Post by Head Moderator on Dec 31, 2012 4:36:36 GMT -5
Name: Mihaela Istar Vadoma
Screen Name: n/a
Current Rank: Sapphire Defender
Current Dice: 2d60
Alignment: Chaotic Neutral
Languages: Common, Gypsy Tongue (free), Feral, Halfling, (Polylingual)
Age: 32
Hair: Dark Chocolate Waves
Eyes: Dark Brown
Height: 5'7"
Body: Very curvy
Scent: A deep, powerful, resonant blend of myrrh, patchouli, vetiver, lime, vanilla, pine, almond and clove. (BPA: Voodoo)
Description: Mihaela is a wandering gypsy soul, creaking into town with her wagon and two horses she calls Rex and Regina who have both been well trained by Mihaela herself. This dark haired, rather curvaceous beauty will charm you, but you would not wish to anger this shaman lest she craft a voodoo dollie of you and cause you no end of pain. She dresses in fine garments of bright colors, scarves of silk, and beautiful and perhaps gaudy jewelry. Around her waist she wears a knotted belt upon which several small silver bells are tied. Her horses are decorated in much the same way with removable silver bells and colorful fringe.
Background: As a young woman, Mihaela's chaotic way of living found her plying the trade of a prostitute in a high-end brothel for several years, but that gypsy blood of hers did not settle down well so when she grew tired of that, she traveled with the Azure Butterfly gypsies for a while. She has seen a great deal of the land, but for the past three years she has traveled on her own, with her own wagon and horses, doing whatever catches her fancy. She is a shaman of some repute these days, and sells her wares in the various villages and towns she passes through. She is also a member of the Wayfarers League.
QUICK LOOK
Hit Points = 32
Initiative = +8
Melee Strike = +6
Ranged Strike = +6
Magical Strike = +9
Defense DC = 16
Melee Dmg = +5
Ranged Dmg = +11
Magic Dmg = +11
Defense: +20 (+10 armor/+5 cloak/+5 amulet)
Magic Save: +11 (+2) = +13
Spell DC: +11
Self Heal Points:
TRAITS = 31 Points
Strength - 5
Quickness - 6
Endurance - 0
Willpower - 2
Intelligence - 11
Perception - 2
Charisma - 5
TALENTS AND TACTICS
Diplomacy (Cha) = +5 (+5) = +10
Intimidation (Cha) = +5
Bluff (Cha) = +5 (+5) = +10
Disguise (Cha) = +5
Stealth (Qck) = +6
Insight (Per) = +2 (+5) = +7
Spot (Per) = +2
Listen (Per) = +2
Appraise (Per) = +2
Locate Traps (Per) = +2
Rogue (Qck) = +6
Escape (Qck) = +6
Gather Info (Cha) = +5
Knowledge (Int) = +11
Ride (Qck) = +6
Handle Animal (Cha) = +5
Nature (Int) = +11
Use Object (Qck) = +6
Athletics (End) = +0 (-2) = -2
Acrobatics (Qck) = +6 (-2) = -4
Primary Class: Devout
Class Bonus: "Holy Symbol" +2 to Magic Saves
Secondary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Shaman
Bonus: "Shaman's Staff" A shaman's magic and power lies in his staff. It is his staff through which he channels the rapturous and often dangerous divine energies required for his spells. A staff is considered as a simple weapon made out of wood, bone or any other material that occurs in nature. A shaman has Magical Affinity as long as they have access to their staff. This is considered a weapon (quarterstaff) and is a free weapon you gain when you take this profession.
Secondary Profession: Charmer
Bonus: "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Race: Human
Racial Weakness: None
Flaws
1. 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.
2. Selective Digestion
You don't benefit from potion magic.
Penalty: Potions and other edible magic items have no effect on you. This does not cover poisons.
3. Uncoordinated
You have issues with coordination decreasing your maneuverability.
Penalty: -2 on Acrobatics and Athletics
Skills
Flaw: Parry EVADE
You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat. You may not parry an attack when in heavy armor.
