Post by Head Moderator on Oct 25, 2012 10:45:18 GMT -5
Full Name: Maria Baptista Alaria
Origin: Maria hails from Madder. No one knows more than that about her heritage or family.
Languages: Common, Commonsign, Maddish, Sark, Elven, Thieves Cant (Polylingual)
Sex: Female
Age: 24 in this body
Hair: Auburn-red
Eyes: Green with a hint of aquamarine.
Height: 5'5"
Body Build: Petite and curvy.
Race: Daeva (Human Body)
Weakness: Sonic
Modifications: Tattoo on back, tattoo up her right side in Maddish. Leopard on her right shoulder, Tiger on her left (unarmed techs).
Devotion: Through the ages, she always finds her way back to Dorian!
Personality: Maria has a bit of a temper, and doesn't put up with troublemakers. There is much to Maria that many do not know, including of her race, the daeva. Not only does she own and run the Obsidian Heart Inne, but she is the financier behind the Obsidian Heart adventuring guild. She has amassed a fortune stored in just about every land, in case she dies and is reincarnated somewhere different.
Obsidian Heart Inne: Maria has a mythal on the OH Inne that allows her to be bonded to the ENTIRE inne, she knows when anything happens, even as slight as a window being open.
WEAPONS
Unarmed Tech 1: (Legacy) Golden Leopard 2d8
(Phantom••: Hits incorporeal.)
(Holy•: Attack deals holy dmg.)
(Passage••: Open a portal.)
Resilient: Dbl dmg bludgeoning.
Skill: Soul Slice
Upon a successful Strike, you may touch your opponent with your body or holy weapon and cause the target's soul to dis-join from his body, causing him to fall prone and become helpless for 1 round of combat, this does no damage. An opposed save is made, 1d20 + their Willpower Bonus against your 1d20 + Charisma Bonus.
Unarmed Tech 2: (Legacy) Tiger Thunder 2d6
(Merciful Hand•: Can deal non-lethal damage.)
(Phantom••: Hits incorporeal.)
(Deflecting••: 1/combat DC20 Acrobatics, hurls ranged attack away.)
Thundering: Sonic
Skill: Lightning Strikes
A monk of this skill attacks so rapidly that the target is unable to make any defensive moves against the attack such as evades, counter attacks or even reflects. This can be used once per combat.
Weapon: Bladed Fan 1d3
Hidden Weapon: Dagger 1d4
UNARMED ATTACK: 2d8/2d6 (Double Fist)
+24 (Dex Fighter/Unarmed Master) + 5 (Chi Blow) +2 (Calm Mind) +3 (Holy Ki Handwraps) +5 (CFS) +5 (MT) = +44
Rain of Flowers / Counterattack, No Strike
Paralyzing Palm / Lose Turn
Twisted Avalanche / 1/combat Roll 1d4, can attack that many more baddies.
Flurry of Blows / 2 opponents, same dmg
Winged Fist / 1/combat use unarmed ranged
Ki Focus / Dbl Roll
Blindfight
----
Dexterous Fighter
Double Fist / 2 Unarmed Techs
Unarmed Master / Double QCK
Calm Mind / +5 DMG through Combat
Combat Finger Sleeves / +5 DMG
Monk's Tattoo / +5 Unarmed DMG
DEFENSES
Unarmed Defense: Armor Tech +10 DEF
(Natural Wall••: Reflect spell.)
(Spirit Defense••: Counts against incorporeal attacks.)
(Environmentally Tough•)
Defense Item: Bracers of Defense +3 DEF
Defense Item: Amulet of Armor +5 DEF
Skill: As Water: +5 DEF
TOTAL DEFENSE: +20 DEF
Magical Defense: +15 DEF
Deflect Arrows / 1/combat deflect a ranged attack no dmg.
Preemptive Strike / Reflect 1/combat
----
As Water / +5 DEF through combat
STATS
Rank: Obsidian Grand Master
Dice: 3d93
Hit Points: 61
(Half 46, END 4, WLP 6, Diehard 5)
Defense DC: 23
(Monk's Tattoo +1)
Trait Points: 34
Strength: 5
Quickness: 12
Endurance: 4
Willpower: 6
Intelligence: 1
Perception: 3
Charisma: 3
Magic Save: (WLP 6)(Holy Symbol 2)(Iron Will Band 2) = +10
Knowledge: (INT 1)(Breadth of Experience 5) = +6
Intimidation: (CHA 3)(Intimidating 5) = +8
Acrobatics: (QCK 12)(Acrobatics 5) = +17
Jump: (STR 5, Boots of Eril 5) = +10
Climb (Shards 2, Boots of Eril 5) = +7
Diplomacy (CHA 3, Shards 2) = +5
Spot: (PER 3, Hawk Eyes 5) = +8
1st Class/Profession: Devout/Monk
1st Class Bonus: Holy Symbol - +2 to Magic Saves / She has a lotus tattooed upon her back as her holy symbol with some arcane script written around the petals.
1st 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.
