisma to your d20 roll
Teamwork Spells
1. Elemental Co-Mixture [Teamwork]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. You and an ally within 30 feet who shares this skill can cast your regged spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, shadow or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). The primary caster's regged spell is considered the primary spell, and that is the spell that the opponent must save against. If they fail, then both spells take effect. For instance, you could combine a spell that does Fire DMG + a spell that uses smoke for a Hold. This can be used once per combat.
Prerequisites: Magical or Psionic Affinity
Weapons with dice effects / enchantments:
Primary Weapon: Medicine Staff- The medicine staff acts as a weapon as well as being able to channel any of the mystic's spells through. The top half of the medicine stick acts as a club [1d5] and the bottom acts as a spear [1d6]
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: Such as amulets, medallions, torcs, necklaces.
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards.
Armor: Such as armor, or robe, or armored ink.
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle.
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Tattoos of ancestry have started to become more evident upon her entire body including her features. Allowing for access to spell casting, but nothing more.
Magical Weakness:
Topaz: Rune-Scarred - To attain arcane secrets, you have undergone painful rituals that have left you scarred with runes on your body.
Rings: (Up to two active)
1. Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
2.
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
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
1. Bloated: You cause the body of a creature to absorb a huge amount of water, either from the air or water. The victim's skin turns pale, his eyes bulge, it's features bloat, and it's body swells. This decreases a creature's Quickness.
*Trait Debuffs
Save: Yes
Duration: A Trait Debuff on an enemy lasts for one combat.
Crystal, Topaz, Amber: -1
2. Memory Rot: Spores cause a decrease in a target's Intelligence.
*Trait Debuffs
Save: Yes
Duration: A Trait Debuff on an enemy lasts for one combat.
Crystal, Topaz, Amber: -1
3. Reverie: (debuff) This spell makes the victim's mind wander down memory lane. While it may occasionally dredge up useful remembrances, it mainly serves to makes someone less observant or less focused on the task at hand. This debuffs Perception.
*Trait Debuffs
Save: Yes
Duration: A Trait Debuff on an enemy lasts for one combat.
Crystal, Topaz, Amber: -1
4. Mind Fog: (Enchantment/Mind Effect) This debuffs a target's Willpower. It creates a fine mist that weakens the mental resistance of the target caught in it.
*Trait Debuffs
Save: Yes
Duration: A Trait Debuff on an enemy lasts for one combat.
Crystal, Topaz, Amber: -1
5.Bear's Endurance: (Transmutation) Boosts Endurance. The affected creature gains greater vitality and stamina
*Trait Buffs
Save: No
Special: Trait bonuses can now go above 12!
Duration: A Trait Buff lasts through one adventure. You cannot have any other Trait "buffs" going at the same time.
Crystal, Topaz, Amber: +1
6. Frost Breath: The caster breathes out a thick, frosty cold breath of pure freezing ice, causing the incoming weapon or attack to slow considerably, doing less damage than it would have normally.
*Evades
Evades allow you to take less damage from one attack, or even evade damage altogether.
Save: No
Crystal and Topaz: Evade 1/4 Dmg
7. Prescient Evasion: The mystic knows just enough of what is about to happen to get out of the way of an incoming attack.
*Evades
Evades allow you to take less damage from one attack, or even evade damage altogether.
Save: No
Crystal and Topaz: Evade 1/4 Dmg
8. Flaying Strike: You tear the skin, negating your target's natural and unarmed defenses.
*Negate Defenses
A negate defense spell takes away the opponent's ability to use mundane defenses (armor, shield, gauntlets, etc. NOT defensive skills). There are a few negate defense spells that negate magical defense as well, they are labeled clearly.
Save: Yes
Crystal and Topaz: 1 round
9. Spirit of Grief's Shadow: The mystic calls upon grieving spirits to share their pain and sorrow with her enemies, these unconsolable spirits tug and pull at the target, for the duration allowed, causing their magical defenses and any unarmed tech defenses to fail.
*Negate Defenses
A negate defense spell takes away the opponent's ability to use mundane defenses (armor, shield, gauntlets, etc. NOT defensive skills). There are a few negate defense spells that negate magical defense as well, they are labeled clearly.