Race: Versatility
Can take any skill as long as rank prereq is met.
Race: Polylingual
Race: Animal Affinity
You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend animals. Tame animals, DC10, wild animals DC15, Enraged Animals, DC17.
Shaman: Magical Affinity
Shaman: Animal Spirit Guide Snakes
A shaman has an unusual connection to a certain animal, usually from birth. It is this particular animal that, according to beliefs, guides him on his path on the Journey. The animal's spirit presses him on to respect nature, and keep its health intact. Shamans have a great understanding when it comes to the type of animal in question. They gain +4 on Handle Animal checks in regards to animals of their spirit guide type. Although they can not speak with the animals, they share a deep understanding. Creatures of his animal spirit guide's species are literally able to guide him, and they can 'converse' wordlessly, allowing the creature to give advice.
Support: Self Healing
Support: Aura of Lust
You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
Charmer: No Flies on Me
1. Animal Friend
Gives the ability to charm any mundane animal, no matter how enraged the animal may be, making the animal the caster's friend for one mun hour.
2. Animal Training
This skill allows you to train an animal to obey simple commands such as "scout ahead", "smell that", "go home", "ambush", "flush out", "pin", "stalk", "defend", as well as the usual "down", "stop", "heel", "fetch", "attack", "stay", etc. You may teach your animal 2 commands per gemstone rank. This can be used for a mount, a pet, or even your animal companion if you have the Animal Companion skill.
3. Answering Spirits
A shaman may ask questions of the spirit world that will actually be answered. The shaman may ask a number of questions per day equal to their Intelligence modifier (work with the DM for this).
4. Voodoo Torment
A target who is the subject of a Voodoo Curse becomes unable to use any defensive maneuvers or skills for one round of combat, as the sensation that their very skin is crawling manifests itself as a physical result of his soul being tortured slowly be malicious spirits.
5. Cheat Death
6. Clairvoyant
You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [GM's discretion of what you learn.]
7. Create Doll
A shaman may create a featureless doll, save for the basic anatomy of a body, which takes up one round of combat. The doll is the vessel for the shaman's Voodoo Curse. The doll will work only on the person that the shaman has chosen during the creation of the doll. The target is allowed a Willpower Save against the creation of the doll. The save is 10 + 1 per Gemstone Rank, so a shaman of Amber rank has a DC13 save that must be made by the target. A doll lasts for one full combat.
8. Consume Doll
A shaman may devour the doll which he is currently using with Voodoo Curse, and by doing so use the powerful spiritual link to convert the victim's pain into positive healing energy for the shaman. This action deals 2d5 damage to the target, and the shaman is healed for as many points as the damage. This is a full combat action, no other dice need be rolled save for the 2d5 damage. This destroys the doll, and stops any Voodoo Curse that was going on.
9. Voodoo Curse
A shaman may establish a powerful spiritual connection with any being it can comprehend, but this is still limited by the shaman's physical form. As long as the shaman has at least one Voodoo Doll and is able to perceive his target, he may cast a Voodoo Curse upon his target, linking the creature to the inanimate doll which resides in the shaman's hands. He may now deliver spells and attacks against the doll to which the effects will be immediately delivered to the chosen target. No actual damage is dealt to the doll itself. The doll may not be used by any other than the shaman.
10. Curse of the Flesh
If the shaman happens to possess any piece of the physical body of a creature (such as a lock of hair, a nail or a finger) this particular creature takes a -4 penalty to Willpower Saves against the doll creation. This skill may be used in conjunction with the skill "Create Doll.".
11. Deflecting Shot
A knight or fighter can choose to shield one person, once per combat, by firing a projectile to impact with the weapon coming to harm the protected. The force of the impact knocks the weapon off it's path and no one takes damage. They must use a ranged weapon in combat to use this skill.
12. Detect Spirits
A shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures or fey within 60 feet of him. A shaman also knows roughly how many hit points such a creature holds (seek DM's aid).
