Post by Alexandra on Mar 3, 2017 1:12:05 GMT -5
Alexandra - Emerald Adept - Arcane/Spellborn, Arcane - 2d70 - 51 HP - 16 DDC - Cold Blooded (x's 1.5 Fire), Phobia: Insects & Daylight, Allergy: Healing Magic - Weakness:Holy- 10 Healing Points - No Teamwork
Name: Alexandra
Screen Name: Gloria Bestia
Alignment: Neutral
Languages: Common, Draconic, Drow
Country of Origin: Offworld
Birthday: June 11th
Sign: Dryad (+10 Healing)
Born Under: New Moon (+1 Stealth/Hide Check)
Description: Alexandra in her human looking form is 5'7 and 121 pounds with a slim, semi-muscular build. She has waist length silvery-white hair and one red(left) and one blue(right) eye, and her skin tone is pale.
Personality: Despite her hard past, Alex had grown up optimistic for a better future for herself, and hopes only for the best for others above herself. She's a hard worker, and puts in long hours to try and prove herself to others. She has a shy, sweet, and nice disposition, and loves to live life to the fullest. She has trust issues, sadly, but once you crack through to her, Alex is loyal to an absolute fault. She's rather naive in the ways of the world, and is hungry for knowledge on anything and everything.
Background: Born roughly 26 years ago to a dragon Mother and a vampire Father, Alexandra was spirited away by her mother for reasons that remain a mystery to her. All she remembers was a warm, loving, and rose scented woman who could be her Mother, and then the being taken to a different family for safety. An elderly couple, a Grandma Sophia and a Grandpa Nickolas, whom loved her dearly for several years, but a plague hit the village she lived in. It wiped them out, and Alexandra was left on her own to live, doing odd jobs for money, stealing, and never settling into one place for very long in order to survive. Wanting to escape that life, she soon wished upon a star, a wish to be taken away from where she was and her situation. Her wish came true and she was sucked into the world known as Arith. She soon met a dragon named Cayden and he's taken her under his wing to teach her more about this new world she's in. Now Alex has made a seeming friend in Branwen, a young priestess, and Alex is exploring her options of housing, making some money, and what she wants out of life!
Flaws
1. Cold-Blooded
You were raised in the arctic and cannot tolerate heat.
Penalty: You automatically fail all saves made to overcome the effects of high temperatures. Fire deals 1.5 extra damage. This means if Fire is already your weakness it could triple the damage done by fire attacks/weapons.
2. Phobia: Insects & Daylight
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
3. Allergy: Healing Magic
You are afflicted with allergies. These may be something as simple as hay fever, but the reactions to such will result in something like a huge bout of sneezing and gasping, and you are unable to make any actions including defending yourself.
Penalty: When activated, you lose a turn of combat and cannot do anything except wheeze and cough, until the object of your allergy is no longer in your presence. You must state what you are allergic to when this flaw is taken.
Current Rank: Emerald Adept
Experience: 355 XP
Money: 36,250 Gold Pieces
Rezz: 5/5
Reputation: 13.5
Tower Tokens: 19,000
Rune Key: 20
Current Dice: 2d11
Current Hit Points: 46 (Base Dicee=30 + Intelligence=12 + Willpower=4)
Defense DC: 16 (10 + Quick)
Works For: Obsidian Heart Adventuring Company
Traits
Strength(STR) [0]
Quickness(QCK) [5]
Endurance(END) [0]
Willpower(WLP) [4] +3 (Iron Will)
Intelligence(INT) [12]
Perception(PER) [5]
Charisma(CHA) [0]
Primary Class: Arcane
Class Bonus: +2 Spell DC
Primary Profession: Spellborn
Profession Bonus: Innate Magic
Spellborn gain a +5 DMG to all non-regged magical attacks made in combat outside of their official spells.
Secondary Class: Arcane
Class Bonus: +2 Spell DC
Secondary Profession:
Profession Bonus:
Race: Original
Racial Weakness: Holy
Racial Skills
1. Elemental Immunity: Cold
You may take this skill to become immune to one of the following elements: fire, cold, wind, sonic, earth, lightning, water. You may not take this skill to become immune to a weakness of any sort, including flaws. You may only take this skill ONCE.This is an innate skill
2. Self-Healing
You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Emerald - 22 | Ruby - 26 | Obsidian - 30
Flavors
1. Scent (crystal)
You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
2. Telepathy (crystal)
You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
3. Shape Shifting (crystal)
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.
