Post by Yasmin Nejem on Jan 7, 2017 23:04:57 GMT -5
SN – path rewritten
Age – 17
Birthday – May 1, Sign of the Ettin (disable trap/device 1/day)
Born Under – High Sun (+1 willpower)
Height – 5'5"
Frame – Slender
Hair – Red
Eyes – Gold
Alignment – Chaotic Neutral
Deity – Brejit / Zumyan
Languages – Common, Arkai (free), Thanic (free), Ignan, Inhepic
Country of Origin – Thanes
Storyline – Obsidian Heart
Yasmin Nejem | Sapphire Adept | Devout/Shaman | 2d60 | 38 HP | 10 DDC | Divine Gestures, Tithe (-10% gold), Young Pup | Weakness: Water x 2 | Teamwork: Spellcasters Unite
Brief History – Yasmin was born to an Arkai tribe that has been moving throughout the Thanes for as long as the elders can remember. When she was younger, it became apparent that she had the ability to communicate with the spirits of the desert and had started to work towards taking the shaman trial as she mastered her element. On her seven day fasting journey, she was shown visions of strange things and spirits whispered things in her ear. Many rejoiced when she came back from the seven days but before they could tell her whether she would be chosen to take that place within their tribe, she chose to leave and follow the path that she had glimpsed. It promised a taste of adventure and possibly more beyond the borders of the desert.
Rank – Sapphire Adept
Dice – 2d60
Hit Points – 38 (Half Dice + INT + WLP - 5) (mind over body, young pup)
Defense DC – 10 ( 10 + QCK )
Initiative – +0 (QCK)
Physical Strike +0 (physical|QCK) | Damage +0 (melee|STR) / +0 (ranged |QCK )
Magical Strike +10 (magic|INT) | Damage +15 (magic|INT) (*eldritch focus) (+5 arcane sleeves)
Traits
- Strength [--]
- Quickness [--]
- Endurance [--]
- Willpower [03] (+3*) (*iron will, high sun)
- Intelligence [10]
- Perception [03]
- Charisma [05]
Tactics
- Bluff [+5] (CHA)
- Diplomacy [+5] (CHA)
- Disguise [+5] (CHA)
- Insight [+8] (PER) (investigator)
- Intimidation [--] (STR/CHA)
- Stealth [--] (QCK)
Talents
- Acrobatics [+5] (QCK) (acrobatic)
- Appraise [+3] (PER)
- Athletics [--] (STR/END)
- Gather Info [+5] (CHA) (investigator)
- Knowledge [+13] (INT) (ioun: blue sphere +3)
- Listen [+8] (PER) (ioun stone +5)
- Locate Trap [+3] (PER)
- Nature [+10] (INT)
- Ride [--] (QCK)
- Rogue [--] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
- Search [+8] (PER) (investigator)
- Sleight of Hand [--] (QCK)
- Spot [+8] (PER) (ioun stone +5)
- Use Object [--] (QCK)
Race – Arkai (Ag'ni)
Racial Weakness – Water
Size – Medium
Racial Skills
Full Immunity –
- You gain immunity to whatever element you are associated with. (Fire)
- You may choose one elemental attack that allows you an extra 1d once per combat. (Dragon's Breath)
- This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature. This is an innate skill.
Flaws
Divine Gestures –
- Surrounded by more than the lightest of materials, Yasmin finds it difficult to contact the spirits around her or Brejit. The weight of the material is distracting and it causes even things known since childhood to fail.
- Penalty: Your spells fail when you are wearing anything but light armor.
- Even though she has moved away from all that she knew, she still saves money and sends it back home to her tribe as a way of contributing despite her absence.
- Penalty: You must tithe 10% of your gold earnings from missions and quests, causing you to earn 10% less. So for instance if the group earned 4000gp, you would only get 3600gp. You MUST make this clear to your DM when you post your stats.
- Yasmin is extremely young for her immortal race. Her Flowering Ceremony is still fresh in the minds of her tribe but she finds she cannot remain in the desert any longer when there is a world to discover and a long life ahead of her.
- Penalty: You take a -5 to your hit points always.
Quirks
Routine –
- Every day the young shaman spends at least an hour of every morning communing with the spirits around her.
- While sleeping without her comfort object is possible, while she's awake and moving about - Yasmin finds it hard to be very far away from the dragonstaff that she has been creating since her spirit quest.
Primary Class – Devout
Class Bonus – Holy Symbol of Brejit, +2 to magic saves (an amaryllis tattoo on her body)
Secondary Class – Arcane
Class Bonus – +2 Spell DC
Primary Profession – Shaman
Profession Bonus – "Shaman's Staff" - weapon + 2 extra spells per gemstone
Secondary Profession –
Profession Bonus –
Class/Prof Skills
Psionic Affinity (devout) –
- 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'.
- You have innate or learned magic ability. You cannot use magic in OH without this skill.
- A shaman has an unusual connection to a certain animal, usually from birth. It is this particular animal that, according to beliefs, guides him on his path on the Journey. The animal's spirit presses him on to respect nature, and keep its health intact. Shamans have a great understanding when it comes to the type of animal in question. They gain +4 on Handle Animal checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice. Yasmin's spirit animal is a bird.
- Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
General Skills
Selective Spell (flaw) –
- 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.
- You have excellent coordination, and can take a +5 to all Acrobatics Checks.
- This skill allows you to gain, and use ioun stones without the need for any of them to take up a loot slot. At Crystal rank you may use 1 ioun stone freely, at Topaz two, Amber three, and so on - adding 1 stone per gemstone rank you are allowed to freely use. Ioun stones can be gained through adventuring (loot) and special sales. This is a constant skill.