Save: Yes
Crystal and Topaz: 1 round
10. Coat of Mists: (Conjuration [water]) Spilling the contents of your waterskin, you watch as mists rise from the ground where the water lands. The mist coalesces around your target, enveloping it in a bluish shroud. This magical mist absorbs damage from fire-based damage only.
*Defense Absorb
Save: No
Crystal and Topaz: Absorbs 5 Dmg
11. Frozen Shield: This creates shields of frozen translucent ice that move around and protects the spell targets with constant defense.
*AoE Defense
This adds to you and your ally's defense boost during combat, either one round, or constant throughout combat. Remember the cap for defense, see above.
Note: The numbers listed are the max allowed, if you are Ruby Ranked and only need a boost of +2 to reach your cap, then that is perfectly fine, but the max you can boost your defense at Ruby for constant is +8.
Save: No
Crystal and Topaz: +2 or Constant +1 [2 Allies + Self]
12.Renewed Skin: (Conjuration) This spell toughens a creature's skin increasing it's natural defenses throughout combat, or for a one-time defense.
*Defense Boost
This adds to your defense boost during combat, either one round, or constant throughout one combat. Remember to abide by your defense cap: None or Light = 20, Medium = 30, Heavy = 40.
Note: The numbers listed are the max allowed, if you are Ruby Ranked and only need a boost of +2 to reach your cap, then that is perfectly fine, but the max you can boost your defense at Ruby for constant is +8.
Save: No
Crystal and Topaz: +4 or Constant +2
13. Frosty Nova: This burst of snow affects as many targets as allowed, slowing them until they come to a full stop and are held for the rounds allowed.
*AoE Holds
An AoE Hold spell targets a group of enemies causing them to lose a turn of combat in some fashion. Depending on your hold description, some targets may be immune. See above for an example.
Save: Yes, Targets get a save EVERY ROUND they are held to break free.
Crystal and Topaz: 1 round [2 NPCs]
14. Binding Snow: This causes the snow and slush beneath an enemy's feet to freeze and bind them, in a holding spell for the time allotted per gemstone rank. Even if it is just mud, or sand, she can cause it to freeze and hold.
*Holds
A hold spell causes your target to lose a turn of combat in some fashion. Depending on your hold description, targets may be immune. I.E. If your hold causes a creature to fall asleep, and your target is Immune to Sleep, it will fail.
Save: Yes; Targets get a save EVERY ROUND they are held to break free.
Crystal and Topaz: 1 round
15. Spirit of Consuming Terror: This can be targeted against one enemy, or AoE. It creates an overwhelming feeling of fear in the target/s causing them to be unsure about their movements, whether they should even be fighting the mystic and her team. This decreases their strike. (Lessen Strike)
*AoE Strike Boost or Strike Lessen
You are able to boost you and your allying group's strike, or lessen your enemy's strikes for one round of combat.
Crystal, Topaz, Amber: +1 / -1 to All
16. Mass Good Hope: (Enchantment/Mind Effect) This spell instills powerful hope in the subjects, boosting their ability to remain in combat longer.
*Group Strengthen: Hit Points
This allows you to boost your own group of allies hit points throughout a mission or quest. Only one strengthen can be in effect at any given time. They do not stack with other mage's strengthens.
Hit Points / Through Adventure
Crystal & Topaz: Gain 2 Hit Points [2 PCs]
17. Greater Heroism: (Enchantment/Mind Effect) This spell imbues the targets with great bravery and morale in battle
*Group Strengthen: Dice Sides
This allows you to boost your own group of allies dice sides for one round of combat. Only one strengthen can be in effect at any given time. They do not stack with other mage's strengthens.
Save: No
Dice Sides / One Round
Crystal and Topaz: 2 [2 PCs]
18.Breath of Durability: She blows across an ally with her ice cold breath, causing that target to be a little more durable in combat, gaining hit points for the remainder of combat.
*Strengthen: Hit Points
Hit points can be added to last throughout the rest of the adventure, and hit point strengthens can be cast at any point during an adventure. Only one strengthen can be in effect at any given time. They do not stack with other mage's strengthens.
Save: No
Hit Points / Through Adventure
Crystal: 2 Hit Points
Topaz: 4 Hit Points