Post by Dorian Thales on May 14, 2013 3:13:33 GMT -5
Name: Dorian Elias Thales
Screen Name: psionicwanderer
Alignment: Neutral
Hair: Black
Eyes: Blue
Rank: Obsidian Prime
Dice: 3d91
HP: 69
XP: 955
GP: 11,112gp
Strength [0]
Quickness [1]
Endurance [0]
Willpower [12]
Intelligence [13]
Perception [6]
Charisma [1]
Race: Daeva
Racial Weakness: Sonic
Languages: Common, Eirchaic, Primordial, Black Tongue
Country of Origin: Zyon
Primary Class: Arcane
Class Bonus: +2 to Magic Save Difficulty, Psionic Affinity
Primary Profession: Psion
Profession Bonus: "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot, Listen & Insight rolls.
Secondary Class: Arcane
Class Bonus: +2 to Magic Save Difficulty, Magic Affinity
Secondary Profession: Black Mage
Profession Bonus: "Malignant Soul" Great evil dwells within the body of the black mage, manifesting itself in many unnatural and unseen ways, forming a cocoon of pure, tangible malcontent, acting as a buffer between both the black mage and otherwise lethal blows. This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Flaws
1. Chivalrous Courtesy | -2 Strike against Females
2. Curiosity
3. Easily Charmed | -2 Saves agst Mind Affecting Spells & Skills
4. Reincarnated Misfortune | From time to time, the character sees something that reminds him of his former lives. Penalty: The DM or another player can activate this flaw when they wish. At the start of every encounter, there is a chance that he notices something that causes him to recall his past. If this happens, he takes no action for 1 round and thereafter takes a −2 penalty on all rolls and skills until the encounter is resolved.
Rep Bonuses
+3 to Initmidate and Gather Information, -3 to Diplomacy and Bluff
Skills
(race) Reincarnated Body | A daeva is reincarnated into a new, young adult body of the shape of any known race in the land. Once you choose this shape, that is the body that the daeva will retain until they die. If a daeva dies and is rezzed within an hour's time they come back into that body but if more than an hour passes, they will appear in a new body somewhere in the world.
(race) Polylingual | You can speak and understand all languages, but cannot read or write in any language but your own.
(race) Breadth of Experience | Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
(flaw) Strong Stomach | You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(arcane) Psionic Affinity | You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
(arcane) Magic Affinity | You have innate or learned magic ability. You cannot use magic in OH without this skill.
(psion) Telepathy | You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
(psion) Psicrystal | A psicrystal is a psion's familiar. As with a normal familiar, a psicrystal may be used to deliver "spells" and magic attacks from a psion, allowing the psion to stay out of range if desired. Psicrystals have personalities and are an extension of their creator's personality, the particular personality benefits the owner. You may only have one psicrystal at a time, and you must decide which of your spells is going to be imprinted into the psicrystal upon creation. Using a psicrystal allows you to cast an extra spell in combat - the one that is imprinted into it on creation. Psicrystals can speak one language of the owner's choice (as long as the owner speaks it) but understands all languages known by the owner. The owner can will the psicrystal to form spidery ectoplasmic legs if desired.
Psicrystals have 10hp. In order to imprint a new psicrystal you must shatter the one you already have. Imprinting a new psicrystal costs gold, just as if you were switching out for another skill. You MUST inform the Treasury Mod AND the Class Mod when you destroy and imprint a new psicrystal. The cost goes up as a skill switch: 500gp / 1000gp / 2000gp / 4000gp / 5000gp. If your psicrystal is destroyed in combat, though, you may replace it for free, but it MUST hold the same spell as the one destroyed in combat.
Imprinted spell: Immolation
Personality: Bully (+2 intimidate checks)
(black mage) Death's Shroud | A Black Mage has the ability to cloak his true intentions with others, allowing his true alignment to become undetectable for up to 3 hours, once per day.
(flavor-rep20) Knowledge (Planes, Arcana, Geography, History, Psionics, Undead, Local) | +10 to checks)
(flavor-rep25 Nightmarish Mind | You are resistant to madness, and gain a +3 to all rolls against madness or insanity spells, skills or effects.
(rep30) Animate Dead | The Black Mage is able to animate a dead foe, causing it to fight alongside of the mage's allies. It retains it's original stats and weapons, but gains the undead traits of immunity against cold, disease, poison, sleep and mind effects. A Black Mage may animate as many undead as half their Intelligence score, but they must be animated one at a time, and this takes up that round of combat. Your undead will follow your simple commands. If you die or are knocked out, any undead you've animated return to a non-animated state.
(flavor-rep40) Presence of Mind | The depths of your knowledge improve your reaction time. You may add your Intelligence (INT) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative.
(flavor-c) Clairvoyant | You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [DM's discretion of what you learn.]
