Post by Head Moderator on Jun 2, 2013 16:48:19 GMT -5
Name: Indrila Greysong
Screen Names: tesarikone / indrila
Alignment: NG
Age: 177
Birthday: November 30 (Dannui's Rise)
Hair: Silvery Grey
Eyes: Black Pools
Height: 5'2"
Weight: 93lbs
Background: Though Indrila is far too young to have actually been a part of the destruction of her people by the drow, nearly wiping them out, she has been reminded her whole life of their treachery. Those that were left were enslaved by extraplanar devils for hundreds of years, and though she was not there, the hatred for the drow, and even the elves who did nothing to assist them still burns bright in her. She is a follower of Kanesh, Mistress of Shadow, a priestess.
Personality: Like most ghost elves, she does not speak all that often. Her voice is soft, and ghostly. If ever forced to be loud, or shout it is hoarse. She does not trust easily, and will test those around her over and over to determine their trustworthiness. To those that have earned her trust, she is gentle, kind, and nurturing. She prefers the darkness, shadows, nighttime. She comes from a dark forest, part of her city is built underground and within the ethereal plane, and sunlight is harsh upon her eyes. Her skin glows with the light of a candle in the darkness, causing many to mistake her for a ghost. It can be stifled if she wishes. She does not think she is better than others, but she may come across that way due to her cold, aloofness.
Description: This small, frail, petite woman has pointed elven ears, ghostly pale skin, and dark eyes. Her hair is silvery grey, straight, and long. The middle of her bottom lip has been dyed stark black and a shadowy line runs down the middle of her chin, down her throat and chest, and disappears into her navel. Her eyes are thickly outlined in kohl, her lashes have been dyed as black as her eyes. There are two shadowy dots upon her forehead above the middle between her eyes. There are black tattoos down each of her fingers, and a tattoo of a circle around her right wrist. When the sun shines upon her bare skin, it has an otherworldly glow. She prefers sheer white, grey or silver clothing, opaque in the areas for modesty - for other's sake. Due to her devotion to Kanesh, she bleeds black blood.
Family: Xilthara Greysong (xilthara), her daughter.
Hatred: Drow. She hates the drow.
Race: Ghost Elf
Racial Weakness: Cold Iron
Languages: Common, Ghost Elven (free), Infernal, Umbral, Ancient, Elven, Eirchaic, Commonsign, White Tongue, Dwarven, Necronian (free-raffle), Old Stone
Country of Origin: Ituri Forest, Kir'viir
Starsign: Sign of the Hydra: Lucky Bonus - Pass 1 Gather Info Check a Day
Born under the Full Moon - +1 to Intimidation
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: Black line down her bottom lip, and two spots on her forehead of shadow.
Secondary Class: Arcane
Class Bonus: +2 Boost to spell save, free magical skill (since she already has magical affinity)
Primary Profession: Priest
Profession Bonus: "Divine Turning" A priest has the ability to turn undead, which means that they may attempt to turn undead back into merely a corpse (with DM permission). On your turn you may state you are using Divine Turning, and roll an opposed check, adding a +3 to your roll. If you roll higher, then the undead turns into a harmless, rotting corpse. This can be used once per gemstone rank during any one combat. Priests may also write ONE extra DIVINE spell per gemstone rank. Primary Priests may wear any type of armor without taking the penalty to using magic.
"Return to the earth
from whence you were birthed!"
Secondary Profession: Mage
Profession Bonus: "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank.
INFORMATION
Rank: Obsidian High Elder
Dice: 3d95
Hit Points: 54
Defense DC: 22
Invocation:
(Arcane Warrior)
Magic Strike: +14
Magic DMG: +14 (+5)(+5) = +22
(Surge of Power +5, Arcane Finger Sleeve II +5)
Save Agst Magic: +5 (+2)(+3) = +10
(WLP 4, Holy Symbol +2, Magical Resistance +3)
Spells Per Combat: (3)
(Arcane Finger Sleeve V +1)
WEAPONS
Main Weapon: Legacy Thinblade (black) "Ryain Fuinrakk" (2d6)
---STRIKE: (11 QCK) = 11
---STRIKE w/ Melethril: (11 QCK, Bonded1) = 12
---DMG: (Surge of Power +5, Arcane Finger Sleeve II +5 = Arcane Steel Crystal)(11 QCK) = 2d6 + 21
---DMG w/ Melethril: (Bonded 1) = +22
(Called)(Phantom)(Dragonbane 1d5) 5PTS
(Arcane Steel Crystal) 2PTS (2nd Anni Prize)
Legacy: Blessed | Skill: Retribution of the Meek - Heal 1/2 dmg points, take no dmg.
