Post by sloane on Mar 18, 2017 12:16:56 GMT -5
--Name: Chloe Connal
--Age: 253
--Alignment: Chaotic Neutral
--Height: 5'2"
--Weight: (optional): 110lbs
--Body Type: (optional): slender
--Eyes: Shining Emerald
--Hair: Blonde
--Gender: Female
--History:Chloe was still a youngling when she lost her brood to dragon hunters. Surviving only due to her mother hiding her under her corpse as she passed on. From there she fled and lived alone among the forests, surviving off the land she called home and protecting it from poachers and hunters
Race: Dragon
Size: Medium
Racial Weakness: Cold
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Bestial, Draconic (free) , Elvish
Country of Origin: Shallot
Chosen Deity: N/A
STATS
Rank: Crystal Adept
Dice: 2d32
Defense DC: 13 [10 + Quickness]
Hit Points: 18 (Half Dice = 16 , Endurance = 1, Willpower = 1)
Strike: 3 [3 Qck]
Damage: 3 [3 Qck]
Chloe / Crystal Adept / [Combat] / 2d32 / 18 HP / 13 DDC / Weak: Fire/Earth / Flaws: Intolerance: Dragon Slayers, Proud, Grudge Keeper
TRAITS
Strength [0]
Quickness [3]
Endurance [1]
Willpower [1]
Intelligence [0]
Perception [1]
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) Dragon Breath : A dragon is able to use their dragon breath throughout combat. This gives them 2d3 damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass ranged Strike. This is an innate skill.
Some common dragons and their breath weapons:
Black, Copper: Acid
Blue, Bronze: Lightning
Red, Gold: Fire
White, Silver: Cold
Prerequisites: Dragon Racial
(racial)Shapeshifting : 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.
FLAVOR
(racial) Poison/Venom Immunity : Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.] This is an innate skill.
Limits: You may not take this skill if you have a racial weakness to poison/venom.
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) Blindsense : Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. This is a constant effect.
FLAVOR
(crystal flavor) Scent : 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.
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)Alchemy : You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(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
Intolerance: Dragon Slayers
You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible.
Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
Proud
You don't like accepting help from others. If a gift or offer of aid smacks of charity or pity even the slightest bit, you grow indignant and refuse it.
Penalty: Once per adventure, the DM or another player can activate your Flaw in order to get you to refuse an offer of aid. This can be someone trying to heal you, help you, cast a positive spell on you or even attempt to protect you from attacks.
Grudge Keeper
You have an overwhelming need for vengeance and have difficulty letting go of grudges. You may choose yourself, or another person at the time of taking this flaw.
Penalty: If you (or your chosen person) are damaged in combat, you suffer a -2 penalty on attack dice rolls, skill checks, saving throws, and other checks until you damage the foe who caused you harm. This penalty does not apply if you cannot discern the source of the damage. This penalty disappears when the combat ends.
Skill Checks Totals
Spot: (PER 1 + 5 Alert ) - 6
Listen: (PER 1 + 5 Alert) - 6
Search: (PER 1 ) - 1
Locate Traps: (PER 1) - 1
Disable Traps: (QCK 3 ) - 3
Lockpicking: (QCK 3 ) - 3
Escape: (QCK 3 ) - 3
Acrobatics: (QCK 3 + 5 Acro ) - 8
Diplomacy: (CHA 0) - 0
Intimidation: (STR 0) - 0
Bluff: (CHA 0 ) 0
Disguise: (CHA 0)
Stealth (Hide, Move Silent): (QCK 3 ) - 3
Insight: (PER 1) - 1
Handle Animal: (CHA 0) 0
Ride: (QCK 3 ) - 3
Swim: (STR 0) or (END 1) - 1
Appraise: (PER 1) - 1
Gather Info: (CHA 0) - 0
Use Object: (QCK 3 ) - 3
Athletic: (STR o + 5 Ath) - 5
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:
Secondary Weapon:
Primary Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item: [NONE]
Extra Defense Item:
Head:
Dreampath Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows causes the shifter to be considered ethereal, and only weapons that can hit ethereal creatures will be able to damage the shifter.
Eyes:
[NONE]
Neck:
[NONE]
Torso:
[NONE]
Body (Armor):
[NONE]
Cloak:
[NONE]
Waist:
[NONE]
Arms/Wrist:
[NONE]
Hands:
[NONE]
Feet:
[NONE]
Shield:
[NONE]
Body Modification:
[NONE]
Total Defense: 0 Mundane / 0 Magic
Rings: (Up to two active)
1. [None]
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
Projection Orb [Face]
This crystalline mask barely covers your upper face, allowing plenty of room for your eyes to see out clearly. The mask is mostly translucent, so it doesn't really do much conceal your identity. When crafted, there is a spot for a single glass sphere, the size of a grapefruit, to be set in the center of the mask. If the glass sphere is socketed into the mask when it is put on, the glass sphere comes out safely and is now linked to the wearer of the mask, allow it to receive anything the wearer sees, so long as both orb and mask are on the same plane. This ability can be turned on and off by the wearer of the mask as a free action. If the glass orb is broken or lost, a new orb can be re-attuned by removing and re-wearing it. Only one orb can be attuned to a mask at a time.
[Worth: 2000gp]