(flavor-c) Shroudsight | Shroudsight allows a mage to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the mage can spot ghostly buildings and items, the landscape of the so-called Shroud or Ethereal Plane, and even wraiths themselves. However, there are odds that an observant wraith will notice when a mage suddenly starts staring at him, which can lead to unpleasant consequences.
(flavor-c) Incredible Insight | You are very good at determining a creature's body language, giving you a +5 on Insight checks.
1c. Mind Over Body | You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier. This is an innate skill.
2c. Arcane Image | A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
3c. Shielded Mind | Your mind cannot be read by any means, even those telepathically connected. Only communication is allowed if you wish it.
4c. Stand Still | You can prevent foes from fleeing or charging you. When a foe tries to run away, or charge towards you, you may attempt to stop your foe in his tracks even if it is not your turn of combat. Roll a Strike, if you make the strike against the target, they immediately halt and cannot make any other movements except to attack and defend where they are standing for one round.
5c. True Seeing | You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
(flavor-t) You're Shitting Me! | +3 on Bluff, Diplomacy, Gather Info
6t. Spellbreaker | When you pass a spell save against a spellcaster's registered spell, you gain a counter attack immediately against the spellcaster, once per combat. You must pass strike, and proceed as a normal attack.
7t. Innate Spell | You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Innate Spell: Mindjack
8t. Poison/Venom Immunity | Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.]
(flavor-a) Psychoportation | Teleports as many creatures as he has Intelligence Trait Points to designated spot that you have been before.
9a. Magical Resistance | You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby.
10a. Aura of Strength | You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this.
11a. Self-Healing | 30 points
(flavor-s) Scanning | With this Gift, the psion is able to "scan" a certain target and know certain details about them. These details can include, but are not limited to; any concealed weapons, true appearances, current health level (Hit Points), and a character's natural or true race. You may work with the DM for other creative things you might wish to find out.
12s. Life's Blood | Your blood flows with eternal life, and its healing powers allow you use your blood to heal others. At any point in or out of combat, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this skill, you can choose how much damage you wish to do to yourself and apply your blood to the wounds of a living creature, healing it for a number of hit points twice the amount of damage you took from the ritual. A creature cannot be healed by this ability more than once per day. This skill can only be used once per combat.
13s. Iron Will | You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
14s. Combat Psychoportation | Once per combat, a caster with this skill may teleport to any location within 25 feet, allowing them to evade all damage.
(flavor-e) Investigator | Grants +5 to Gather Info, Insight and Search checks
15e. Piercing Spell | You may use this once per adventure/mission and it allows you to cast a spell needing a save without allowing the target to use their Willpower bonus to add to the d20 save.
16e. Parry Spell | You are able to reflect a regged spell back onto the magic caster, once per combat.
17e. Empathic Pain | With a touch, you can transfer your wounds to a target, causing them to take the damage from you, and healing you of that damage. You must pass melee Strike to touch them, and they may use magical defense against the attack.
(flavor-r) Empathy | You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion.
1 - 3 = Insight. You know "something" is wrong or something is up.
4 - 5 = You know what is wrong or what is up, down to the exact detail.
6 = Shared Emotion. You know and feel everything the target does, as it were happening to you.
18r. Scabrous Touch | When a Black Mage is attacked in close quarters, he can use his charnel touch power to inflict a the attacker with Black Plague, once per combat. The target must gain a Cure Disease, or be afflicted by the disease.
Conditions:
1st Round - Exhaustion & Fever, -2 to Strike
2nd Round - Break out in scabrous oozing sores, -4 to Attacks
3rd Round - Nausea & Vomiting, Lose Turn
4th Round & Beyond - Too sick & weak to fight any longer. Cannot engage in any combat until you are cured. Covered in oozing scabs, purple from infection, nausea, fever.
19r. Echo Spell | You may, once per adventure, cast the exact same spell a second time on the round immediately following the last casting of your spell.
20r. Fearless | This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(flavor-o) Psychometry | By handling a physical (non-living) object, the psion or mage can gain knowledge of what past events have surrounded it. Work with the DM for the information.
21o. Animate Horde | This allows a Black Mage to animate as many dead foes as half their Intelligence score, at one time, once per adventure. Undead abide by the same rules as in the skill: Animate Dead.
22o. Tactician's Sense | Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
22. Bonding Strike | You are able to make a single melee attack against two enemies within reach. Each hit deals damage normally if you pass strike. If both attacks are successful, the targets are empathically bound together. Until the end of your next turn, all damage applied to one target is automatically applied to the other target, no matter which ally attacks them.
Stuff!
Primary Weapon: Hook Hand (left hand, 1d4, Darksteel [can not be sundered by any means, acts as one-handed weapon rather than light], Phantom [can hit Incorporeal], Impervious [warded from damage and decay, cannot rust], Hilt-Hollow [Can store one poison vial, currently loaded: Giant Scorpion poison, DC15, -2 quickness until cure poison] ¤¤¤¤¤)
Secondary Weapon: None.
