Post by Head Moderator on May 31, 2013 7:43:38 GMT -5
Name: Halcyon Verena
Screen Name: ahalcyoncalm / tesarikone
Font & Color: Brown
Alignment: Chaotic Neutral
Hair Color: Dark Brown Braids
Eye Color: Brown
Height: 5'3"
Age: 20
Scent: A deep, solemn earthen scent containing pine, juniper and musk.(BPA: Thanatopsis)
Race: Feral Human
Languages: Insectid, Arborian, Feral (free), Bestial, Druidic (free)
Country of Origin: Forests near Norpend, Zyon
Background: No one ever figured out why the babe was left in the forest alone, but it was a good thing the wolfwere pack found her. She was human, but raised amongst a pack of wolfweres who spent more time in wolf form than humanoid. When she was nine, she began to be trained by local wild druids. By the time she was twelve, the pack had moved on and she was left alone. But, it did not bother her for she thinks of the nature around her as her friends. She never learned common, and she has very rarely been amidst other humans or their towns and villages. She might come across as quite feral, wild and wolven, but considering she was literally raised by wolves it does tend to make sense.
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.
Holy Symbol: Wooden bead carved into the shape of the green man, woven into her hair. +2 Magic Saves
Primary Profession: Druid
Profession Bonus: "Shapeshifting" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish. They also gain "Totem Weapon" of any one-handed melee type, quarterstaff, or approved weapon imbued with a spirit of their choosing, free of cost. This totem weapon can have a totem ability based on the animal spirit, please work this out with the Class Moderator. You also gain the language, Druidic, for free.
Totem Weapon: Falcata
Totem Spirit: Wolf
Totem Ability: Scent
Secondary Class:Support
Class Bonus: 2 Free Skills
Secondary Profession: Healer
Profession Bonus: Doubles healing points
Rank: Ruby Warrior
Dice: 2d82
Hit Points: 51
Defense DC: 21
Healing Points: 52
Magic Save: (WLP 5)(Holy Symbol 2) = +7
Physical Strike: +11
(QCK 11)
Falcata/Boline Strike: +13
(QCK 11)(Born by the Blade 2)
Magic Strike: +12
(INT 12)
Magic DMG: +12
(INT 12)
(31)
Strength [0]
Quickness [11]
Endurance [0]
Willpower [5]
Intelligence [12]
Perception [3]
Charisma [0]
WEAPON- Fizzwinken's Strategic Recognition Assault Blade 1d8 + 11
(Dex Fighter 11)
This inky falcata is shot through with tendrils of obsidian glass, the dragon's blood clearly visible as the blade pulses and moves like life-giving veins. When this blade is in hand, the owner is gifted with the ability to use Scent due to the blessing of the owner's totem, the wolf. The hilt of this weapon is ornately embroidered red velvet, and when clasping this weapon for the first time each day the owner can name a type of creature for which the weapon does an extra 1d of damage, for a total of 2d8 against the creature type named such as "undead", "animals", "giants", etc. When this weapon is being held, it also confers the ability to understand spoken Draconic.
WEAPON- BOLINE: 1d5 + 11
(Dex Fighter 11)
INVOCATION- "Electrical Mancatcher": 2d6 + 12
(INT 12)
A 4-foot-long, blazing forked bolt of electricity springs forth from your hand. You wield this spear-like bolt as if it were a weapon. [Magic Ruin]
Three Thunders
Elemental Affinity
Green Adept
DEFENSE: +17 DEF
(Elven Leafweave +8, Chitin Bracers +3, Leather Gloves, +2, Spirit Armor Skill 4)
Armor Cap: +20 DEF
Spot:(Per 3)(Alert 5) = +8
Listen:(Per 3)(Alert 5) = +8
Acrobatics:(QCK 11)(Acro 5) = +16
[Tumble, Balance]
Athletics: (Ath 5) = +5
Knowledge (Trained): (INT 12)(Knowledge 10)(Scarf of Lore 5) = +27
Nature, Wild Animals, Botany, Geography, Monster Lore
Knowledge (All): (INT 12)(Scarf of Lore 5) = +17
Flaws
1. Feral Born
You've grown up far from civilization. You may have been raised by wild animals, or belonged to an insular tribe that never learned the Common tongue.