2nd Class/Profession: Support/Healer
2nd Profession Bonus: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
HEALING
Healing: 60 Points
Rezz Dead
Improved Rezz
Healing Affinity
Lay on Hands / Full Heal
Status Debuff / 4 rounds of debilitation
Remove Curse
$Monocle of Revealed Curses
FLAWS
1 - Sickly
You are very vulnerable to illnesses.
Penalty: You gain a -2 penalty on saving throws against disease and poison.
2 - Sunblind
You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
3 - Ambitious
You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing.
Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
SKILLS
(race) Reincarnated Body
(race) Darksight
(race) Polylingual
(monk) Rezz Dead
(support) Fearless
(support) Status Debuff | Remove (4) rounds of debilitation from allies. Monster must be equal or lesser dice.
(healer) Healing Affinity
(healer) Lay On Hands| Full heal, not use healing points.
(flaw) Deflect Arrows | 1/combat deflect a ranged attack no dmg.
(flavor-c) Intimidating | +5 Intimidation
(flavor-c) Strong Stomach
(flavor-c) Breadth of Experience | Make untrained knowledge checks +5 Check
(crystal) Dexterous Fighter | Use QCK for Dmg on melee.
(crystal) Unarmed Master (replaces Uf)
(crystal) Diehard | +5 hp
(crystal) Combat Affinity
(crystal) Acrobatic | +5
(flavor-t) Cloud Step | Walk on air 50 feet, end at solid surface.
(topaz) As Water | +5 DEF through combat
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.
(topaz) Calm Mind | +5 Attack through Combat
(topaz) Blindfight
(flavor-a) Walk the Walls
You can run straight up a wall for a few seconds (8 feet) without making a climb check.
(amber) Rain of Flowers | Counterattack
(amber) Ki Focus | Dbl roll 1/combat
(amber) 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) Omnicient Whispers
Once per week, receive the answer to any simple question through using the memories of your past lives. The question must be a yes or no question, work with the DM or storyline leader in order to get the answer.
(sapphire) Preemptive Strike | Reflect 1/combat
(sapphire) 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 as many turns as allowed by rank. A willpower save is given every round of DC10 + the monk's quickness.
(sapphire) Double Fist | 2 Unarmed Techs
(flavor-e) Shards of the Past | +2 Diplomacy, Climb
A daeva's past lives grant her bonuses on two particular tactics or talents. A daeva chooses two tactics or talents—she gains a +2 bonus on both of these skills. For instance, a daeva could choose Climb and Jump, or Spot and Listen, or Diplomacy and Escape. These must be clearly marked beside this skill on dossier and cannot be changed once they are chosen.
(emerald) Improved Rezz | 1/day rezz no loss of anything but one of your rezzes.
(emerald) Back to your Feet
This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day.
(emerald) Aura of Strength | 3d
(flavor-r) Piercing Thought
So in tune with their own body, they are able to recognize the subtle similarities of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks, and allows the monk to auto-pass one Insight check per day.
(ruby) Deduction
The character has great powers of observation and can make an Insight check to make a deduction about a person after observing him for 1 minute. This deduction yields one of the following facts: target’s class and profession, target’s dice level, one trait level, one skill, or one non-obvious trait or talent.
(ruby) Twisted Avalanche | 1/combat Roll 1d4, can attack that many more baddies.
(ruby) Master of Four Winds | 1/week Rezz, no loss of Rezz.
(flavor-o) Cloud Leaper
This gives a monk a -5 to the DC of any Athletics or Acrobatics check that they are required to make, once per adventure. For instance, if the DC of a Jump is 15, it would be 10 for the Monk.
(obsidian) Perfect Self
At this point a monk has become so in tune with their own body that they are now considered to be supernatural creatures. They no longer age, nor get sick in any way. No poison or disease (magical or mundane) affect the target at this point. If a monk with Perfect Self is killed, instead of dying you simply "fall unconscious" and appear dead for 24 mun hours. You do not lose any XP or rank, or one of your rezzes. This can be used once per 48 hours.
(obsidian) 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.
(obsidian) Winged Fist
Once per combat, a monk may channel his chi and damage a ranged target with his unarmed attack, gaining all boosts to unarmed that he normally gains.
(obsidian) Lightning Strikes
A monk of this skill attacks so rapidly that the target is unable to make any defensive moves against the attack such as evades, counter attacks or even reflects. This can be used once per combat.
(flavor-o) 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.
(teamwork) Soul Mate [Dorian]
You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.
BODY SLOTS
Head: Phylactery of the Healer
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
Face: Hawk Eyes +5 Spot
Neck: Amulet of Armor +5 DEF
Torso: Eril's Opalescent Amulet
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks).
Body (Armor): Armor Tech +10 DEF
Cloak: Gypsy's Cape | +5 Stealth
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. [Worth: 4000gp]
Waist: Tetrad Belt
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to place four different rings upon the bucklet, though only two rings function at any given time. At any time, the wearer can change which of his rings are active, even during a round of combat without it taking up his turn of combat.
