Post by Head Moderator on Feb 8, 2013 2:52:32 GMT -5
Name: Moondyne Devanshi
Alignment: Chaotic Neutral
Age: 25
Height: 5'6"
Hair: Mostly dark brown, often highlighted with blue dye.
Eyes: Right: Gold, Left: Blue
Description: Light olive skin tone, mismatched eyes, dark brown hair usually decorated with pink, blue and green feathers and braids. Labret piercing (under bottom lip). She also has an intricate blue butterfly tattoo on her left hip. The butterfly wings have a crescent moon worked into both wings.
Personality: Her personality is as colorful as her attire, hair, and eyes! She is friendly, and a bit sneaky, but otherwise quite charming. She is charming enough that even those that are taken aback by her strange look and attire, warm up to her very fast. She loves to tell stories, she's collected stories from all over the known world.
Background: Moondyne was named by the Azure Butterfly gypsies that found her in a rathole of an orphanage in Madder, and stole her away to raise her as one of their own. Her eyes were always mismatched, little does Moondyne know that is why her parents gave her away, they thought it was a sign of bad luck and that she'd bring down evil upon the family but they didn't have the heart to actually kill her, so they took her to a small, country orphanage in Madder thinking she'd no doubt die from malnourishment or something foul, and the death would not be on their hands. She was trained by Ashton Locke in the art of the Thief Adept, and now is a member of Runik.
Race: Feykin
Racial Weakness: Iron
Languages: Common, Sylvan (free), Voivan (gypsy), Thieves Cant, Maddish
Country of Origin: Gypsy of the Azure Butterflies
Primary Class: Arcane
Class Bonus: +2 to Magic Save
Primary Profession: Thief Adept
Profession Bonus: "Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.)
Secondary Class: Combat
Class Bonus: Extra 1d, 1/combat
Secondary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or body part if they are unarmed (such as fists, bite, claws, headbutt, feet) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier clearly what weapon/body part it is).
Rank: Ruby Commander
Dice: 3d90
Hit Points: 49
Defense DC: 22
TRAITS : 31
Strength [0]
Quickness [12]
Endurance [0]
Willpower [4]
Intelligence [2]
Perception [5]
Charisma [8]
WEAPONS
Melee Strike (QCK 12)(Sneaky Strike 2)(Fighter 3) = +17
Melee DMG (Dex Fighter 12)(Fighter 3) = +15
DEFENSE
Boneless Leather Armor +7
Gypsy's Cloak +5
Amulet of Armor +5
Ring of Defense +3
= +20 DEF
TACTICS & TALENTS
Escape (QCK 12) = [+12]
Spot (PER 5, Alert 5) = [+10]
Listen (PER 5, Alert 5) = [+10]
Diplomacy (CHA 8, Elven Beauty 10) = [+18]
Acrobatics (QCK 12, Acrobatic 5, Thief Adept 3) = [+20]
Athletics (Thief Adept 3, ) =
Stealth (Thief Adept 3, QCK 12) = [+15]
Magic Save (WLP 4)(Iron Will 3) = [+7]
FLAWS
1. Nyctalopia
You cannot see in the dark.
Penalty: You cannot take skills or use magical items that give you darkvision. Shadows are treated as darkness.
2. Flirt
You cannot turn off your charm, even in the midst of combat. If you are fighting against someone of the opposite sex (unless you prefer same sex romantically), your first round of any combat is used to flirt with any target that gleans your interest sexually.
Penalty: First round of any combat, you spend flirting instead of fighting.
3. Misfortune
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while.
Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
SKILLS
(race) Elven Beauty| +10 Diplomacy
(race) Alert | +5 Spot/Listen
(race) Acrobatic | +5 Acrobatics
(arcane) Psionic Affinity
(combat) Combat Affinity
(fighter) Power Dualist | 1/combat extra 1d
(flaw) Extension of Self | Double Roll
(thief adept) Lock Sense | 1d20, that's how many meters can sense locks.
(flavor c) Strong Stromach
(flavor c) Keen Memory
(flavor c) Alibi | 1/week not charged with crime.