Secondary Weapon: "Staff of Thyshi" (2d6)
This starshod staff (2d6) is studded with bits of starmetal and carved with symbols of the stars, sun and moon.
Hidden Weapon: "Quietus" Longsword (1d6)
---STRIKE: (11 QCK) = 11
---DMG:(11 QCK/Dex Fighter) = 1d6 + 11
(Baneful Undead 1d5)(Phantom)
Also: Cannot be turned undead, Divine Turning goes to +5
S- Dex Fighter
S- Spirit Strike
Collected Weapons:
Parrying Dagger (1d4)(Dragonbane 1d5)(Lightning) 3PTS
ARMOR
Light Armor: Armored Ink +13
(Ghost Touch*)(Healing** 10hp any time)
Defense: Cloak +1, Kaput's Amulet of Armor +5
Extra Defense: Glassteel Buckler +1
(Wand Chamber*: Wand of Healing 10hp 9/10)
TOTAL MUNDANE DEFENSE: +20 DEF
TOTAL MAGICAL DEFENSE: +18 DEF
TRAITS=34+1
Strength [2]
Quickness [11]
Endurance [3]
Willpower [5] [*Rep 1]
Intelligence [14] [*Rep 1][*3rd Anni]
Perception [4]
Charisma [0]
TALENTS AND TACTICS
Add Trait Bonus
-2 Charisma Skills
-2 Social Skills w/ Drow
Diplomacy [CHA 0](Elven Beauty 10)(50Rep 4)(Aloof -2)= +12
Knowledge (Any) [INT 14](Breadth of Exp 5)= +18
Knowledge (Chosen) [INT 14](Knowledge 10) = +24
Knowledge (Arcana, Alchemy, Local (Navahla)) [INT 14](Knowledge 10)(Witch's Cottage 5) = +29
Listen [PER 4](Alert 5)= +9
Spot [PER 4](Alert 5)= +9
Search [PER 4]= +4
Gather Info [CHA 0](50Rep 4)(Aloof -2)= +2
Bluff [CHA 0](50Rep -4)(Aloof -2)= -6
Intimidation [CHA 0] (50Rep -4) (Aloof -2) (Full Moon 1) = -5
Insight [PER 4][Monocle of Veracity 5] = +9
REPUTATION BOOSTS Rep = 67
20 - Most everyone in the kingdom has heard of you, bards tell your stories and you are recognized when you walk down the street. Bonus Flavor
+3 Diplomacy and Gather Information
-3 Bluff and Intimidation
25 - Gain 1 trait Point
30 - Bonus Flavor
35 - You are well-known far and wide in all the more populated areas. Only the more rural areas have never heard of you. You've gained a +3 your two chosen tactics or talents, and a -3 to the remaining two.
40 - Bonus Flavor
50 - Your character is famous or infamous, known far and wide. You've gained a +4 to your two chosen talents or tactics, and a -4 to the remaining two. People will fall over themselves to help you out if you are famous. You will strike fear in all you meet if you are infamous.
You gain 1 Trait Point.
60 - 1 Free Skill
FLAWS
1. Intolerance [Drow] | -2 on social skills w/ Drow
2. Frail | Nothing for hit points.
3. Aloof | -2 on Charisma based skills
GENERAL SKILLS
(rc) Elven Beauty | +10 Diplomacy
(rc) Alert | +5 Listen and Spot
(rc) Immunity to Sleep
(priest) Magical Affinity
(raffle) Aura of Strength | 3d
[Epic Power 4d, 200XP, 35 Reputation, Quest]
(mage) Magical Resistance | +3 to Magical Saves
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.
(o-p) Multitalented Mastery
(e) Word of Anathema
Once per day, you can speak a word of anathema against a single creature within 60 feet. This gives the target a –4 penalty on saves, ability checks, and skill checks outside of combat. Target must roll a Willpower against the devout's DC10+INT bonus to pass and be unaffected. This lasts 1 hour at Sapphire, and adds on one hour of duration for each gemstone rank following. If combat is entered, the effect ends.