Penalty: You can't speak, read, write, or understand Common. (You still can speak any other languages you know.)
2. Easily Charmed
You succumb easily to mind control.
Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
3. Love of Nature
Your love of the natural world is so great that you find it difficult to attack natural creatures.
Penalty: You must roll a Willpower Check DC12, in order to attack a natural creature unless it has specifically attacked you.
Skills
(race) Versatility
(race) Acrobatics
+5 Acrobatic Checks
(race) Alert
+5 Spot and Listen
(druid) Healing Affinity
(druid) Magical Affinity
(druid) Shapeshifting
(support) Skittering Sneak
A druid can take the form of a tiny natural beast or fey beast, such as a mouse, a house cat, or a large spider. In this form, she gains +5 bonus to Stealth checks. She cannot attack, pick up anything, or manipulate objects while in this tiny form but she can hear and see anything that the creature would normally be able to hear or see.
(support) Catfall
Save self from fall once per adventure
(flaw) Sidestep
Evade dmg.
(flavor-c) Knowledge
+10 Nature, Wild Animals, Botany, Geography, Monster Lore, Medicine
(flavor-c) Live off the Land
You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.
(flavor-c) Animal Friend
Charm a mundane animal, for one hour.
(crystal) Dexterous Fighter
Use QCK instead of STR for melee dmg.
(crystal) Briarweb
Lose turn.
(crystal) Healing Circle
Heal entire group at once for 10hp.
(crystal) Athletics
+5 Athletics
(crystal) Natural Spell
(flavor-t) Undead Resistance
A character that chooses this ability, cannot be turned undead.
(topaz) Rebirth
Instant rezz with no loss, 1/week.
(topaz) Mystic Tattoo (Familiar)
Falcon - Pegeen -Reborn next morning if dead. Tattoo.
(topaz) Selective Spell
When casting a spell into an area of both allies and enemies, your allies need not fear friendly fire. This can be used with one spell per combat.
(flavor-a) Wild Cohort
You have a special bond with a wild animal, and it is willing to travel and adventure with you. This animal can serve as your mount, but it cannot serve as a familiar or animal companion (see those skills). You may teach this cohort three commands out of the following list of commands: "scout ahead", "track scent", "go home", "flush out", "stalk", "warn", "hunt", "trip".
Squirrel "Fufu": Scout Ahead, Warn, Trip
(amber) Mother Earth's Hand
Negates damage 1/combat
(amber) 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.
(amber) Trap Detection
+5 Search for Traps
(flavor-s) Roots of Rescue
Roots erupt from the ground and hold your ally in place. If an ally is being pulled, pushed or slid by a forced movement, you may call upon the roots of the earth to hold that ally in place, once per combat.
(sapphire)Spirit Armor
This spell allows the druid to be surrounded by a portion of his own life's essence which takes the form of a shimmering aura. It gives protection to magical and non magical attacks with a +2 Defense. It doesn't add on any weight to the druid, and it doesn't interfere with any other spellcasting. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5.
(sapphire) Faithful Feedback
+2 Healing every time you heal
(sapphire) Healing Arrow
An arrow of positive energy forms before you. You may shoot up to three of these healing arrows per combat, that each heal 5 hp each, at any time during the combat even if it is not your turn.
(flavor-e) Track
You can follow the trails of creatures and characters across most types of terrain if they leave some sort of trail. Rangers get this skill from their profession.
(emerald) Craft Magic Item
Magical Weapons/Techs/Invocations; Magical Jewelry; Etch Runes; Wandcraft; Wards and Mythals, Magical Armor/Armor Techs
(emerald) Born by the Blade (V)
The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
(emerald) (HELD: Aura of Strength)
*100xp, Rep 20, SL
XP already removed.
(flavor-r) Camouflage (V)
A bloodhound of this rank can hide in any natural terrain, even if the terrain does not provide cover.
(ruby) Rezz the Dead
(ruby) Binding Silence
You may use this at any time, even if it is not your turn, to silence a spellcaster amidst their casting causing that one spell to be interrupted and not end up being cast. No one takes damage, the spell simply fizzles. Once per combat.
(ruby) Spell Combatant
You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. This allows you to not only add your Strength bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target, once per combat. This is for non-registered spells only.
(healer) Miracle Healer
(healer) Adverse Healing
(anniversary) OPEN