Post by sloane on Mar 19, 2017 14:55:24 GMT -5
--Name: Melfice Moonshadow
--Age: 1,000+
--Alignment: Neutral Evil
--Height: 6'4"
--Weight: (optional)
--Body Type: (optional)
--Eyes: Red
--Hair: Silver
--Gender: Male
--History: An old, seasoned vampire, Melfice has grown accustomed to a certain lifestyle and getting what he wants. On his world he had spent ages cultivating his clan to grow it strong and proud. Growing bored of his time there, he has decided to make use of dangerous portal magic to try and rebuild from the ground up on this new world.
Race: Vampire
Size: Medium
Racial Weakness: Holy
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Black Tongue (free), Common, Elven, Umbral
Country of Origin: Offworld
Chosen Deity: (more Blood for the) Blood God (offworld)
Storyline: Obsidian Heart Adventuring Company
STATS
Rank: Crystal Adept
Dice: 2d32
Reputation: 5
Rezzes: 5/5
Defense DC: 10 [10 + Quickness]
Hit Points: 28 [(Half Dice = 16 , Endurance = 0, Willpower = 4, Diehard = 5 , Brutish Durability = 3]
Strike: Magic: 4 [4 Will ] Melee: 2 [2 Strength]
Damage: Magic: 4 [4 Will] Melee: 2 [2 Strength]
Melfice / Crystal Adept / [Devout] / 2d32 / 28 HP / 10 DDC / Weak: Holy / Flaws: Ambitious, Proud, Sunblind
TRAITS
Strength [2]
Quickness [0]
Endurance [0]
Willpower [4]
Intelligence [0]
Perception [0]
Charisma [0]
CLASS/PROFESSION
Primary Class: Devout
Class Bonus: Unholy Symbol (+2 to any saves made against magic spells cast on the Devout)
Primary Profession: None
Profession Bonus: None
Secondary Class: None
Class Bonus:
Secondary Profession: None
Profession Bonus:
SKILLS
Racial
(racial)
Darksight : The ability to see in total darkness up to 60 feet. This is a constant effect.
(racial)
Vampiric Command : The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target.
Prerequisites: Vampire Only
(racial)
Dark Embrace: 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.
Prerequisites: Blood Feeding Creature, Self Heal Skill
COMBAT
Class/Profession
(Devout) 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'.
Teamwork
(teamwork) [OPEN]
Flavor
(crystal flavor)
Pass for Human : You gain a +10 to Disguise Checks to pass yourself off as a Human if DM calls for a check, otherwise you simply are good enough at disguise to pass yourself off except against those with True Seeing.
Prerequsite: Non-Human Race
FLAVOR
(crystal flavor)
Daywalker : The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing!
Prerequisites: Vampire Race Only
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)
Will of the Divine: You are a divine spellcaster, and your magical power is pulled from your willpower, instead of your intelligence. This allows Devout Class spellcasters to use WLP for anything magic-wise that would normally use INT including strike, damage, and spell DC's. This is an innate skill.
Prerequisites: Devout Class (Primary), Magical or Psionic Affinity
(crystal)
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.
(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)
Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
COMBAT
(crystal)
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.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(CC)
(flaw)
Shield Weapon : This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning. This is a constant skill.
COMBAT
Buckler: 1d2
Light Wooden: 1d4
Light Steel: 1d5
Heavy Wooden, Rider's, Spiked Wooden: 1d6
Heavy Steel: 1d8
Flaws
Ambitious
You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing.
Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
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.
Sunblind
You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
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 5 + 5 TeleTools) - 10
Lockpicking: (QCK 5 + 5 TeleTools) - 10
Escape: (QCK 5+ 5 TeleTools) - 10
Acrobatics: (QCK 5 + 5 Acro + 3 TeleTools) - 13
Diplomacy: (CHA 0) - 0
Intimidation: (STR 0) - 0
Bluff: (CHA 0 + 6 Rapscallion[INT] ) 0
Disguise: (CHA 0)
Stealth (Hide, Move Silent): (QCK 5 + 5 Stealth + 3 TeleTools) - 13
Insight: (PER 0 + Investigator 5) - 5
Handle Animal: (CHA 0) 0
Ride: (QCK 5 ) - 5
Swim: (STR 0) or (END 0) - 0
Appraise: (PER 0) - 0
Gather Info: (CHA 0 + Investigator 5) - 5
Use Object: (QCK 5 ) - 5
Athletic: (STR 2 + 3 TeleTools) - 3
Saves Total
Save against Disease/Poison: (END 0) - 0
Willpower Save: (WLP 4) - 4
Spell DC Save: (WLP 4 + 2 Devout) - 6
EQUIPMENT
Weapons with dice effects / enchantments:
Primary Weapon:
Secondary Weapon:
Primary Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head:
[NONE]
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: 15 Mundane / 5 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
Wayfinder [Magic Item]
This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light.
[Worth: 3000gp]
Priestly Cassock [Cloak]
(Priest Only)
The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The wearer may command the cassock to display the holy symbol of her deity or hide this symbol. This garment can be used as a focus for divine magic. Additionally, the wearer gains a +5 bonus to all Charisma-based checks to influence creatures that match her alignment.
[Worth: 4,000gp]]