Post by Ophelia Harrington on Oct 22, 2016 3:49:05 GMT -5
Biography STATUS : I don't love you but I always will ALIGNMENT : Chaotic Neutral LANGUAGES : Common, Sylvan, Bryonish, Thieves Cant COUNTRY & PLACE OF ORIGIN : Shrine, Bryony RACE : Half-Nymph ( Oceanid ) RACIAL WEAKNESS : Cold Iron AGE : 23 - July 17th Sign of the Stirge born under a Rising Sun HEIGHT : 5'4 WEIGHT : 120lbs EYES : Light Blue HAIR : Long, Blonde - almost white DISTINGUISHING MARKS : Small black feather surrounded by a circle of bones tattoo on her right shoulder. FLAWS : Curiosity, Bruise Easily, Strange Luck QUIRKS : Vulnerable, Phobia ( Undead ), Lost in Thought, Hopeless Collector STAGE NAME : The Blackbird Family
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Statistics CURRENT RANK : Obsidian Master CURRENT DICE : 2d92 HIT POINTS : 53 ( 1/2HP, WP ) DEFENCE DC : 16 ( +6 QCK ) PHYSICAL STRIKE : +6 ( QCK ) MAGICAL STRIKE : +12 ( INT ) RANGED DAMAGE : +6 ( QCK ) MAGICAL DAMAGE : +12 ( INT ) SPELL DC : 26 ( 14 + 12 : INT ) HEALING POINTS : 60 LUCKY BONUS : You are completely aware of your surroundings, you are able to pass one Spot check a day. RISING SUN BONUS : You gain a +1 to any Knowledge Check you wish to roll, whether you have Knowledge Skill or not.) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Professions PRIMARY CLASS : Support ( 2 Free Support Skills )PRIMARY PROFESSION : Bard ( Inspire Allies ) SECONDARY CLASS : Support ( 2 Free Support Skills ) SECONDARY PROFESSION : Healer ( Healing Affinity, 1 Free Healer Skill ) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Traits, Tactics & Talents
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Skills Elven Beauty +10 to Diplomacy. Darksight Ability to see in darkness. Animal Affinity +5 Ride and tame animals. Class and Profession Skills Inspire Allies +3 DEF or DMG for all allies when playing, passive once a turn is used. Twisted Melody Enemies lose DEF for one round ; DC 15. Healing Circle All creatures within a circle made by the healer are healed at once up to 10hp of damage, instead of having to heal individually. You may use this once per adventure and does not take any of your normal healing points. Healing Affinity You have the ability to heal yourself, and others. Craft Magic Item (Support) Make Magical Enchanted items.
Alluring Tongue (Support) +5 Diplomacy Crystal Skills Animal Training This skill allows you to train an animal to obey simple essential commands. Attack Trip Seek Track Steal Disarm Childlike +10 Bluff checks, to appear like a child. Dirty Trickster Your dirty tricks cause an opponent to lose a turn. Disguise Aptitude +5 to Disguise checks. Elemental Resistance +2 DEF against Water. Alibi (Flavour) The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was some place while in actuality he was in another doing whatever criminal activities he was involved in. Carouser (Flavour) The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs. Incredible Insight (Flavour) You are very good at determining a creature's body language, giving you a +5 on Insight checks. Topaz Skills Inspirational Elegy Target gets a hint towards solving a riddle of a puzzle during a quest. Acrobatic +5 to all Acrobatics Checks. Requiem Your bardic music affects undead, vermin and oozes, even if they are immune or resistant to mind-altering effects. Investigator (Flavour) You gain a +5 on Gather Info, Insight and Search Checks. Amber Skills Lasting Inspiration Only a bard may take this skill, and it enables them to inspire their allies with even greater benefits. Their Inspire Allies bonus of defense or attack goes up to +5. Vibration Remove a weapon from an enemy or break things with sound. Animal Companion Gain a creature that fights for you. Natural Ambience (Flavour) A bard can use music to mask his allies' movement behind a cover of noises appropriate for the environment. This song affects all allies within hearing range, and as long as the bard is playing the group remains hidden and unheard. As soon as an attack is made, it negates the effect. Sapphire Skills Magical Affinity You have innate or learned magic ability. Selective Spell AOE spells do not hurt allies. Healing Hands A healer can add their Charisma Bonus to their healing points once per adventure, giving them a little more healing energy for use during that adventure. Crowd Tactics (Flavour) You are adept with dealing with crowds. This skill allows you to gain certain benefits when a crowd is indifferent, or friendly to you. You are able to move with ease within the crowd without any need of special checks. You gain a +5 to Hide Checks while within a crowd of people. You are able to influence groups instead of merely individuals, gaining a +5 to either Intimidate or Diplomacy while attempting to influence a crowd of people. You cannot use any other skills for Diplomacy while using this skill, but you may use loot items, and spells. The amount of people you can influence increases with your gemstone rank, 10 people per gemstone rank. Emerald Skills Combat Marksman You can fire your ranged weapon into melee fighting without fear of hitting allies. Limelight +2 DEF DC when using Bardic skills. Knowledge +10 in the following areas : Arcana Music Mythology Literature Monster Lore Local Nature Performance (Flavour) You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Ruby Skills Ethereal Weapon Allows the character's weapon to become incorporeal, passing through physical objects such as armor, turning solid as soon as it strikes a living (or undead, etc) target. Combat Medic A healer who is trained in working on the battlefield, who can dash in and give simple healing, bandaging to stop bleeding and the like and then dart back out of the line of fire. A combat medic has up to 10hp outside of their normal healing point pool to heal during combat when someone is injured and DOES NOT have to wait for their turn to heal. When someone is injured simply post (Combat Medic!) and roleplay running to them and giving healing. This is mundane first aid, it is not positive energy. You may use Combat Medic once per combat. Lament Your lamentful song creates sorrow and sadness to all within hearing distance, sending them into fits of tears and extreme lamentation. Song of the Depths (Flavour) This allows a bard to produce bardic effects even while underwater. Obsidian Skills Battle Hymn A bard at this rank can perform an energizing hymn that inspires those around him to greater prowess in battle. This skill causes all allies to gain a +1 to all rolls for the remainder of combat once this skill has been used. True Inspiration Much like a true artist and master of the musical arts knows how to make one note hang and linger above the crowd, so has the Bard mastered their skill and trade. With one simple note or lyric, the Bard doubles their class boost and has it play out for the duration of combat regardless if he or she still plays. Healing Run When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn. Calm Under Duress (Flavour) A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day. Miscellaneous Skills Riff (Flaw) 2d5 DMG soundwave 1/Combat. Reputation Precedes (Reputation 20) You are well known (either hero or villain) and that grants you one contact in whatever city/organization you wish. (Arrange with tesarikone) As you gain rank, you gain one more contact for each gemstone rank you gain after taking this skill. By the Bootstraps (Reputation 35) Adventurers are known for their ability to succeed when everyone thought they would fail. When a rolled check fails to meet the target DC (or the opponent’s result, in the case of an opposed roll) by 5 points, he can consider the action a success, once per adventure. This success is, however, considered a marginal one with reduced effects. This must be played out at the DM's discretion; a barely achieved roll to roll out of the way of a trap might inflict the minimum possible damage for example. |