Post by sloane on Mar 18, 2017 11:44:00 GMT -5
--Name: Fibril Bastok
--Age: 365
--Alignment: Neutral
--Height: 6'2"
--Weight: (optional): 200lbs
--Body Type: (optional): Athletic
--Eyes: Shining Blue
--Hair: White
--Gender: Male
--History:
Born a noble Ae'ri, Fibril found himself "corrupted" at a young age not by some evil force but rather by love. From the moment he heard the sweet singing voice of Thanna, a Pa'ani Arkai.. he was struck right in the heart and there was no turning back, her hand outstretched to him to invite him to dance, her seed sparkling in her palm a match to his that was also manifested in his palm. Their hands touched, seeds nestled so close, his fate was sealed. Swayed from his noble house to follow her on adventures, shedding his duties, his training, his obligations. The change in his behavior did not sit well with his father, their house was falling on hard times as it was so to have his son neglecting their traditions was not something he preferred. With his heart firmly bound to Thanna, it was equally hard to convince Fibril to accept he was being forcefully wed to an older Chay'i woman, something even his father was not found of but their wealth was dwindling, their status falling, and the Chay'i family made an offer that was too good to pass up. Nothing would convince Fibril to go through with this and in a final act of rebellion he planned to run away with his beloved. His father learned of his plans and at the end of his wits, turned to the family of the bride, allowing them to solve this in their own way, as long as he was kept out of it and knew nothing of it.. even if it meant harming his son to make it happen. The lovers had thought they got away with their plan, leaving their old lives behind and sharing a long and happy month together, surviving, loving each other, creating their own little paradise. It was nearing the time for their essentia to flower into nodes and they believed if they could just hold out until they flowered they could avoid this forced wedding, which was to be held during his flowering ceremony to boot. Their plan would never make it through to the end as they woke at night to tragedy. Their small shelter was set ablaze forcing them out into the dead of night where outsiders hired by the Chay'i were sent to deal with this mess. Fibril was struck and pinned to the ground, unable to fight off the larger men. Thanna met a similar fate though instead of simply holding her down they grabbed her hand and made him watch as they dug into her palm and began digging her seed from her flesh. Horrified, he reached out to her with a desperate hope that he could just grab her hand and pull her free. Every struggle they made, the attackers would hurt her, not settling for just digging her seed free but cracking her ribs, cutting her flesh, anything to make her scream out. The fear and anger swelled, their emotions high, and in a horrible turn of events their flowering triggered together, forcing even worse pain in Thanna as they were still removing her seed as it bloomed into a Node. As the light dimmed in her eyes, it was too much for Fibril and he lost control, his essentia bursting out in a violent torrent of wind, a small tornado of rage that forced their attackers to scatter, flung as far away as he could manage. Scrambling over to Thanna, he pulled her close and held her in his arms, lifting her palm and desperately trying to press her partially severed node back into her flesh and hold it there. His heart beat with a passionate rage, so hot he felt it might burst in his chest. Wounded to severely to recover, with their attackers slowly getting back up, she would speak softly to him and press her palm over his heart, forcing her node against his flesh as she accepted her death and leaned up to kiss him one last time. She felt the warmth and bliss accepting her samad at a much too young of an age, though rather then her node sinking into her flesh it instead forced itself towards his heart and wedged into his own flesh as she begged for him to soothe his heart and cool his rage and above all else.. live. As she faded into her element and passed, he pressed his node to hers and finally remembered to breath. His rage cooled as he felt her so close to his heart, the wind picking up around him, the water mingling and shifting. He was unsure what happened or how but his body chilled, his emotions faded, he felt cold. He knew what she wanted most and so he did not wait to be grabbed and drug back home, instead he held on and ran from them and didn't stop until his feet bled and his body gave in. When he woke, nothing was the same. He had no idea how this happened or why, but he was not going to seek revenge, he felt no more anger or even sadness, just a cool calm that ran from his heart and through his body. Those bright blue eyes looked up to see a warm face welcoming him back to the world of the living. Sitting up quickly, he failed to realize that warm face was smaller than he had realized, waking up in a fairy meadow where the small cheerful beings had mended his body and let him rest. He wasn't sure how he got here but he heard their music and cheerful singing and it pleased him. He found a new home.
Race: Arkai
Size: Medium
Racial Weakness: Fire AND Earth
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Arkai (free) , Auran , Sylvan
Country of Origin: Kyngfeld
Chosen Deity: Melenthryn
STATS
Rank: Crystal Adept
Dice: 2d32
Defense DC: 14 [10 + Quickness]
Hit Points: 26 (Half Dice = 16 , Endurance = 1, Willpower = 1, Diehard = 5 , Brutish Durability = 3)
Strike: 4 [4 Qck]
Damage: 6 [4 Qck + 2 Two Handed Weapon]
Fibril / Crystal Adept / [Combat] / 2d32 / 26 HP / 14 DDC / Weak: Fire/Earth / Flaws: Dislike of Nobility, Distinctive, Chivalrous Courtesy
TRAITS
Strength [0]
Quickness [4]
Endurance [1]
Willpower [1]
Intelligence [0]
Perception [0]
Charisma [0]
CLASS/PROFESSION
Primary Class: Combat
Class Bonus: 1d Extra Combat Dice 1/ Day
Primary Profession: None
Profession Bonus: None
Secondary Class: None
Class Bonus:
Secondary Profession: None
Profession Bonus:
SKILLS
Racial
(racial) Full Immunity: You gain immunity to whatever element you are associated with. Akashi, choose one immunity [COLD/ICE]
(racial)Elemental Signature: You may choose one elemental attack that allows you an extra 1d once per combat.[COLD/ICE]
(racial) Diehard : You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
Class/Profession
(combat) Combat Affinity
Teamwork
(teamwork) [OPEN]
Flavor
(crystal flavor) 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.
