Post by Dorian Thales on Feb 24, 2013 3:29:55 GMT -5
Name: Adal Ag Hamid
Screen Name: adalaghamid
Alignment: NG
Race: Aasimar
Racial Weakness: Unholy
Rank: Ruby Sentinel
Dice: 2d84
HP: 51
XP: 657
GP: 72,333
Strength [3]
Quickness [12]
Endurance [4]
Willpower [5]
Intelligence [7]
Perception [0]
Charisma [0]
Languages: Common, Thanic, Commonsign, Celestial (free)
Country of Origin: Thanes Desert, Asad's Rest
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession: Monk
Profession Bonus: "Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is treated like magical damage and gives a +5 DMG to all unarmed damage rolls.
Secondary Class: Support
Class Bonus: 2 free support skills.
Secondary Profession: Healer
Profession Bonus: Healing Affinity, 1 free healer skill, Double healing points
Flaws
1. Hot Blooded: Autofail all saves, 1.5x damage from cold
2. Fear of Water: -2 to swim checks, uneasy around water, panic if in water over hip-deep involuntarily.
3. Mr. Nice Guy: Generally nice to everyone, -2 to intimidate checks
Skills
(race) Celestial Heritage Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
(race) Divine Health You have been blessed by a deity with resistance to diseases, viruses and illness. You simply cannot get sick.
(race) Racial Weakness Resistance: +2 def against weakness
(monk) Rezz Dead You know how to pull the spirit of a dead creature back to their body, giving them a second life.
(support) Improved Rezz Can resurrect twice per day without loss of exp or dice on the dead person's part.
(support) Martyr This ability allows the cleric or monk to draw onto themselves, any condition (ie: disease, illness, curse) from a single target. This ability can only be used once every 24 hours. This ability can be used even if the monk or cleric possesses an ability that prevents them from being able to contract diseases, gives them immunities and the like. If successful, all conditions and the requirements to the conditions (such as having to be healed in a certain amount of time or a curse not fading until a certain action is done or a amount of time has passed). This ability cannot be used on those affected with vampirism and can only be used on those infected with Lycanthropy if the infection is recent (within 24 hours) and before the first change.
(healer) Neutralize Poison/Venom: The target creature has all traces of poison removed from their system.
(healer) Healing Affinity You have the ability to heal yourself, and others. 88 points (26 base, x2 healer bonus, +26 self heal from vow of charity, +10 tear of shitha)
(flaw) Acrobatic +5 to acrobatics checks.
(flavor-c) Knowledge Geography, Land Navigation, Sociology, Mythology, Religion: +10 to checks, new knowledge branch every gemstone level
(flavor-c) Blindsense Using nonvisual senses, such as acute smell or hearing, 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 or smell.
(flavor-c) Voracious Reader +2 to all knowledge checks, can make checks in any area.
1. Athletic +5 to athletics checks
2. Alert +5 to spot and listen checks
3. Dexterous Fighter
4. Sidestep You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
5. Crane Wing Can deflect a melee attack once per combat.
(flavor-t) Water Splitting Stone A monk, when striking an object, may add not only their Strength bonus but their Intelligence bonus to any hit they make upon a non-living object such as a door or chest.
6. Calm Mind +3 damage
7. Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes.
8. As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense throughout combat. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5.
(flavor-a) Loremaster +5 to all knowledge checks
9. Paralyzing Palm The monk summons forth all the skill harnessed during those countless hours of training. In a furious assault of rapid strikes, the Monk leaves their opponent stunned. Once per combat, target loses turn.
10. Rain of Flowers The monk is able to perform a counterattack immediately upon being attacked. The monk reacts to the attack and rolls 1d of their dice as well as any unarmed tech dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
11. Remove Curse This skill gives the ability to remove a curse from a target creature at will. It also gives the ability to temporarily nullify any curse that may be present on an object (per DM decision). You must be within 3 yards of the object to use this skill, and must remain within this range for the curse to remain nullified. The nullification lasts 1 hour, at Sapphire 2 hours, and at Ruby 3 hours. If you are of the Devout Class, at Emerald you may simply remove curses from items completely (per DM decision). \
**Curse removals are up to the DM, they may allow or disallow per their decisions.
(flavor-s) Augury Once per adventure, you may use any method you desire to glean portents or signs to assist your group in making any one decision. Please work with the DM on the use of this skill.
12. Preemptive Strike Reflects damage back at attacker.
13. Crane Riposte After using Crane Wing, can roll an immediate counter attack.
14. Divine Interference Can make an enemy re-roll a strike.
(flavor-e) Polylingual You can speak and understand all languages, but cannot read or write in any language but your own.
