Post by Lady Kissekatt on Dec 21, 2012 3:41:06 GMT -5
Name: Lady Bianca Renwick Kissekatt, Baroness Kissekatt
Screen Name: iadykissekatt
Age: 28
Height: 5'6"
Weight: 80lbs
Eyes: Pale Blue (Appear Violet due to Psion's Eyes Loot)
Hair: Stark White
Scent: Lavender and wisteria, heart-wrenching pale rose, desolate white sandalwood and thin, tear-streaked white musk. (BPA: Ode on Melancholy)
Alignment: Chaotic Evil
Race: Lycan (albino were-raven)
Racial Weakness: Gold
Languages: Common, Doxenian (free), Black Tongue, Feral (free), Bestial
Country of Origin: Duncaster, Doxenia - Barony Kissekatt
Primary Class: Arcane
Class Bonus: +2 to spell difficulty save, Magical Affinity
Secondary Class: Arcane
Class Bonus: +2 to spell difficulty save, Psionic Affinity
Primary Profession: Mystic
Profession Bonus:"Tribal Vestige" A mystic gains both a tribal mask (passed down in their tribe) and a medicine staff. The medicine staff acts as a weapon as well as being able to channel any of the mystic's spells through. The top half of the medicine stick acts as a club [1d5] and the bottom acts as a spear [1d6].
Rank: Sapphire Marshal
Dice: 2d66
Hit Points: 35
Defense DC: 17
Traits=21
Strength [0]
Quickness [7]
Endurance [0]
Willpower [2]
Intelligence [10]
Perception [2]
Charisma [0]
Talents & Tactics
Spot (Alert 5, PER 2) = +7
Listen (Alert 5, PER 2) = +7
Flaws
1. Bruise Easily
Each time you take bludgeoning damage, including that from falls, you take extra damage.
Penalty: Take an extra 1/2 dmg from bludgeoning damage.
2. Frail
Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin.
Penalty: You may not take any skills or items that build up your hit points. You always only have half your dice as your hit points. You cannot use temporary hit points either.
3. Phobia (Felines)
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 Stricken with Fear, if they pass they are simply Shaken.
Skills
(race) Shapeshifting
(race) Bestial Fury | Shift, get 1d extra.
(race) Alert | +5 Spot/Listen
(arcane) Magical Affinity
(arcane) Psionic Affinity
(mystic) Mystic Tattoo | Familiar / Raven
(flaw) Poisonmaking & Use
(flavor-c) Entrepeneur | 4d250 "White Rook Elixirium"
You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold! See "In Depth Information...Skill: Entrepeneur."
(flavor-c) Knowledge | +10
c: Alchemy/Potions, t: Arcana, a: Local, s: Nobility/Royalty
(flavor-c) Mask of Gentility
You cunningly hide your true motives and nature behind a facade of camaraderie and gentility. No mage or psion or magic item is able to tell your true alignment or nature unless you wish them to know.
(crystal) 1. Alchemy
(crystal) 2. Self-Healing | 18 points
(crystal) 3. Arcane Image | Evade
(crystal) 4. Cheat Death
Once per two weeks, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
(crystal) 5. Augmented Alchemy | 3-Use Potions
An alchemist is now able to make 3-Use Potions or Hypo Canisters (3 uses) for use or sell for the same crafting points/gp as making 1 potion. The Emporium will buy augmented potions at x3 the normal given price for selling back potions. So a potion that nets you 125gp when sold, would get you 375gp.
(flavor-t) Twisted Script | Tattoo twists into words, those around her understand language.
(topaz) 6. Rune Fang | Polymorph into any beast common to area, 1d4/1d4
These jagged runes allow a mystic to polymorph into any creature native to the area they were raised. This allows the mystic to gain a natural attack that is fitting to the creature, be it bite, claw, etc and they may use weapon dice of 1d4/1d4. Their equipment melds into the shape of whatever they take, and any defense can still be counted, and they are able to still cast their spells.
(topaz) 7. Pouncing Beast
These bestial pictographs seem poised to leap off the mystic's skin. The mystic can summon one beast in combat to fight alongside of them. Use the summoning spell stats for your gemstone rank to determine stats. If summoned inside combat, it takes your turn to summon the beast.
Sapphire: 2d68, 34hp, DEF DC12, Strike +2, 1d6 Attack
Emerald: 2d70, 35hp, DEF DC13, Strike +3, 1d8 Attack
Ruby: 2d75, 37hp, DEF DC14, Strike +4, 2d6 Attack
Obsidian: 2d80, 40hp, DEF DC15, Strike +5, 2d8 Attack
(topaz) 8. Flyby Attack | 2 enemies in one round
You are able to attack two enemies during one round using a flyby attack. You must pass Strike for each enemy in order to do damage to each one. If you wish to attack the same person with both attacks, you must roll your Strike twice; if you pass both strikes you may roll damage as if they are two separate attacks and the target gets defense against both as if they are two separate attacks (in other words, each dmg should be done separately, with defense added to each one. Don't just add it all together into one big damage number) If you only pass one strike, you only attack once. If you fail both strikes against the same person, you miss both attacks
(flavor-a) Mask of the Ancestors | Skull Mask
Carved with symbols of death, this mask is shaped like a skull. A mask of the ancestors marks the mystic as one who seeks the guidance of ancestral spirits. These spirits share their wisdom with the mystic. Gain a +3 to any Knowledge (History) rolls, and this allows the mystic to seek the answers to any puzzle or riddle they may face, once per day. Work with the DM for the information you gain.