4. Mind Over Body (topaz)
You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
5. Beast Eye (amber)
The spellborn can project her senses into an animal within 100 feet, sensing whatever it senses. She cannot control the animal's actions. She can project her senses from that animal to another within 100 feet of it as a normal action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, paladin mounts, and similar unusual animals may resist with a magic save; the spellborn may use this ability on her own familiar as if it were an animal.
6. Teleport (sapphire)
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.
7. Natural Spell (emerald)
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.
Skills
Psionic Affinity (Arcane)
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'.
Magical Affinity (Spellborn)
You have innate or learned magic ability. You cannot use magic in OH without this skill.
Psychometry (Spellborn)
By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Work with the DM for the information.
Eldritch Focus (flaw)
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.
Acrobatic (crystal)
You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Alert (crystal)
You gain a +5 to Spot and Listen Checks.
Dark Embrace (crystal)
The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost. Once per combat.
Selective Spell (crystal)
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.
True Seeing (crystal)
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.
Iron Will (topaz)
You have extreme willpower, giving you a +1/+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. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
Arcane Image (topaz)
A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
DEFENSE - EVADE
Innate Spell (topaz)
You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
COMBAT
Immunity to Charm (amber)
You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work. This is a constant skill.
Focused Rend (amber)
You can sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (or hit points) (round down) when attacking that object. This allows you to destroy objects with ease.
Dexterous Fighter (amber)
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.
COMBAT
Combat Teleport (sapphire)
Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage.
DEFENSE - EVADE
Master of Fear (sapphire)
While you are not completely without fear, you have learned to manipulate your own fear and the fear of others as a tool. At Sapphire, you are able to use your own Fear to power your spells. When you are Shaken, you gain a +1 to your spell DC's, when you are Frightened a +2 to the DC's, and when you are Terrified a +3. At Emerald, you may choose to cast any one spell during combat with an added effect of Fear as long as the spell has a visual component such as a fireball, illusions, summons, etc. The target (or targets) of your spell must make a separate willpower save against the DC of that spell, if they fail they are Shaken for as many rounds as your Charisma Bonus. At Ruby, you may choose to delay the effects of Fear upon you for up to as many rounds as your Charisma Bonus.
Point Blank Spells (sapphire)
You are adept at using your magic in close melee combat. In close combat your non-registered spells gain a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5, Diamond +6. This is a constant skill.
Redirect (emerald)
Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic.
COMBAT
Siphon Magic (emerald)
A spellborn can take an incoming magical attack upon themselves and turn it into healing energy. Once per adventure, a spellborn can heal the amount of hit points they were attacked by a magical or psionic attack.
COMBAT
Parry Spell (emerald)
You are able to reflect a regged spell back onto the magic caster, once per combat.
COMBAT - REFLECT
Weapons with dice effects / enchantments
Primary Weapon: Plasma Beam Sword - 1d8 - Fire/Electricity Damage - Heavy
Lightsabers in OH? Sure! This is a small metal handle generates a solid beam of plasma contained by a gravity-induced force field. This weapon can be enchanted with up to five points of enchantments like any other weapon. It is a one-handed weapon.
[Worth: 2,000 gp]
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item: Wand of Magic Missile - 2d3 - (5 charges)
This crooked wooden wand can be used as your attack, and adds 2d3 magic damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 extra for damage.
Extra Defense Item:
Evocations: Ice Weapon - 2d8
This evocation allows Alexandra to make any weapon she can think of out of ice to strike her opponent. It could be a melee weapon she uses in close combat or something that can be sent flying towards the target. (Ice/Cold Damage)
Cost: 7000 gp
Unamed Techs: Draconic Snow Fury - 2d10
[Worth:10,000gp]
Frostburst Fist
☼☼
A frostburst tech functions as a frost that also explodes with frost for extra cold damage once per combat. The cold does not harm the wielder. In addition to being sheathed with frost (See Frost Enchantment), a frostburst tech deals an extra 1d5 points of cold damage on a successful hit.
[Worth:10,000gp]
Arcane Focus
☼☼
This improvement is designed for those who can blend magical and martial arts into a single entity. It allows an unarmed combatant to add any nn-regged spell bonus to their unarmed tech damaged. This means any extra damage for non-regged spells NOT Intelligence. You would still use STR for melee damage for added damage.
[Worth:10,000gp]
Phantom
☼
This allows your attack technique to hit incorporeal creatures.
[Worth:2,000gp]