- You have extreme willpower, giving you a +2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +2, at Amber,+3 at Emerald and +4 at Obsidian.
- A shaman may ask questions of the spirit world that will actually be answered. The shaman may ask a number of questions per day equal to their Intelligence modifier (work with the DM for this).
- The shaman can bind spirits to his will or make them tremble in his wake. He gains the supernatural ability to rebuke or command certain creatures by rolling an opposed Willpower roll, if the shaman rolls higher then the spirit is either bound to serve the shaman for one round, or rebuked and unable to make any actions for one round. The shaman may spiritbind a number of times per day equal to his Charisma bonus. For each gemstone rank, gain a new type: Fire spirits (c), Spirits of the Dead (t), Animal Spirits (a),
- 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.
Combat Skills
Eldritch Focus (c) –
- 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 an constant skill.
- A shaman may create a featureless doll, save for the basic anatomy of a body, which takes up one round of combat. The doll is the vessel for the shaman's Voodoo Curse. The doll will work only on the person that the shaman has chosen during the creation of the doll. The target is allowed a Willpower Save against the creation of the doll. The save is 10 + shaman's INT. A doll lasts for one full combat.
- Enchants your quarterstaff to do additional weapon damage, changing it from 2d4 to 2d8 for a quarterstaff and 2d6 to 2d10 for an ironshod quarterstaff for one attack per combat.
- A target who is the subject of a Voodoo Curse becomes unable to use any defensive maneuvers or skills for one round of combat, as the sensation that their very skin is crawling manifests itself as a physical result of his soul being tortured slowly be malicious spirits.
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
Sidestep (c) –
- You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. (evade)
- The shaman has created a crude amulet or token out of nothing but natural materials around her (aka bits of dried mud, straw, sticks, feathers etc) called a Gris–Gris. The Gris–Gris attracts and contains minor spirits of protection and luck and thus serves to protect the shaman from otherworldly forces as well as enhancing her natural luck. Once the Gris–Gris completed and worn, it provides the shaman with +5 Defense against magical and mundane attacks as well as providing a +1 luck bonus to all saving throws of the shaman. The shaman can only use one Gris–Gris at a time. Only the shaman who crafted the Gris–Gris may use it and any other character that attempts to use it finds it has no affect whosoever. This is a constant effect. (defense)
- A shaman's form becomes a dual existence, both the physical and spiritual link through space and time from the other-world to the material plane. However, a shaman may use his powerful magics to retract this link and cause a shift in his physical form as he is thrown into the realm of the bad spirits. This allows the shaman to become partially insubstantial, taking half damage from one melee or ranged attack, once per combat. (1/2 evade)
Flavor Skills
Investigator(c) –
- You gain a +5 on Gather Info, Insight and Search Checks.
- You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
- The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
- The spirits whisper into the shaman's ear a translation of any language the shaman is currently listening to or reading. At Topaz Rank this includes all natural and country languages, at Sapphire it includes Supernatural languages, at Ruby it includes Archaic languages and at Obsidian you may choose one Private language that you may have the translation whispered to you. This can be used only once per day, for up to 30 minutes.
- A shaman may establish a powerful spiritual connection with any being it can comprehend, but this is still limited by the shaman's physical form. As long as the shaman has at least one Voodoo Doll and is able to perceive his target, he may cast a Voodoo Curse upon his target, linking the creature to the inanimate doll which resides in the shaman's hands. He may now deliver spells and attacks against the doll to which the effects will be immediately delivered to the chosen target. No actual damage is dealt to the doll itself. The doll may not be used by any other than the shaman.
- Shroudsight allows a mage to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the mage can spot ghostly buildings and items, the landscape of the so-called Shroud or Ethereal Plane, and even wraiths themselves. However, there are odds that an observant wraith will notice when a mage suddenly starts staring at him, which can lead to unpleasant consequences.
Weapons (see below for more information on items/enchants)
- Primary – Shaman's Staff (Red Dragonstaff - 2d4 or 1d4/1d4)
- Secondary –
- Ranged –
- Hidden –
Extras (see below for more information on items/enchants)
- Attack –
- Defense –
Equipped Items (see below for more information on items/enchants)
- Head/Headband –
- Face/Eyes – Eyes of the Dragon (darkvision, blindsense, see farther in dim and normal light )
- Neck –
- Torso/Body – Sparkle & Flash (DC 15 for 2d3 viewers to not become fascinated)
- Armor – Armored Ink (+13 mag/mun def, Caster's Protection***, Sacred*)
- Cloak/Shoulders –
- Arms/Wrist –
- Hands –
- Waist –
- Legs –
- Feet –
- Body Mod – Arcane Finger Sleeves I-V
- Ring 1 – Seraphic Ring (+3 mag/mun def, 1 extra spell, Shillelagh bonus)
- Ring 2 – Ring of Assimilation (Ioun: western star - makes all ioun stones invisible)
- Free Slot – Obsidian Heart Ring
- Free Slot – Obsidian Heart Insignia
Personal Tattoos
- Holy Tattoo
Packed Consumables (up to 5)
- Black Dragon New Year's Rocket (3d6 cold shadow damage)
- Full Heal Potion (3-use) x 2
- Albedo Potion (3-use) x 1
Packed Books (up to 3)
Ioun Stones (Ioun Master gets 1 per gemstone to use freely)
- Blue Sphere +3 to all knowledge checks
- Dark Blue Rhomboid +5 spot & listen
Magical Pack Items (up to 5 magical/wondrous items)
- Shaman's Doll
Mundane Pack Items
- Mess Kit
- Bedroll
- Candles
- Hemp Rope, 20 ft
- Ink Pen
- Waterproof Parchment
- Flint & Steel
- Rations, 5 days worth
- Waterskins, 2 filled, 1 empty