1. Acrobatic Backstab | No dmg, counter, roll strike.
2. Healing Affinity | 26 Heal Points
3. Iron Will +3 WLP Checks
4. Live to Fight Another Day
5. Dexterous Fighter
(flavor t) Blindsense
6. Detect Traps | Roll 1d5 add to detect traps roll.
7. Surprise Strike | Undetected, can roll extra 1d of weapon dmg.
8. Thievery | Get as much gold as dice you roll.
(flavor a) Casing the Joint
9. Dual Wield
10. Flummox the Fighter | If attacked and they miss, confused for 1 round DC22 WLP
11. Immunity to Charm
(flavor s) Disguise Self
12. Seize the Moment | Ally crits, can attack same target.
13. Sneaky Strike | +2 Strike
14. Arcane Image | Evade
(flavor e) Aerial Acrobatics
15.Quick and Dirty | 1 round lose turn, no strike, etc. Can evade.
16. Dirty Trickster | 1 round
17. Sidestep | Evade
(flavor r) Trackless Step
18. Steadfast Resistance | Pass spell save 1/combat
19. Battle Sense | Reflect
20. Fighter's Defense | Evade
Primary Weapon: Kukri Dagger (1d5)
Secondary Weapon: Kukri Dagger (1d5)
Extra Attack Item: Boot Blade (1d4)
Head:
Face:
Neck: Torc of Truespeech
This heavy gold torc allows its wearer's words to be understood by any creature that speaks a language, as though his words were spoken in that creature's native tongue. Each creature listening hears the words in a language appropriate to itself.
Torso: Shirt of the Leech
This shirt is a deep burgundy color and regardless of who wears it, is always ever-so slightly too tight. The wearer is always aware of any healing going on within 30', although the shirt does not provide any more detail than that. So long as the wearer has line of sight to, and is within 30' of the healer, the wearer can leech as many healing points as they wish from the original target, even up to the entire healing. This only effects healing by healing points, skills, items, potions, etc - it does not effect self-healing though you are aware they are self-healing around you. Unless you are making it obvious that you are leeching the healing points, no one should be aware of what you are doing, it merely seems that the healing is not working as intended. You may use this up to three times per adventure.
Body (Armor): Leather Armor | +7 DEF
(Feykissed +2 agst cold iron)(Boneless-+5 Escape/+5 Acro agst falls)
Cloak: Gypsy's Cape | +5 Bluff or +5 Stealth | +5 DEF
This reversible multicolored cape marks the wearer’s flamboyant audacity when turned with its bright colors outward, granting a +5 bonus on Bluff checks. Reversible, the dappled camouflage of its other side grants a +5 bonus on Stealth checks.
Waist: Belt of Equilibrium
As long as this belt’s wearer doesn’t move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of combat or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.
Legs:
Arms/Wrist: Armlets of Escape | +3 Escape
Hands:
Feet:
Body Mod:
Boneless Leather
This suit of +7 leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape checks, and a +5 bonus on Acrobatics checks to reduce damage from falls.
Rings: (Up to two active)
1. Ring of Stalking
This delicate silver band has a simple black diamond set on its surface. To activate the ring, the wearer must speak a command word and then the name of a creature known to the user into the stone. If the wearer concentrates on the creature and holds his hand aloft, the gem glows when held in the direction of the named creature. There is no limit to the ring's range, except the target must be on the same plane as the wearer. When the wearer is within 120 feet of the target, the ring glows continuously and grows warm to the touch.
2.
Consumables:
1. Sunrod (10)
2. Healing Potion 10hp (5)
3.
4.
5.
Magical Pack Items
1. Cooperative Manacles
These tight iron cuffs can fit over the wrists of any Large size or smaller humanoid. When placed on a captive or pinned humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 15 Willpower saving throw.
2.
3.
4.
5.
Mundane Pack Items
1. Entertainer's Outfit
2. Winter Blanket
3. Pack
4. Candles
5. Waterskin
6. Food (6 days)
7. Bottle of Rum