(60 Rep) Master Astrologer
Path of the Void
Archetype: Chosen of Kanesh: You have been marked by Kanesh in some way, whether blinded, or given darksight, or marked with shadowy runes, she has claimed you and grants you boons. You crave the darkness, it does not frighten you for you know she watches you from every shadow, guiding your life. The darkness has permeated your existence so deeply, that you bleed black blood.
1) Black Hole: (void) This wells a small "black hole" around the follower of the void, giving them limited amount of protection against attacks - providing them with a +5 defense throughout combat, which can go over any defense caps. May be used once per day.
2) Harmonic Void: (void) Jarring, discordant noises fill the area, making it difficult for others to concentrate. You create a zone of disruptive, chaotic arcane harmonies that interfere with any type of spells (devout, arcane or psionic) causing only you to be able to cast spells for one full round, unless any of your targets are Master Astrologers. Master Astrologers get a willpower save of DC15 to resist this power.
3) The Stars are Right: Once per day you are able to force the stars to appear to realign themselves temporarily for your benefit. This allows any one spell, skill or CM that you cast within combat or outside of combat that calls for a roll for success to automatically be successful.
4) (Diamond)
HEALING SKILLS
(priest) Rezz the Dead | She can see their spirit in the ethereal, and ties it back to the body.
(c) Redeeming Grace | Heal up to 8 people of all illness or disease at once.
(s) Improved Rezz | Unlimited rezzes to someone without loss of rezz
(s) Exorcism | Remove possessions.
(e) Status Debuff | 4 rounds, equal or lower dice.
(free/anniv) True Resurrection
This allows a priest to bring somebody back from the dead that has been dead up to 100 years. This can even be done if the body has been completely destroyed, as long as you can identify the deceased such as stating their name and birth date. This can also be used if someone has been turned undead and then destroyed. This cannot be used to rezz someone who has died of old age, though.
(o-p) Boon | Each boon 1/adventure
topaz: Remove Shaken
amber: Remove Nausea
sapphire: Fortune Boon - The target re-rolls one Strike, and takes the best of the two rolls.
emerald: Remove Fear Stricken
ruby: Courage Boon - For the remainder of the adventure, the target is always first on the scoreboard.
obsidian: Warding Boon - The target gains a +2 to their Defense DC for the remainder of combat.
COMBAT SKILLS
(f) Dexterous Fighter
(cl) Condemnation | Attack two evil creatures in one round, or both on one target.
(t) Spirit Strike | Strike incorporeal creatures.
(t) Spirit Scarred | +5 against incorporeal undead, +2 saving throws against incorporeal undead.
(t) Selective Spell | Use on 1 spell in combat, don't harm allies.
(a) Spell Combatant | STR & INT Bonus 1/combat
You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon 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 attack 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.
(a) Divine Accuracy | One round all allies and self get +5 to Strike agst Undead
(e) Eldritch Master | Dbl INT regged attack spell.
This skill allows a spellcaster to double their Intelligence (INT) bonus for damage when casting an attack-based regged spell. If your regged spell does damage (Attack, AoE Attack, Duals that include Attack or AoE Attack) then you may double your INT bonus for damage every time you cast a regged attack spell in combat. This is the Arcane Class version of Eldritch Focus and replaces that skill. This is an Innate S
(r) Arcane Warrior
This allows you to wield a light/one-handed weapon in one hand, and a one-handed magic invocation in the other. This follows the same rules as dual-wield, it allows you to gain the damage for both in one round. You may choose to add your normal melee trait damage, OR your magic trait damage, but not both every round. This is an innate skill.
(r) Bounce Spell | If spell fails, can immediately pick another target.
(o-m) Heartglow
A priest is able to focus his holy or unholy power within themselves into their heart, causing it to glow, which can be seen beneath your chest, even your armor and clothing. While your heart glows with either a holy or unholy light, all enemies in your presence suffer a -2 to Strike, -2 to Saving Throws and -2 to Damage as they are discomfited in the presence of your shining light. This can be used once per combat, and lasts one full round.
(o-gm) Reaping Spell
A target that is killed by a spell you cast cannot be reincarnated, resurrected or otherwise brought back. This can only be used on NPC targets, and in some cases may need permission from your DM.
