Post by sloane on Nov 27, 2016 13:27:49 GMT -5
--Name: Omni Moonshadow
--Age: 21
--Alignment: Chaotic Neutral
--Height: [Varies with form]
--Weight: (optional) [Varies with form]
--Body Type: (optional) Medium
--Eyes: Silver
--Hair: Silver
--Gender: Male
--History: Omni is typical of a changeling, always moving, always changing, almost forgetting who he really is. For as long as he could remember he was always slipping in and out of places, taking what he needed to live and moving on. That eventually brewed an immense greed inside him, if there was something to be taken.. why not take it?
--Race: Changeling
--Size: Medium
--Racial Weakness: Cold Iron - take twice the amount of damage from your weakness unless otherwise specified.
--Languages: Common, Thieves Cant, Bestial, Thieves Tongue
--Country of Origin: Kyngfeld
--Chosen Deity: n/a
STATS
Rank: Amber Champion
Dice: 2d54
Reputation: 5
Rezzes: 5/5
Defense DC: 15 [10 + Quickness]
Hit Points: 27 [Half Dice = 27, Endurance = 0, Willpower = 0]
Strike: 11 [10 Intelligence + 1 Sneaky Strike]
Damage: 15 [10 Int + 5 Eldritch Focus]
Omni / Amber Champion / [Arcane-Thief Adept] / 2d54 / 27 HP / 16 DDC / Weak: Cold Iron / Flaws: Phobia: Mirrors, Relentless, Fool's Fortune. / Teamwork: Spellcaster's Unite
TRAITS
Strength [0]
Quickness [6]
Endurance [0]
Willpower [0]
Intelligence [10]
Perception [0]
Charisma [0]
CLASS/PROFESSION
Primary Class: Arcane
Class Bonus: +2 Spell DC
Primary Profession: None
Profession Bonus: "Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept!
Secondary Class: None
Class Bonus:
Secondary Profession: None
Profession Bonus:
SKILLS
Racial
(racial) Changeling Trickster: A changeling can take the form and shape of any medium sized race.
Prerequisites: Changeling Racial
(racial)Polylingual : You can speak and understand all languages, but cannot read or write in any language but your own.
Prerequisite: Magical or Psionic Affinity
FLAVOR
(racial) Changeling Beasthide : While normally changelings can only take the forms of medium humanoid type races, this allows a changeling to take the disguise of a small or medium sized animal. While in this beast form you gain a natural attack of 1d4 damage that does either bludgeoning, piercing or slashing damage (depending on the form). Your equipment does not shift with you.
Prerequisites: Changeling
COMBAT
Class/Profession
(Arcane) Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
(thief adept) Lock Sense : You can sense the presence and general direction of locks in your immediate vicinity, even hidden ones.
Prerequsite: Thief Adept
FLAVOR
Teamwork
(teamwork) Spellcasters Unite [Teamwork]
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!
Prerequisites: Magical or Psionic Affinity
COMBAT
Flavor
(crystal flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
FLAVOR
(crystal flavor) Natural Spell: While shapeshifted, you are able to use and cast your spells as normal, even if you usually need verbal components. This is an innate skill.
Prerequisite: Druid or Shapeshifting Skill
FLAVOR
(crystal flavor) Racial Emulation : When using your Changeling Trickster skill to assume the form of a humanoid creature, you in effect become that race so well that anything that effects that race also effects you. This can be positive or negative. For instance, if you find a weapon that can ONLY be wielded by an elf, you can use this skill to emulate an elf so well that you can wield the weapon. BUT if you are emulating an elf with this skill and someone strikes you with an Elfbane weapon, you will take double damage. You may only emulate one race at a time.
Prerequisite: Changeling Race
FLAVOR
(flavor topaz) Rapscallion: You may add your Intelligence bonus as an addition to any Bluff Checks that you make.
Prerequisites: INT 5, Rogue or Thief Adept
FLAVOR
(flavor amber) Shadow Walk : To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill.
FLAVOR
(CC - Magical Profession or Shadow type animal)
Rank
(crystal) Alert : You gain a +5 to Spot and Listen Checks.
(crystal)Shadow Form : Outside of combat, you are able to take the form of wispy incorporeal shadows once per day, for as long as you wish. Inside combat, you may take shadow form to evade a physical attack once per combat. This means you are incorporeal for all purposes of damage and evasion, mundane weapons cannot hit you in this form unless they are enchanted in some way to hit incorporeal.
Prerequisites: Magical or Psionic Affinity, or Approved Race (such as shadowkin)
DEFENSE
(crystal) 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
COMBAT
(crystal)Stealth : This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
(crystal)True Seeing : You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
Prerequisite: Magical or Psionic Affinity
(flaw) Double Invocation : You may use two mage invocations in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2 and then 1 invocation damage goes to one person, the second invocation damage to the other. You may not use a weapon with this skill, only non-regged magical attacks with mage invocations you've purchased. This is a constant skill.
Prerequisite: Magical or Psionic Affinity
(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. this is a constant skill.
Prerequisite: Magical Affinity or Psionic Affinity
(topaz) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(topaz) Tricky Arcanist: A thief adept can use any of their skills at a distance. At Crystal Rank, you may use your skills at a distance of 10 feet away. At Amber, 20 feet. At Emerald, 30 feet. At Ruby 40 feet and at Obsidian 50 feet away. This is a constant skill.
Prerequisites: Thief Adept (Primary)
(amber)Sneaky Strike: Your ability to attack your targets stealthily improves your Strike when you are using a bit of thief magic. You now gain a +1 boost to strike in combat. At Ruby it is +2, and at Obsidian it is +3.
