Post by Joelle on Oct 9, 2012 6:34:22 GMT -5
Name: Joelle Doreen Petrov
Nickname: Elle
Screen Name: avisionbereft
Font: TNR Brown
Alignment: Chaotic Good
Languages: Common, Gypsy Tongue (free), Sylvan, City Markers
Age: 19
Race: Human
Racial Weakness: None
Description: Long brunette hair, dark brown soulful eyes that seem to bear a wisdom far past her youthful age. She is short, barely five foot tall.
Personality: Gentle, sweet, but does not sugar coat the truth though she will attempt to say it in a kind way.
Background: She grew up with her mother and grandmother in a gypsy kompania, her father turned his back on the way of the gypsy and settled down in a villa in Bryony and was ostracized due to his actions. Elle never understood why he begged her to come live with him and wanted to put down roots, as the only thing she ever knew was traveling. That is, until she met Kyle, a gypsy in his own way - a traveler - and their little family formed. They still travel (not while she is pregnant though) and will never settle in one place more than likely but she has learned that some roots can be a good thing.
Family: Kyle (amercifuledge), and their first son Simon (infant). Young Simon has brown hair and green eyes and was born August 26 ('13).
QUICK LOOK
Current Rank: Emerald Defender
Current Dice: 2d70
Heal Points: 22
Hit Points = 41
Defense DC = 18
Initiative = +8 (+5 Opening Act) = +13
MELEE COMBAT
Melee Strike = +8
Melee Dmg = +8
(Dexterous Fighter)
Weapon Dmg (Seax) = 1d5+8
Weapon Dmg (Dagger or Instrument Blade) = 1d4+8
RANGED COMBAT
Ranged Strike = +8
Ranged Dmg = (+8)
Weapon Dmg (Longbow) = 2d5+8
MAGICAL COMBAT
Magic Save = 1d20 +4
DEFENSE
+2 Amulet / +3 Elusive Dance / +5 Cloak = +10 DEF
TRAITS = 26 Points
Strength - 1
Quickness - 8
Endurance - 0
Willpower - 4
Intelligence - 3
Perception - 4
Charisma - 6
TALENTS AND TACTICS
Diplomacy (Cha) = +6 (+5 Alluring Tongue) = +11
Intimidation (Cha/Str) = +6
Bluff (Cha) = +6
Disguise (Cha) = +6
Stealth (Qck) = +8
Insight (Per) = +4
Spot (Per) = +4
Listen (Per) = +4
Appraise (Per) = +4
Locate Traps (Per) = +4 (+5 Trap Detection) = +9
Rogue (Qck) = +8
Escape (Qck) = +8
Gather Info (Cha) = +6
Knowledge (Int) = +3 (+3 stone) = +6
Knowledge (Urban) = +3 (+5 Cosmopolitan)(+3 stone) = +11
Knowledge (Anthropology & Archaeology) = +3 (+10 Knowledge) (+3 stone) = +16
Knowledge (Local) =+3 (+10 Knowledge) (+3 stone) = +16
Knowledge (Geography) = +3 (+10 Knowledge) (+3 stone) = +16
Knowledge (History) = +3 (+10 Knowledge) (+3 stone) = +16
Knowledge (Literature) = +3 (+10 Knowledge) (+3 stone) = +16
Ride (Qck) = +8 (+5 Animal Affinity) = +11
Handle Animal (Cha) = +6
Nature (Int) = +3
Use Object (Qck) = +8
Athletics (End) = +0
Acrobatics (Qck) = +8
Primary Class: Support
Class Bonus: 2 Free Support Skills
Secondary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Bard
Primary Instrument: Shawm
Bonus: "Inspire Allies" - Bards are great inspiration to their allies, and when they play or sing their music pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Instead of attacking on their turn, though, the bard must continue to sing or play their instrument each round to keep the bonus going.
Flaws
1. Dark Premonitions
You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Penalty: You are known to see strange, dark dreams, often representing an unpleasant future event. At least once per week, before a mission or adventure, or at any night of the DM's choice, the character has an upsetting prophetic dream. During the mission or adventure, take a -2 penalty to Initiative and Willpower saves.
2. Fear of Water
You have an abiding fear of deep water and drowning.
Penalty: You take a -2 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked.
3. Merciful
Many times you don't have it in your heart to kill.
Penalty: Whenever your character is in combat and delivers a blow to an enemy that brings it within 5 points of death, you must make a Willpower save (DC 15) or be forced to attempt to stabilize that enemy immediately with a potion or healing points.
Skills
Flaw: Opening Act : A bard knows quite well they need to jump on opportunities when they arise. This enables a bard to take first spot on the scoreboard, or gives them a +5 to Init Rolls when needed.
Race: Versatility - Can take any skill as long as rank prereq is met.
Race: Alluring Tongue : People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
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.
Bard: Inspirational Elegy : Your song causes either yourself, or your target, to sharpen their mind and allows the wisdom of those past to fill their minds to assist them in solving problems or deciphering riddles or codes. This gives you (or one target) one hint from the DM which will help you solve the problem or riddle.
Prerequisite: Bard only
Support:
Support: Healing Affinity : You have the ability to heal yourself, and others.
Support: Trap Detection : +5 Search for Traps
Support: Elusive Dance : +3 DEF
(flavor-c) Cosmopolitan : Your exposure to the workings of the city has taught you things you ordinarily would never have uncovered. This gives you a +5 to any Knowledge check you take concerning urban settings, and allows you to know who you need to talk to for certain dealings.
(flavor-c) Knowledge
Crystal: Anthropology & Archaeology +10
Topaz: Local +10
Amber: Geography +10
Emerald: History +10
Sapphire: Literature +10
(flavor-c) Story Collector
+5 Knowledge for rare/uncommon monsters, otherwise knows information about common monsters.
(crystal) Lucky Duck
You are lucky! You can reroll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure.
(crystal) Diehard
You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp.
(crystal)
(crystal) Lasting Inspiration
Only a bard may take this skill, and it enables them to inspire their allies even after they've stopped singing, or playing, for one full round. This enables a bard to make another action one round (attack, heal, etc) before they continue to play, or not play any longer.
(crystal) Dexterous Fighter
This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls.
(flavor-t) Performance
You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Roll as many dice as you have gemstone ranks, so a Crystal would roll 1d50, a Topaz would roll 2d50, etc. You may perform up to three times every 24 hours.
(topaz) Riff
A bard can unleash a blast of magically enhanced sound waves from their instrument of choice that gives them a bonus of 2d5 extra damage once per combat.
(topaz)
(topaz)
(flavor-a) Natural Ambience
A bard can use music to mask his allies' movement behind a cover of noises appropriate for the environment. This song affects all allies within hearing range, and as long as the bard is playing the group remains hidden and unheard. As soon as an attack is made, it negates the effect.
(amber)
(amber) 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.
(amber) Lament
Your lamentful song creates sorrow and sadness to all within hearing distance, sending them into fits of tears and extreme lamentation. Enemies cannot attack for the duration of the song, they are too upset to function normally. If this is done during a quest, the entire combat ceases for 5-10 mun minutes, and when it begins again it is considered a new combat. This resets skills and magic use that can only be used 1/combat.
(sapphire)
(sapphire) Requiem
Affect undead with bardic music mind altering effects.
(sapphire) Parry (V)
Take no dmg 1/combat.
(flavor-e)
(emerald) Limelight
A bard has learned to distract the enemies around them during combat, thereby attaining a boost to their Defense DC of +2 while they are using their bardic music.
(emerald) One With Spirit (V)
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.
(emerald) Protective Parry (V)
Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
Simon, newborn son of Kyle and Joelle.