(free/quest) Residual Power
The fight with Dan-zeran left a lasting impression on those that faced him and they would find themselves exhibiting strange and often frightening amounts of power. Once at the beginning of an adventure, the bearer of Dan-zeran's power can roll 1d3 to determine which power they have tapped into; whichever power it is will be exhibited by their pupils turning either red, green or blue.
1 - Fires of the Abyss (Red ) - 1d5 DMG once per combat, "Concussive Blast" DC17, targets are held stunned for one round of combat.
2 - Leeching Poison (Green) - 1d5 DMG once per combat, "Nausea" DC17, targets are sapped of their life energy forcing them to lose -2 to their strike roll.
3 - Sonic Burst (Blue) - 1d5 DMG once per combat, "Mind Bleed" DC17, unable to focus, the target is unable to cast spells properly which lowers their spell DC by -2.
(rep-30)
(free/2nd Anni)
DEFENSE SKILLS
(o-p) Cooperative Defense
Whenever a spell targets one or more allies within 30 feet, you can use this skill to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. This can be used once per combat.
(a) Arcane Image | Evade
FLAVOR SKILLS
(flavor) Polyglot [Ancient, Elven, Eirchaic, Commonsign, White Tongue, Dwarven, Old Stone]
(flavor) Trackless Step | Leaves no track.
(flavor) Shroudsight | See into the ghost world, "ethereal" plane.
(flavor-a) I Remember This One!
You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted or smelled. You can automatically identify any potion, tonic or poison you have tasted or smelled at least once before by sipping or sniffing it.
(flavor-t) Calm Under Duress
A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day.
(flavor-s) Pattern of Fate
You learn the basic fortune of a creature as a symbol appears over their head that only you can see. If you see a glowing halo, you know that the person has a general good to average fortune ahead and likely will live out a normal lifespan (the creature will not die in the next few months at least). If you see a death's head symbol, you know the person has a hideous fortune ahead or soon will die. If you see a shifting orb of multicolored light, you know the creature is in a state of flux, it is impossible to tell the fate. Using this on someone that heads into danger regularly (like a soldier or adventurer) will usually turn up in flux. You cannot view your own pattern of fate. (Work with your DM for this skill.)
(flavor-e) Prayer | 1 time adventure, commune with deity for assistance.
(flavor-r) Breadth of Experience | +5 on any knowledge
(rep-20) Concealed Spellcasting
(rep-25) Sense Undead
(rep-40)
(flavor-o) Knowledge | +10
C:Anthropology/Archaelogy, T:Arcana, A:Body Modification, S:Religion, E:Mythology, R:Undead, O:History
(flavor-o) Witch's Cottage | +4 CP, +5 Know Arcana/Alchemy/Local, Pass 1 knowledge day
The cottage witch has settled down in one carefully chosen location, building herself a cottage to house herself and her equipment. A cottage enhances a witch's crafting, research and magical abilities. Owning a witch's cottage gives you a bonus of +2 Crafting Points per week that can be put into Alchemy, or Craft Magic Item. At Sapphire, it also gives the witch a bonus of +3 on Knowledge (Arcana), (Alchemy & Potions), and (Local - the area they build their cottage, must be chosen when you take this skill). At Ruby, the bonus to Knowledge goes up to +5. At Obsidian, the witch may auto-pass one of the listed Knowledges in this skill per day. Her bonus crafting points raise to +4 a week as well.
CRAFTING SKILLS
(arcane) Craft Magic Item
C:Magical Weapons, T:Magical Armor, A:Inkantation, S:Jewelry E:Clothing R:Etch Runes, O:Wandcraft
(crystal) Alchemy
(crystal) Master Tattoo Artist | Ink two tattoos into one slot.
(sapphire) Improved Runecraft
This skill increases your DC for runes by +2, and allows you to purchase gemstones for half price. Your runes are considered "improved".
FAMILIAR
(crystal) Familiar: Sainthound "Melethril"
(ruby) Bonded
You and your pet act as one mind in two bodies, enjoying symmetry in battle, making it easy for you to keep your opponents off balance. Whenever you and your pet attack the same target in the same round, you both gain a +1 to Strike and Damage rolls that round. Also, if you are firing into melee and your pet is the only ally currently in combat with the target, you do not need 'combat marksman' to not hit your pet.