(amber) 9. Blistering Bands | +5 DEF against element
These glowing, angular markings encircle the mystic's arms. Whenever the mystic casts a spell that deals energy damage (such as fire, cold, lightning), he can surround himself with an aura of that same energy for the rest of the combat. If the spell deals more than one type of energy damage, the mystic must choose which ONE of those types of energy to surround himself. This gives the mystic an extra +5 DEF against that one energy type he's surrounded himself with.
(amber) 10. Master of Poisons | Poison and Attack one round.
Your prowess with poisons is legendary. You cannot poison yourself, even if you roll a Critical Fail on your strike using poisons. You are able to apply poisons as a quick action, enabling you to make an attack the same round your poison is applied instead of taking up a turn to apply poisons.
(amber) 11. Improved Poisonmaking | +2 to DC, and 2 round poisons.
(flavor-s) Animism | Any Living Creature, Plants
A mystic can listen and speak directly to the spirit in all things. At Topaz, they can speak with any living creature that has a language they understand. At Amber, they can speak with any living creature as if they both speak the same language. At Sapphire, they can speak with plants. At Emerald, they can speak with magic items and constructs. At Ruby, they can speak with earth and stone. At Obsidian they can speak with the air itself.
(sapphire) 12. Master of Fear
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.
(sapphire) 13. Flickering Eye | Become invisible for one round.
This tattoo is a stylized eye which enables the mystic to become invisible at will, for one round in duration. This does not negate any damage if a creature happens to be able to find and hit the mystic but it does allow them to be immune from any attacks (except AoE) for the round in which he is invisible.
(sapphire) 14. Greater Poisonmaking | +4 DC, Greater Poisons
Ruka Blakaz
Black Raven
Rank: Amber Adept
Dice:
DDC 15
STR: -
QCK: 5
END: -
WLP: 2
INT: 6
PER: 2
CHA: -
Magical : Bonus - A magical companion knows the commands Come, Stay, Seek Individual, Detect.
[Magical companions are creatures that have their own magical or supernatural abilities, whether from themselves or from a familiar bond with their owner.]
6 INT + 1 = 7 Ess Commands
Non-Essential Commands
-Come: The animal comes to you, even if it normally would not do so.
-Fetch: The animal goes and gets something for you.
-Stay: The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
-Stop: The animal stops what it is doing immediately.
Essential Commands Known
(free) -Detect: The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. When commanded, the animal makes a Search Check using Perception to try to pinpoint the source of anything that strikes it as unusual about a room or location. Note that because the animal is not intelligent, any number of strange mechanisms, doors, scents, or unfamiliar objects may catch the animal's attention, and it cannot attempt the same Spot check more than once in this way.
(free) -Seek Individual: You must designate one person when you teach this command. Animal finds a known person by scent or "exceptional senses and other abilities." The command would be "Seek X", with X being the individual's name such as "Seek Maria".
-Attack Basic: The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals.
-Bombard: A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent. This is treated as a ranged attack. The animal cannot throw the object, and must be able to fly directly over the target.
-Calm: Learn to deal with environments that would otherwise cause the animal to react negatively such as tight enclosures, or in a chaotic dungeon environment.
-Carry Message: Teach an animal to deliver messages to a particular location. If the animal also has the Seek command, the message may be delivered to that particular individual.
-Circle: Animal must know Seek, and be able to fly. You can point out a creature for the animal to "remember". When ordered to seek that creature, it rises into the air and patrols the vicinity within a 1 mile radius. Every 10 minutes it can make a Spot Check to locate the creature. If it finds the creature, it rises to a safe altitude and circles overhead, returning to your side after an hour or whenever you approach the creature. Your animal can only "remember" one creature at any given time.
-Distract: The animal does not attack and do damage, but instead jumps/flies around annoying the enemy. If they make their Strike roll, the target is distracted one round (up to DM how this affects them).
-Steal: The animal picks up something it finds interesting (shiny, foody) and brings it to the master. If you can communicate with the animal, you can name your target.
(companion) Silver Claw
(flavor c) Polyglot (c:
(flavor c) Telepathy
(flavor c) Track
(crystal) Spell Sponge
(crystal) Arcane Image / Evade
(crystal) Alert
(crystal) Claw Strike
(crystal) Darksight
(flavor t) Delay Pain
(topaz) Dive Attack
(topaz) Eyes of the Raptor
(topaz) Flyby Attack
(flavor a) Polyglot (c:
(amber) Iron Will
(amber) Shadow Form
(amber) Small and Fast
Head: Animal sized skullcap, helmet, etc
Eyes/Face: Lenses, etc.
Collar: Collar around the neck.
Barding: Armor if animal knows Armor Command
Body: Horse Blanket, Vest, etc
Saddle: If applicable.
Belt/Strap: Worn in front or over haunches.
Legs: Bracers, etc.
Feet: Horseshoes, Mitts etc
Two Rings: Creatures with toes wear them on toes. Creatures with hooves wear them just above fore hooves.