Post by Frost SunSoar on Sept 2, 2016 21:00:36 GMT -5
Frostlight "Frost" SunSoar
First of the Elite of the Dominus
Basic Information
Screen Name: Godless Seraph
Alignment: Lawful Neutral
Languages: Common, Celestial (free), Battle Signals (hand), Commonsign
Country of Origin: Kyngfeld
Description: Frost was born to a normal family, who had a touch of Angelic blood along the lines. Her Aasimar heritage became more evident when she joined the Land Guard. Though it was not required that a woman put in the required two years, Frost actually put in much longer. It gave her a love for the world and adventure, which brought her eventually to Obsidian Heart.
Personality: Frost is fun-loving and flirty. A vain creature, she tends to enjoy making others uneasy and drawing attention to herself in whatever ways she might. She does have her serious moments in regard to the laws of the land and the protection of the people.
Race: Aasimar | Racial Weakness (if applicable): Unholy
Age: 123
Flaws: Code of Honor / Vanity / Curiosity
Combat Information
Current Rank: Sapphire Adept
Current Dice: 2d60
Current Hit Points: 35 (Half Dice = 30 , Endurance= 5, Willpower = 0, Diehard = 0)
Defense DC: 18 (10 + Quickness)
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Knight
Profession Bonus: "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Secondary Class: N/A
Class Bonus: N/A
Secondary Profession: N/A
Profession Bonus: N/A
Traits
Strength [2]
Quickness [10]
Endurance [5]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [3]
Skill Checks
|| Spot: (PER 0)(Alert 5) = +5 | Listen: (PER 0)(Alert 5) = +5 ||
|| Search: (PER 0) = +0 | Locate Traps: (PER 0) = +0 ||
|| Disable Traps: (QCK 10) = +10 | Lockpicking: (QCK 10) = +10 ||
|| Escape: (QCK 10) = +10 | Acrobatics: (QCK 10)(Acrobatic 5) = +15 ||
|| Athletics: (END 5) or (STR 2) = +5/+2 | Disguise: (CHA 3) = +3 ||
|| Diplomacy: (CHA 3)(Alluring Tongue 5)(Gallant 5) = +13 ||
|| Intimidation: (STR 2) = +2 | Bluff: (CHA 3) = +3 ||
|| Stealth (Hide, Move Silent): (QCK 10) = +10 ||
|| Spot: (PER 0)(Alert 5) = +5 | Listen: (PER 0)(Alert 5) = +5 ||
|| Search: (PER 0) = +0 | Locate Traps: (PER 0) = +0 ||
|| Disable Traps: (QCK 10) = +10 | Lockpicking: (QCK 10) = +10 ||
|| Escape: (QCK 10) = +10 | Acrobatics: (QCK 10)(Acrobatic 5) = +15 ||
|| Athletics: (END 5) or (STR 2) = +5/+2 | Disguise: (CHA 3) = +3 ||
|| Diplomacy: (CHA 3)(Alluring Tongue 5)(Gallant 5) = +13 ||
|| Intimidation: (STR 2) = +2 | Bluff: (CHA 3) = +3 ||
|| Stealth (Hide, Move Silent): (QCK 10) = +10 ||
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.
(racial) Divine Health : You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. This is an innate skill.
(racial) Celestial Wings : An aasimar is able to grow angelic wings, or a tiefling is able to grow devilish wings, allowing them to fly temporarily.
(combat) Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(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 crystal) Breadth of Experience : Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
(flavor crystal) Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
(crystal) Counter Attack : If an enemy attempts to attack you and you take damage, you may counter attack them immediately. Roll strike as normal, and then proceed. This can be used once per combat.
(crystal) Darksight : The ability to see in total darkness up to 60 feet. This is a constant effect.
(crystal) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Flyby Attack: You are able to attack two enemies during one round using a flyby attack. You must pass Strike for each enemy in order to do damage to each one. If you wish to attack the same person with both attacks, you must roll your Strike twice; if you pass both strikes you may roll damage as if they are two separate attacks and the target gets defense against both as if they are two separate attacks (in other words, each dmg should be done separately, with defense added to each one. Don't just add it all together into one big damage number) If you only pass one strike, you only attack once. If you fail both strikes against the same person, you miss both attacks.