Familiar
Name: Melethril
Type: Sainthound
Size: Medium
Languages: n/a
[STR 6, QCK 8, END 3, WLP 3 PER 5, INT 4, CHA 0]
Owner's Rank: Obsidian
Companion's Rank: Ruby Shield
Dice: 2d97
(Ring +12, Companion Boon +5)
HP: 63
(half hp 42, END 3, WLP 3, Diehard 5, Collar 5, Ring 5)
DDC: 18
Defense: +10 DEF
(Thick Skinned) (Even Thicker Skin)
Class x 2: Companion
Bonus: 2 Free Companion Skills
Profession: Combatant
Bonus: A companion trained as a combatant knows the commands Attack Basic, Down, Stay, Subdue, Bull Rush.
Profession: Magical
Bonus: A magical companion knows the commands Come, Stay, Seek Individual, Detect.
SKILLS
(companion) Thick-Skinned | +5 DEF
(companion) Even Thicker Skin | +10 DEF
(flavor-c) Scent
(flavor-c) Low Light Vision
(flavor-c) Nimble Feet | You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(crystal) Darksight
(crystal) Diehard | 5 hit points
(crystal) Iron Will | +1 Willpower Checks
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.
(crystal) Acrobatic | +5 Acrobatics Checks
(crystal) Sidestep | Evade
(flavor-t) Strong Stomach | Cannot be nauseated
(topaz) Counter Attack | No dmg, counter
If an enemy attempts to attack you and you take damage, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(topaz) Sacrifice | Take half dmg from attack on ally.
You are adept at taking the brunt of an attack meant for another. You may choose to take the attack of a fellow combatant upon yourself once per combat and take half the damage. Please use logic when you roleplay taking the damage. It must be something you can logically do.
(topaz) Athletics | +5 Athletics Checks
(flavor-a) Sense Undead
(amber) Endure Blow | 1/2 dmg 1/combat bludgeoning
(amber) Fearless
(amber) Landing Roll | Tripped, do not lose turn
(flavor-s) Track
(sapphire) Redirect | Reflect
(sapphire) Spirit Strike
(sapphire) Stealth | +5 Stealth Checks
(flavor-e) Trackless Step
(emerald) Bull Rush Strike | Bull rush and attack.
(emerald) Awesome Blow | Attack, pushes, lose turn
(emerald) Companion Boon
(ruby-e) undead resistance
(ruby) Arcane Image | Evade
(ruby) Spell Sponge | Beneficial spell's duration is doubled
(ruby) Lunge and Vanish | enemy can't do a counter
COMMANDS
Non-Essential Commands Known:
Come, Fetch, Heel, Stay, Stop
Essential Commands Known (INT 4+1) = 5
Free: Attack Basic, Down, Subdue, Bull Rush, Seek Individual, Detect
Attack Basic:
+Attack Advanced:
Down: The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Subdue: Must know Attack Command to learn this, deals non-lethal damage during an attack.
Bull Rush:
+Defend: The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
+Get Help: With this trick, a trainer can designate a number of creatures up to the animal's Intelligence bonus as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.
+Recover: Pull unconscious/paralyzed/helpless creature to safer area, must know Seek Command.
Seek Individual:
+Seek: The animal moves into an area and looks around for anything that is obviously alive or animate.
Detect:
LOOT SLOTS
Head:
Eyes/Face:
Collar: Fizzwinken's Tele-Linked Vitality Partnership Accessory
This dark brown leather braided collar is plaited with thin strands of gold with small charms featuring an eagle, wolf, cat and toad hanging from it. It allows for communication from the wearer to its owner at any distance as long as the owner is wearing the thin golden ring attuned to the accessory, as long as both are on the same plane. You may also exchange places three times a day with your companion or familiar. If this is used in combat, it can only be used once per combat and will allow the companion to switch places and take the attack or detrimental effect for you. This also gives your trusted companion a boost of +5 hit points when it is worn. It has a golden charm hanging from the collar with the animal's name on it, and a beautiful diamond decoration fitted into the charm.
Barding: n/a
Body:
Belt/Strap:
Legs:
Feet:
Two Rings: 1) Ring of the Beastmaster
This thin wooden ring, once engraved with the name of your familiar, or animal companion boosts that named creature by 5 hit points, and 12 dice sides. To use this on a new companion, you must sand out the name of the previous creature and carve the new creatures name into the ring.
[Worth: 7,000gp]