Ranged Weapon: None.
Hidden Weapons: None.
Invocation: Rot (2d8, Bloodleech [can heal as much damage as rolled with invocation, once per combat], Wounding Spell [wounds caused by the invocation can not be self-healed] ¤¤¤)
Alternate Invocation: Focussed Manabolt (3d8, does not affect targets that are solely physical, affects those on other planes, ie: ethereal, astral, umbral., Legacy Invocation, Improvement: Focused, Skill granted: Force of Will [can use willpower rather than end 3/quest])
Head: Gentleman's Bowler Hat: The Gentleman's Bowler Hat is a hat for the discerning gentleman. The bowler grants a +3 to Insight and Gather Information Checks and allows the wearer to blend into whatever crowd he finds himself in by shifting his clothing in the same vein as "Shiftweave", the hat can also made to look like any piece of head gear and still occupies the head slot. You may choose five outfits that the bowler hat is enabled to shift your clothing into, and once chosen should be listed on your dossier and cannot be changed.
(Chosen clothing types: Navahla City Guard uniform, typical commoner/peasant outfit, high-class merchant outfit, Rumerian Noble attire, Thanes Ravager outfit)
Face: Charm of Magical Resistance (+3 to magic saves)
Neck: None.
Torso: Shirt of Inevitables (DR 5/chaos)
Body (Armor): Armored Ink (+13 def)
Cloak: Jacket of Defense (+5 def)
Waist: Belt.
Legs: Pants.
Arms/Wrist: Chitin Pauldrons (+2 def)
Hands: None.
Feet: Shoes.
Body Mod: Arcane Finger Sleeves I (extra spell per dice rank, not retroactive), II (+5 to magic attacks in combat outside of regged spells), III (doubles spells per day), IV (5 extra spells per gemstone rank, not retroactive), V (Extra spell of any type during combat)
Rings:
Obsidian Heart Ring
Iron Will Band (+2 to willpower rolls)
Consumables
1 Healing Potion (10hp)
1 Eggnog Potion (Full Heal, but tastes like Eggnog, blech)
Satchel of Holding Items
4 x Insectbane Candle: This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour.
Deathwatch Lenses: These red lenses spectacles were taken right off the dessicated body of Jakob White of Bryony, and have an interesting ability. When you gaze at your allies, you know instinctively just how wounded they are, as well as any effects they might be under such as diseased, paralyzed, poisoned, etc. The DM should tell you of effects they are under, and how many hit points a creature has left (or simply look at the scoreboard if applicable).
Roentgen Spyglass: Any areas perceived with an roentgen spyglass are treated as though the wearer has darkvision, as well as gives a +5 to all Spot Checks while it is used. Once per day, the black band can be turned counterclockwise, causing a movable field of x-ray vision to penetrate any target area within 1,000 feet. Correctly focusing the lenses allows the user to see through stone, metal, earth, wood and any material save adamantine. This enchantment lasts for 5 minutes.
Fizzwinken's Multi-Function Citronellan Scarf: This 15 foot spidersilk scarf is slightly less pliable than it was before, but when worn it repels mundane, non-monstrous vermin allowing the wearer to be mosquito and bug free. It has many uses, one of which is that of a 15 foot spidersilk rope. It's slightly waxy nature allows it to be stuck to walls, mountain sides, and uneven ground, forming natural stone handholds making climbing easy! It can be tossed onto a a liquid surface, where it floats across the top and makes a solid stone pathway across whatever it is you have need to cross. Bubbling lava? No problem. Wet rocky stream? Easy. When you're done just pull it up with a flick, and toss it right around your neck again for warmth, and comfort.
Fizzwinken's Domination Auto-Refreshed Exanimate Pallium
This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached per combat. Detaching a figure causes it to become an actual undead creature (see the list below) that is under your control as a combat companion for one combat. The creature has half your dice, and that many hit points (so if you are d60, it is d30 with 30hp). If the creature dies, or is no longer needed, it appears yet again as an embroidered patch as the robe refreshes itself.
The robe has (1) small halfling skeleton, (2) medium human skeletons, (1) bolted together human skeleton (1) medium half-orc skeleton, (1) medium dwarf zombie, (1) tiefling mummy, (1) beastfolk mummy, (1) half-elf zombie.
-Potion Jacket [Cloak]
Absorbent fibers line this heavy canvas coat. Once per adventure, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat at any time to consume the potion, it does not take up his turn. If the potion’s duration is measured in rounds, the wearer can activate the coat to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused, and should be removed from your dossier.
[Worth: 8,000gp]
Other
Key to the city of Withersea
Owned, not carried
Properties
Jakob White's former home (squatting, to be purchased through official channels at some point)
The Necromancer Kaput's former home and surrounding land (Manor, wards/mythals: Baneful: Dragons, Teleportation Proof, Insurance, Sustenance ☼☼☼☼☼☼☼)