13.Nature's Guard
The shaman's staff can be used for defense as well. Using his staff as a defensive object, he may gain a +2 to Defense throughout combat.
14. One with Spirit
A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature.
15. Pins and Needles
A shaman carries around a set of small, handmade pins and needles of bone, wood or metal which he himself has granted magical powers. If the shaman sets up a successful Voodoo Curse with a target then he may use his turn of combat to stick a single pin into his target’s Voodoo Doll, dealing +2 damage each round against the target creature, which bypasses all defenses. At Emerald, Ruby, and Obsidian Rank you gain the ability to stick another pin into the doll, gaining at Obsidian rank a total of +8 DMG you may make upon a person with this attack, each round until they are dead or you pull the pin out. If you have made multiple dolls, you may pin any one of those targets in the round when you gain multiple pins. No Strike or roll of any dice is needed to stick a pin in, but it takes your turn to stick a pin. Once a pin is stuck, you may do other actions on your next turn and succeeding turns.
16. Voodoo Torment
A target who is the subject of a Voodoo Curse becomes unable to use any defensive maneuvers or skills for one round of combat, as the sensation that their very skin is crawling manifests itself as a physical result of his soul being tortured slowly be malicious spirits
17. Illusory Nakedness
"Imagine then naked" is often given as a way to lower one's nervousness when performing. With this ability, the charmer can see all as they were without clothing. It also has a side effect that is helpful, for perhaps when the charmer sees how small, or how large, or how...fake someone is in the nude they will fare much better choosing another victim...or it can be used to reveal items, weapons and the like hidden upon the target's body. (Muns should answer any questions about their character's nude bodies if charmer asks.)
18. Echo Spell
You may, once per adventure, cast the exact same spell a second time on the round immediately following the last casting of your spell.
19. Knowledge
History, Religion, Geography, Sociology, Arcana, Anthropology/Archaelogy
20. Focused Shot
INT for ranged dmg.
Mount Rex
Mount Regina
Type: Madder Whites
Equipment: Bit and Bridle (x2) / Riding Saddle
Tricks Come, Stay, Guard, Perform, Work, Warn
Primary Weapon: Quarterstaff | 2d4 or 1d4/1d4 (Phantom)
Secondary Weapon: Sap | 1d3 (NL)
Ranged Weapon: Hvy Crossbow | 2d4
Hidden Weapons: 2 Daggers | 1d4
Extra Attack Item: Bladed Scarf | 1d3
Extra Defense Item:
Head:
Face:
Neck: Amulet of Defense | +5 DEF Magic or Mundane
Torso:
Body (Armor): Spidersilk (Emperor's, Feather Landing, Comfort) | +10 DEF[/color]
Cloak: Cloak of Defense (Ethereal) | +5 DEF
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod: Unicorn: Immune from disease/illness.
Rings: (Up to two active)
1. Ring of Counterspells (Spell: xx )
2.
Consumables:
1. Healing Potions (2) (Full Heal)
2. Rezz Coin (1)
3. Sunrod (5)
4. Tindertwig (10)
5.
Magical Pack Items
1. Field Provisions Box [15 ppl or 5 horses]
2. Orb of Piercing Light [Can pierce even magical darkness, on staff]
3.
4.
5.
Wagon (covered)
1. Bucket (2)
2. Candles (10)
3. Clay Jug (Red Wine) / Clay Mug (4)
4. Clay Jug (Cidermead)
5. Bottle (Moonsfire Wine) (Healing/Fatigue)
6. Hooded Lantern & Oil
7. Chest of Blankets w/ Hidden Bottom
Mundane Pack Items
1. Entertainer's Outfit / Noble's Outfit / Traveler's Outfit / Cold Weather Outfit
2. Backpack
3. Waterskin
5. Flint & Steel
6. Whetstone
7. Bedroll & Winter Blanket
8. Chalk (5)
9. Soap
10 Hemp Rope (50ft)
11. Sewing Needle & Thread
12. Teas: birthnot, eldaas, herbal