Prerequisite: Any long-lived race, be 100+ years old
FLAVOR
(crystal flavor) Underwater Breather : You are able to breathe underwater. This is an innate skill. FLAVOR
(crystal flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
FLAVOR
Rank
(crystal) 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.
COMBAT
(CC)
(crystal) Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill. This is an innate skill.
Prerequisites: Diehard
(crystal) Two-Handed Weapon : You've decided the path to glory lies in cleaving your foes down with a single two-handed weapon. It can be a greatsword, polearm, quarterstaff, or even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your trait damage bonus to every attack you make with a two-handed weapon. This is a constant skill.
COMBAT
(crystal) Alert : You gain a +5 to Spot and Listen Checks.
(crystal) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(flaw) Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
Prerequisite: Acrobatic Skill
DEFENSE - Evade
Flaws
Dislike of Nobility
You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known...along with the dislike comes fear of their power that can be brought against you.
Penalty: When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question.
In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble.
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.
Chivalrous Courtesy
You despise raising your hand against creatures of the opposite gender.
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender.
Skill Checks Totals
****[Butterfly Bracers Buff +2 to all]****
Spot: (PER 0 + 5 Alert ) - 5
Listen: (PER 0 + 5 Alert) - 5
Search: (PER 0 + 5 Investigator ) - 5
Locate Traps: (PER 0) - 0
Disable Traps: (QCK 4 ) - 4
Lockpicking: (QCK 4 ) - 4
Escape: (QCK 4) - 4
Acrobatics: (QCK 4 + 5 Acro) - 9
Diplomacy: (CHA 0) - 0
Intimidation: (STR 0) - 0
Bluff: (CHA 0 ) 0
Disguise: (CHA 0)
Stealth (Hide, Move Silent): (QCK 4 ) - 4
Insight: (PER 0 + Investigator 5) - 5
Handle Animal: (CHA 0) 0
Ride: (QCK 4 ) - 4
Swim: (STR 0) or (END 1) - 1
Appraise: (PER 0) - 0
Gather Info: (CHA 0 + Investigator 5) - 5
Use Object: (QCK 4 ) - 4
Athletic: (STR o ) - 0
Saves Total
Save against Disease/Poison: (END 1) - 1
Willpower Save: (WLP 1) - 1
Spell DC Save: (WLP 1) - 1
EQUIPMENT
Weapons with dice effects / enchantments:
Primary Weapon: Great Scimitar [2d8]
Secondary Weapon:
Primary Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item: [NONE]
Extra Defense Item:
Head:
[None]
Eyes:
Monocle of the Dark Hunter [Eyes]
While worn, the monocle grants the wearer darkvision of 60 feet and a +1 bonus to strike on ranged attacks within 60'.
Neck:
[NONE]
[Worth: 2,500gp]
Torso:
[NONE]
Body (Armor):
Plated Leather +11 DEF Enchant: Magic Ward
Cloak:
[NONE]
Waist:
[NONE]
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.
[Worth: 6,500 gp]
Hands:
[NONE]
Feet:
[NONE]
Shield:
[NONE]
Body Modification:
[NONE]
Total Defense: 16 Mundane / 16 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. Sheath of Stealth [Magic Item]
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of stealth, both it and the weapon become invisible until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
2. [NONE]
3. [NONE]
4. [NONE]
5. [NONE]
Mundane (non-magical pack Items)
[NONE]
Tomes
1. [NONE]
2. [NONE]
3. [NONE]
Stored Items
- Spellscroll Flute [Magic Item]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.
[Worth: 5000gp]
Circlet of Rest [Head]
Three interwoven rings make up this beautiful silver headband. When worn, it makes the wearer immune to any manipulation of their dreams, whether positively or negatively with nightmares. It does not stop your own mind's ability to dream or have nightmares, but no outside force can cause any manipulation of your dreams. [Worth: 1,500gp]
The Brass Pear [Magic Item]
This brass pear of anguish is made up of four spoon-like endings bound around a single metal stud. If cast at an enemy within melee range, the brass pear attempts to enter the target's mouth if you make strike. If it hits, the pear latches onto the character's head with grasping iron tendrils, and the spoons enter the characters mouth and open. This gags the target, making it impossible for him to speak. The pear can be removed with an Escape Check of DC10 + your STR, which returns it to closed form. Gagged characters cannot speak, and unless they are psions they cannot cast magic.
[Worth: 6,000gp]