Prerequisites: Thief Adept (Primary)
(amber)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
(amber)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
(V - Magical/Psionic Affinity)
Flaws
-Phobia: Mirrors-
A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
-Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
-Relentless-
You don't know the meaning of the word "tired." You go all out until you simply can't continue.
-Penalty: Any effect or condition that would normally cause you to become fatigued instead causes you to become exhausted, with the penalties for exhaustion instead of fatigued.
-Fool's Fortune-
Whether it be an infatuation with shiny objects, or perhaps pure greed, your lust for wealth is known to overwhelm common sense and self-preservation.
-Penalty:When you find anything deemed valuable (gold, gems or any other sort of treasure), make a Willpower Check (DC 15). If you fail you will become obsessed with the treasure in question to the point of losing focus on any dangers around you, including even an obvious trap as you try to claim it as your own.
Skill Checks Totals
Spot: (PER 0 + 5 Alert + 5 Arachnid Goggles) - 10
Listen: (PER 0 + 5 Alert) - 5
Search: (PER 0 + 5 Investigator ) - 5
Locate Traps: (PER 0) - 0
Disable Traps: (QCK 6 + 5 TeleTools) - 11
Lockpicking: (QCK 6 + 5 TeleTools) - 11
Escape: (QCK 6+ 5 TeleTools) - 11
Acrobatics: (QCK 6 + 5 Acro + 3 TeleTools) - 14
Diplomacy: (CHA 0) - 0
Intimidation: (STR 0) - 0
Bluff: (CHA 0 + 10 Rapscallion[INT] ) 10
Disguise: (CHA 0)
Stealth (Hide, Move Silent): (QCK 6 + 5 Stealth + 3 TeleTools) - 14
Insight: (PER 0 + Investigator 5) - 5
Handle Animal: (CHA 0) 0
Ride: (QCK 6 ) - 6
Swim: (STR 0) or (END 0) - 0
Appraise: (PER 0) - 0
Gather Info: (CHA 0 + Investigator 5) - 5
Use Object: (QCK 6 ) - 6
Athletic: (STR o + 3 TeleTools) - 3
Saves Total
Save against Disease/Poison: (END 0) - 0
Willpower Save: (WLP 0) - 0
Spell DC Save: (WLP 0) - 0
EQUIPMENT
Weapons with dice effects / enchantments:
Primary Weapon:
Secondary Weapon:
Primary Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item: [NONE]
Extra Defense Item:
Head:
[NONE]
Eyes:
Arachnid Goggles [Eyes]
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
[Worth: 2,500gp]
Neck:
Chronocharm of the Laughing Rogue [Neck]
This tiny golden arrow dangles from a thin chain of steel. A chronocharm of the laughing rogue slows down your perception of time, letting you reroll any one Rogue Check you've just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
Torso:
[NONE]
Body (Armor):
Leafweave Hide Armor ☼ +10 DEF Enchant: Shifter
Cloak:
[NONE]
Waist:
[NONE]
Arms/Wrist:
[NONE]
Hands:
[NONE]
Feet:
[NONE]
Shield:
[NONE]
Body Modification:
[NONE]
Total Defense: 15 Mundane / 5 Magic
Rings: (Up to two active)
1.Ring of Armor +5 DEF
2. [NONE]
Consumables: (Up to five types, no limit on how much of each type.)
1. [NONE]
2. [NONE]
3. [NONE]
4. [NONE]
5. [NONE]
Magical Pack Items (Up to five magical / wondrous items.)
1. [NONE]
2. [NONE]
3. [NONE]
4. [NONE]
5. [NONE]
Mundane (non-magical pack Items)
[NONE]
Tomes
1. [NONE]
2. [NONE]
3. [NONE]
Stored Items
--Voucher for a piece of Thief Adept loot x2--
Whip of Life and Death [Weapon] ☼
This specialized whip (1d3) is constructed out of incredibly thin, interwoven strands of mithral and adamantine. When it is used to attack, it makes an unnerving buzzing sound not unlike a cloud of startled flies taking flight from a ripe corpse. When a whip of life and death strikes a creature, the creature suffers an additional +2 points of negative energy damage (if the target is alive) or +2 points of positive energy damage (if the target is undead).
[Worth: 6,500gp]
Tree Fort [Magic Item]
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC25 Spot check to notice (DC15 in a dead tree or tree that has shed its leaves). The tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage, the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
[Worth: 1,000gp]
Dreamcatcher [Magic Item]
Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a dreamcatcher protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of magic that causes nightmares, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The dreamcatcher must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the dreamcatcher it may be placed beneath the sleeper’s pillow.
[Worth: 1,000gp]
Night Caller [Magic Item]
This whistle is transparent but weighty as if forged of iron, not glass. The whistle resembles a small dragon curled up like a snail. When blown over a grave containing a body in darkness or at night, one corpse below animates and claws its way to the surface. The zombie serves the whistler faithfully until it is destroyed. It is not a combatant, but can be used to do mundane tasks such as taking messages, gathering firewood, cooking, cleaning, etc. Only one undead can be called with this whistle at a time, and it can be used once per week.
[Worth: 2000gp]
Cleaning Tail [Magic Item]
The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness.
[Worth: 500gp]
Madder Boots [Feet]
These soft leather boots are so well known in Madder, that they have taken the name of the kingdom. The wearer is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet—this effectively lets him move through swampy terrain and mud at normal speed. He leaves no tracks or other sign of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 bonus on all Endurance saves made against poison and disease while in swampy terrain.
[Worth: 5,000gp]