(crystal) Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(profession skill) Bowling Bash: A knight can cause a chain reaction when attacking one opponent with a successful Strike, causing them to crash into a second opponent, both taking the same damage rolled, once per combat.
(flavor topaz) Gallant: A knight has been subject to enough courtly intrigue to learn some tips. You get a +5 bonus on Diplomacy, Knowledge (Nobility) and Insight checks.
(topaz) Dexterous Fighter : This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(topaz) Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
*Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. You divide your damage in half, and add one weapon's damage to one and one weapon's damage to the other.
(topaz) Dual-Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
(teamwork) Brilliant Inspiration: You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.
(amber flavor) Eyes of the Raptor: The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank, so Crystal can see 1 mile, Topaz 2 miles, etc.
(amber) Bastion of Strength: There is nothing on the field of combat more dangerous than a man or woman that knows they are in the right. It pushes their endurance, it drives their arm, it opens their ability to see the dangers. A knight with this skill able to maker a fearsome blow once per combat, rolling their combat dice twice.
(amber) Born by the Blade: The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3. This is a constant effect skill.
(amber) Side-Step: You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
(support) Alert: You gain a +5 to Spot and Listen Checks.
(support) Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes. This is an innate skill.
(sapphire flavor) Creature Comforts: With this skill if you are in the wild or exploring you are able to call forth a small camp from your bottomless pockets. It has a small tent, bedroll, small pack of meats and mead, and everything needed to make a fire for the night. It can only be used once per day for about 8 hours.
(sapphire) Bulwark: Your armor, your shield, your weapon, all of them are simple tools. It is the man or the woman within or behind them that is the threat. Your ability to attack is well known, here you demonstrate your ability to defend and deflect an assault. Once per combat, you may turn the damage meant for you back upon your attacker.
(sapphire) Metallic Wings: Your wings become metallic, giving you a wing attack of 1d extra combat dice, once per combat.
(sapphire) Angelic Flesh: While this skill is being used you take a -2 to Disguise and Stealth checks. You are able to choose one of four types of metallic skin once per adventure, and your skin shines like that particular burnished metal.
Brazen: +5 DEF against fire.
Golden: +2 to Saves against blindness, dazzle or prismatic spells.
Silver: +2 to Saves against poison, paralysis and petrification. Your unarmed attacks count as silver.
Steel: +2 DEF. Your unarmed attacks count as cold iron.
Weapons with dice effects / enchantments:
Primary Weapon: Radiant Morn [1d10] (Paragon [+2] Celestial Mithral Morningstar): This material is mithral that has been infused with energy from the Upper Planes. It not only makes a weapon weight a little less than normal, but it glows with a faint light, like a candle. They also naturally retains the "good" alignment. It is sometimes called "glowsteel".
Secondary Weapon: Blueice Falchion (Paragon *2) 1d10: A blade of blue ice weighs less than it's metal counterpart, and has the "Frost" attribute naturally occurring.
Serrated ☼ ☼
This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5 points of defense. The enemy must be wearing physical armor for this modification to work.
Defiant ☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
Holy ☼
This weapon is considered sacred and holy. Bows, crossbows, and slings so crafted bestow the sacred energy upon their ammunition. Holy weapons do extra damage to creatures with a weakness to holy.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband:
Face/Eyes: Projection Orb [Face]: This crystalline mask barely covers your upper face, allowing plenty of room for your eyes to see out clearly. The mask is mostly translucent, so it doesn't really do much conceal your identity. When crafted, there is a spot for a single glass sphere, the size of a grapefruit, to be set in the center of the mask. If the glass sphere is socketed into the mask when it is put on, the glass sphere comes out safely and is now linked to the wearer of the mask, allow it to receive anything the wearer sees, so long as both orb and mask are on the same plane. This ability can be turned on and off by the wearer of the mask as a free action. If the glass orb is broken or lost, a new orb can be re-attuned by removing and re-wearing it. Only one orb can be attuned to a mask at a time.
