Post by tesarikfive on May 4, 2013 19:42:39 GMT -5
Name - Lithel Morgant
Screen Name - tesarikfive
Rank - Topaz Defender
Dice - 2d36
AP - 55
Gold - 4,000 Gold
Reputation - 6
Alignment - Neutral Good
Languages - Common, Ignan, Aquan
Age - 28
Height - 6'5"
Hair - Bald, but light brown
Eyes - Sea Green
Gender - Male
Race - Original (Ag'Kh'ronen)
Primary Class - Devout
Primary Profession - Monk
Overlook
Hit Points = 22
Defense DC = 15
Armor = 0
Init = +3
Magic Save = 4
Strike = 3
Melee Dmg (Unarmed) = +10
Melee Dmg (Unarmed) = +10
Ranged Dmg =
Self Heal points - 12
Trait Points - 11
[ Strength ] [3]
[ Quickness ] [3]
[ Endurance ] [2]
[ Willpower ] [2]
[ Intelligence ] [1]
[ Perception ] [0]
[ Charisma ] [0]
TALENTS AND TACTICS
Diplomacy (Cha) = +0
Intimidation (Cha/Str) = +3
Bluff (Cha) = +0
Disguise (Cha) = +0
Stealth (Qck) = +3
Insight (Per) = +0
Spot (Per) = +0
Listen (Per) = +0
Appraise (Per) = +0
Locate Traps (Per) = +0
Rogue (Qck) = +3
Escape (Qck) = +3
Gather Info (Cha) = +0
Knowledge (Int) = +1
Ride (Qck) = +3
Handle Animal (Cha) = +0
Nature (Int) = +1
Use Object (Qck) = +3
Athletics (End) = +7
Acrobatics (Qck) = +8
Flaws
1 - Compulsive Honesty
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
2 - Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye.
In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
3 - Trusting
You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?.
Penalty: Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.
Screen Name - tesarikfive
Rank - Topaz Defender
Dice - 2d36
AP - 55
Gold - 4,000 Gold
Reputation - 6
Alignment - Neutral Good
Languages - Common, Ignan, Aquan
Age - 28
Height - 6'5"
Hair - Bald, but light brown
Eyes - Sea Green
Gender - Male
Race - Original (Ag'Kh'ronen)
Primary Class - Devout
Primary Profession - Monk
Overlook
Hit Points = 22
Defense DC = 15
Armor = 0
Init = +3
Magic Save = 4
Strike = 3
Melee Dmg (Unarmed) = +10
Melee Dmg (Unarmed) = +10
Ranged Dmg =
Self Heal points - 12
Trait Points - 11
[ Strength ] [3]
[ Quickness ] [3]
[ Endurance ] [2]
[ Willpower ] [2]
[ Intelligence ] [1]
[ Perception ] [0]
[ Charisma ] [0]
TALENTS AND TACTICS
Diplomacy (Cha) = +0
Intimidation (Cha/Str) = +3
Bluff (Cha) = +0
Disguise (Cha) = +0
Stealth (Qck) = +3
Insight (Per) = +0
Spot (Per) = +0
Listen (Per) = +0
Appraise (Per) = +0
Locate Traps (Per) = +0
Rogue (Qck) = +3
Escape (Qck) = +3
Gather Info (Cha) = +0
Knowledge (Int) = +1
Ride (Qck) = +3
Handle Animal (Cha) = +0
Nature (Int) = +1
Use Object (Qck) = +3
Athletics (End) = +7
Acrobatics (Qck) = +8
Flaws
1 - Compulsive Honesty
You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
2 - Curiosity
You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye.
In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
3 - Trusting
You don't like to believe that other people are capable of misleading and lying to you. After all, people are basically good, right?.
Penalty: Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.