RING 1 (active) Ring of Sapped Strength | 1d4 STR dmg
This ring is made of black steel and is eerily cold to the touch. Once per combat, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC20 Endurance save or take 1d4 points of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 bonus to her Strength for the following round of combat.
RING 2 (active) Ring of Cold Embers
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
RING 3 Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500gp]
RING 4
Legs: Monk's Tattoo
Stage I: This gives a monk an additional +5 DMG to their unarmed strike bonus.
Stage II: This gives the monk a +4 to their Defense, this defense rating cannot raise above your normal cap. It defends against mundane or magical attacks.
Stage III: This gives the monk a +1 bonus to their Def DC while in combat, this does not give any Quickness trait points, just the defense DC.
Arms/Wrist: Bracers of Defense +3 DEF
Hands: Holy Ki Handwraps | +3 Unarmed Damage / Holy
Feet: Boots of Eril +5 Climb/Jump
These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
Body Mod: Combat Finger Sleeves
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
RINGS
1. Iron Will Band | +2 Willpower
2. Ring of the Hydra | 9/9
This golden ring is set with nine slender snake-like hydra heads. This allows for one reroll of a saving throw. Each time the ring is used, one of the hydra heads crumbles to dust, the number of heads indicating the charges remaining.
(free) Obsidian Heart | Teleport back to inne.
GEAR
CONSUMABLES
1. Albedo (5/5) : Removes all negative effects.
2. Healing Potion 10hp (5/5)
3. Endure Elements (3/3)
4. Bless Weapon (oil) (2/2) : Rub on weapon to make "holy" for 1 combat.
5. Rezz Coin (3/3)
BACKPACK OF HOLDING
1. Flask of Endless Water
2. Rope of Climbing
3. Monocle of Revealed Curses
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
4 Eggsucker Staff [Magic Item]
One of the more disturbing items lizardfolk shamans of Madder create is the eggsucker staff. Small squares of eggshell cover the gnarled staff like mosaic tiles, and whole eggs bulge out of the staff like tumorous growths. As the wielder uses up the abilities, the eggs soften and wither as if being sucked hollow, until their shells break and slough off. Despite it's strange appearance, the eggsucker staff is actually an item of genesis. It allows the following:
(1 Use) Full Resurrection (No Loss of Rezz)
(2 Uses) Resurrection
(2 Uses) Animate Plants
(1 Use) Regrow Body Part
(5 Uses) Heal up to 10hp
5. Necklace of Lies
This gold spiral necklace allows its wearer to automatically avoid any effects of a Zone of Truth, and gives a +5 to Bluff Checks.
6. Fey Queen's Magpie [Magic Item]
(No good or evil)
Created by an ancient fey queen who could see the threads of fate, this intelligent, magical construct bird is made of bones fused by alchemy and magic. It takes the shape of a bird constructed of alchemically hardened and magically enhanced bone. A creature wishing to use this artifact must be neither good nor evil and must spend at least 24 hours with the magpie in its possession. Once it does so, the magpie serves its bearer until it is dismissed, its master commits such an evil or good act that their alignment changes to good or evil, or the magpie is destroyed.
The fey queen's magpie has the following abilities:
-Three times per day on command, and while in contact with the artifact, the bird's bearer can use it to cast a spell beyond the allowed number in combat. You may only use this once per combat, though three times per day.
-At will and on command, the bird's master can make it go forth and send messages, as if it were the subject of an animal messenger spell.
-Three times per day on command, the bird's master can have the magpie cast a healing spell that does 4d5 healing. If the target is over their hit points (dead), and the healing would bring them under their max hit points, then they are revived.
[Worth: 16,000gp]
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MUNDANE STUFF
Bedroll
Thin Blanket
Compass
(5) Candles
(10) Tindertwigs
Chalk
Coffee Pot, Coffee, 2 Tin Cups
Flint & Steel
Lantern & Oil
Rations
Sewing Needle & Thread
Small Chunk of Rose Soap
Past "Lives" In Order of Last Life
CURRENT: Human / Maria in Sarkotos / Monk
- Elven "Marithelwen" in Kir'viir / Swordmaster / 255 years
- Human "Margvald" in Alzorc / Fighter / 38 years
- Dwarf "Marthona" / Knight / 120 years
- Human "Margot" in Shalott Islands / Rogue / 27 years
- Half-Elven "Marwyn" in Zyon / Vindicator / 32 years
- Halfling "Marietta" in Bryony / Rogue / 22 years
- Ghost Elf "Marsenia" in Kir'viir / Mage / 175 years
- Beastfolk "Marxa" in Thanes / Brawler / 65 years
- Feykin "Mariel" in Kyngfeld / Healer / 53 years
- Human "Marya" in Rumeria / Bloodhound / 32 years
- Beastfolk "Marelda" in Rayyan / Fighter / 25 years
- Gnome "Margretta" in Kyngfeld / Noble / 56 years
- Arkai (Pa'ani) "Maris" in Doxenia / Spellborn / 127 years