15. Flurry of Blows A monk can attack so rapidly on their turn that when attacking one opponent with a successful Strike, they additionally attack another nearby opponent, both taking the same damage rolled, once per combat.
16. Scorpion Strike You can perform an unarmed strike that greatly hampers your target's movement. Upon a successful strike, once per combat, you cause your opponent to lose their Quickness Bonus for one round.
17. Status Debuff This allows you to remove status effects such as stun, paralyzation, or other types of holds from their allies. A person with this skill may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed to debuff. You may not use this on yourself.
(flavor-r): Vow of Charity: A healer who takes this vow is less able to heal themselves, but gains a boost in healing others. Those who take this vow dedicate their lives to protecting those who can't protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Half your self-heal points are now used for healing others, leaving you only half to heal yourself. So, if you have 12 points of self-healing, you now may only use 6 points to heal yourself and the other 6 are now able to be used to heal others.
18.: Self-Heal: 26 points (52 with healer bonus, 26 of which must be regular heal)
19. Blurred Fist: This skill allows you to make one attack per combat that bypasses all defense boosts that your target may have such as armor, amulets, etc. They may still make defensive actions such as evade, but it negates their defense boosts.
20. Twisted Avalanche: When a monk is outnumbered, that is not always a bad thing, many monks have learned a fighting stance that allows them to hit more than once target in a round. Once per combat the monk may roll a 1d4 to attack additional enemies in one round.
Special: Thanic Historian Having read and copied down all eight volumes of The Lay of Day and Night (a book on Thanic History) two times, Adal has a peerless grasp of Thanic history, automatically passing any knowledge tests made on that subject, no roll required.
Unarmed Techniques
Offensive: Dancing Cobra (2d5, ghost attack) [2 points]
Alternate Offensive: Rising Storm (2d10)
Defensive: Willow Step (+6 def)
Gear
Armor: Rapid Defense (Unarmed Tech): +13 def, Magically Warded, Natural Wall (spell reflect 1/combat), Tripping (can trip opponent to have them lose turn upon being attacked 1/combat), 5 enchant points
Neck: Tear of Shitha: 10 extra healing or self-healing points per adventure
Hands: Holy Ki Handwraps: Unarmed attacks are +3 damage and naturally holy
Ring 1:Ring of the Desert Bond: (Linked Enchantment) This ring allows each person linked to know when the other is in need of assistance by feeling hot upon the finger, when the ring is twisted, the one twisting it teleports to where the other person is located.
Ring 2: Ring of Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Consumables
Healing Potion (10hp) x 3
Magic Pack Items
Moonglobe Flashlight
Healer's Kit (9 charges)
Everlasting Rations
Fizzwinken's Flask of Endless Blessings
Endless water is useful, but what of endless blessings? Shitha's blessing has fallen upon this lowly flask of water, and has imbued the water with vitamins and minerals for energy and super-hydration! Not only that, but once per adventure you can sip from the Flask of Endless Blessings and gain a full heal, a cure disease, or regrow a lost limb (or all three if one person needs it all!). A rune bearing the name of Shitha has been carved on the front of this flask.
Fizzwinken's Charnel Domination Fetish Barrier
Purified by holy water, this severed tongue is still a disgusting relic, though now more of a trophy of one more dead demon in the world, than a symbol of demonic power. It is strung onto an iron ring that also holds polished and discolored bones, nails and teeth from other undead that have been destroyed. While it is being worn (normally as a pendant) a faint blue light limns the wearer, protecting him against attack by the undead and the demonic. Undead and demons are repulsed by this blue light, and take a -1 penalty on all strike rolls against the wearer of this pendant. Incorporeal undead are further repulsed and take a -2 penalty on all strike rolls against the wearer. Undead creatures as well as demons sense this light easily, and receive a +5 bonus on Perception checks to detect a creature wearing the pendant. It also allows the wearer to understand Abyssal.
[b[Other[/b]
Golden Acorn
Owned, but not carried
The Doctor's Magnaclamp: This clamp can be placed on an object that is too heavy to lift, and negates the weight of that object causing it to be easily liftable.
- Ring of Manifestation [Ring]
This ring causes an incorporeal creature to become corporeal. For instance, a ghost could wear this and become corporeal.
[Worth: 1,500gp]
--Arachnid's Fang Earring [Head]
This black web-shaped earring, when worn, gifts the person wearing it immunity to venoms and poisons. If you already have immunity to poisons (via skill or loot item), it allows you to gain immunity to even rare or magical poisons. It also allows you to pass one Spot Check per adventure without having need to roll.
[Worth: 12,500gp]
--Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.