Neck: Chronocharm of the Celestial Wanderer [Neck]: This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
Torso/Body: Spectral Shroud [Torso]: This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud. [Worth: 3000gp]
Armor: Mithral Traveler's Plate (+22 Def)
Cloak/Shoulders: [EMPTY]
Waist: Belly Chain (Waist) +7 mag/mun def | Enchant: Adaptations: This enchantment allows a person to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold. You can choose only one item and pay half price, cost and 2CP such as if you create something that only allows someone to breathe underwater.
Legs: Pretty Bird Pantaloons [Legs]: This striking pair of glamerweave breeches are made of a fine material that has illusions and protective magic woven into it's thread. Their color subtly shifts constantly, making it hard to describe and creating a beauty that endears others towards the wearer granting a +5 bonus on Diplomacy Checks and +3 bonus to all magic save rolls.
Arms/Wrist: Butterfly Bracers [Arms/Wrist]: These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks.
Hands: Gloves of Lightning [Hands]: Strips of hardened blue leather run to the knuckles of this fingerless glove in a jagged lightning-bolt pattern. Three times per day, you can make a ranged attack (range 30 feet) that deals 1d6 points of electricity damage. You gain a +2 bonus to Strike if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on - DM's call). [Worth: 3000gp]
Feet: Boots of the Tomb Raider [Feet]: These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps. [Worth: 3,000gp]
Body Mod: [EMPTY]
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Bekkler's Magical Elixer [Consumable]: This pink elixer has three different uses. First, it can act as a full heal potion. Second, it can give a person a +3 bonus to saves versus spells and effects that influence the mind and body. (Charm, Compulsion, Poison, Paralysis) Third, this potion can add +3 to either Diplomacy or Intimidation for one full quest. One use can be selected at a time. (1/3 Uses)
2. Box of Pep Chocolates [Consumable]: There are seven chocolates in this box. Each one has it's own special slot and corresponds to one of the seven traits. Eating one will add a +1 to that particular trait (Max 16) for a whole quest or mission, but consumes the chocolate. At the start, each slot is filled, but once a slot is empty, any other chocolate can be placed in that slot, and becomes that type after 24 hours. (I.e. if you eat the red chocolate for Str, you can move the Orange chocolate to that slot, and a day later, it's red. But you lose the orange chocolate)
Red = Strength
Green = Quickness
Brown = Endurance
Blue = Willpower
Orange = Intelligence
Yellow = Perception
Pink = Charisma
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Orb of Desperation [Magic Item]: This small dark brown orb seems unremarkable except for it's smoothness and solidity. It cannot be broken, by no means, magical or mundane, and always finds a way to return to the one who owns it. This orb seems to do nothing, however, when the holders life is in danger, it will activate, automatically passing one save that would greatly harm (severe poison, immobilized paralysis). After this use, the orb breaks and cannot be fixed.
2. Glass of Distance [Magic Item]: This fine spyglass can be used to see 10 miles away. While looking into the distance, the user can speak a command word to instantly transport himself to an object or creature he can see. If the spyglass is reversed, a user looking through the large end can speak a command word to transport a creature or object to him, up to a distance of up to ten miles away. More than one object or creature can be transported, so long as each is in physical contact with another. A spyglass of distance can be used to teleport any given creature only once per day, regardless of direction. [Worth: 5,000gp]
3. Ioun Stone (eastern star) [Magic Item]: This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
4.
5.
Mundane (non-magical pack Items)
Illusion of Innocence Wristlet [Gear/RP Flavor Item]: This small brightly colored bracelet holds within it the power to transform someone into a human child-like version of themselves much like a Disguise Self spell combined with the Childlike skill. It was designed to bypass the aversion wards on the Sweetest Day Shop that has since burnt down within the Navahla Market. This item will take the wearer's gear and turn them into a 'play' version of themselves. Metal weapons will become wooden. Real jewels into paste. The bonuses are not lost, they just appear different. ((This item is meant to be for RP flavor only. Before using on a mission or quest, please make sure that you have the DM's express permission though it provides NO BONUS when being used. ))
Light Orb: A simple, palm sized magical orb that gives off soft light akin to a small lantern.
Cobalt Door Key: This blue skeleton key is useful in all Cobalt Door quests, if you can find a blue keyhole it can be used within the "Maze".
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)