Post by Head Moderator on Jun 17, 2013 15:42:13 GMT -5
Name: Cherith Mourne
Screen Name: tesarikone
Alignment: Neutral Good
Font: Gold, TNR, Italics
Race: Human
Height: 5'9"
Age: 20
Eyes: Moss Green
Hair: Dark Chestnut Brown
Languages: Common, Commonsign, Doxenian, Elven, (Gnomen, Feral, Ancient, Dwarven)
Country of Origin: Avilon Islands, Territory of Doxenia
Background: Though Cherith is the daughter of the Earl of Avilon Rex, the highest authority on the Avilon Islands themselves, she felt the pull to combat. She trained as a child with her father's warriors and knights, and would one day like to become a knight herself. Court intrigue does not concern her, nor any plans to wed at this time (though she is promised), so she has been given a year or two (or three) to travel the lands, learn, and become who she wishes to be as her father and mother are very understanding (her father moreso than her mother) and give her their blessing.
Description: She is a lovely, cream-skinned noble beauty with very dark hair and eyes as soft green as the moss that grows throughout the forests of Avilon.
Primary Class: Support
Secondary Class: Combat
Class Bonus: Extra 1d per combat.
Primary Profession: Noble
Profession Bonus: "Noble Bearing" Those choosing to be a primary Noble have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Rank: Sapphire Adept
Dice: 2d60
Strength [8]
Quickness [8]
Endurance [2]
Willpower [2]
Intelligence [0]
Perception [1]
Charisma [0]
T.T.T.
Diplomacy = +5 (Noble Bearing 5)
Spot = +6 (PER 1, Alert 5)
Listen = +6 (PER1, Alert 5)
Knowledge = +12 (Mythology, History, Monster Lore, Anthropology/Archeology, Region: Avilon)(Knowledge 10, Scion of Lore 2)
Knowledge = +17 (Nobility/Royalty)(Knowledge 10, Noble Bearing 5, Scion of Lore 2)
Battle Stats
Defense DC | DC18
Hit Points | 30 (-5)(+10) = 35
Melee Strike | +8 (Power Attack) +2 (Born by the Blade) = +10 (+11 w/ Coat of Arms)
Ranged Strike | +9 (QCK)
____
Melee Dmg | +8 STR (+4 Two-Handed Wpn) = +12
Glaive | 2d8 + 12
____
Magic Spell Save | +2 (WLP)
Skills
(race) Versatility
(race) Alert | +5 spot/listen
(race) 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.
(support) Reveille | Allies roll again against effects
Allies affected by exhaustion, fatigue, sleep effects, stuns or holds are given another chance to roll a save against it, and if they pass they are instantly returned to normal/awaken. Allies who are sleeping normally automatically awaken when this ability is used.
(support) Combat Medic | Heal 5hp
A healer who is trained in working on the battlefield, who can dash in and give simple healing, bandaging to stop bleeding and the like and then dart back out of the line of fire. A combat medic can heal up to 5hp total during combat when someone is injured and DOES NOT have to wait for their turn to heal. When someone is injured simply post (Combat Medic!) and roleplay running to them and giving healing. The 5hp for combat medic can ONLY be used in this way. This is mundane first aid, it is not positive energy.
(noble) Treasure Hunter | 1/week earn more gold, get better treasure.
This skill causes you and your party to locate and earn from 1/4 to 1/2 more gold than they would have normally and find a few better pieces of loot (per DM's decision how much extra you earn!). This can be used once per week.
(flaw) Blindfight
(flavor/c) Polyglot (c:Gnomen, t:Feral, a:Ancient, s: Dwarven, e: Eirchaic)
(flavor/c) Knowledge | +10 Checks
c: Monster Lore, t: Mythology, a: History, s:Anthropology/Archeology, e:Region: Avilon Islands
(flavor/c) Mountain Hoof |
The Mountain Hoof skill allows a rider to safely ride his mount at extremely steep angles, up to a 60 degree slope, without taking any Ride checks.
1c. Dismount Attack |
You can jump out of the saddle onto an opponent without needing to roll any special checks. If your strike misses, you tumble out of the way and are able to attack from the ground on your next turn.
2c. Coat of Arms | +1 Strike to Allies & Self
3c. Power Attack | Use strength for Strike
4c. Born by the Blade | +1 Strike Amber, +2 Sapphire, +3 Obsidian
5c. Jousting Mastery | -2 Jousting Rolls
(flavor/t)Pecunia Umbilicalia | Monthly money - 4d5 x 500
You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
6t. Shield Deflection | Deflect 1/combat
Use your shield to deflect an attack upon you towards another enemy, 1/combat.
7t. Midas Touch | Dbl Gold
8t. Parry | Evade
You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat. You may not parry an attack when in heavy armor.
(flavor/a) Favored Region (Avilon Islands)
Due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
9a. Protective Parry | Evade
Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
10a. Two-Handed Weapon | Add half strength bonus to dmg.
11a. Quickstep | Evade
(flavor/s) Scion of Lore | +2 to Proficient Knowledges
The noble is well versed in all of the arts and sciences available from books and was tutored in classical education so that she may be well prepared for the world. If you have the Knowledge skill, you gain an extra +2 to each knowledge check roll for those you've chosen to be proficient within.
12s. Mounted Combat |
No checks or penalties for attacking on mount.
13s. Spirited Charge | Triple combat dice dmg 1/combat
When mounted, you deal double weapon damage once per combat with a melee weapon, and triple weapon damage once per combat with a polearm such as a lance.
14s. Mounted Dodge | Evade
Evade one attack 1/combat while mounted.
combat. Combat Affinity
(flavor/e) Don Armor
You are adept at donning and removing armor in a very short period of time, allowing you to react quickly to enemies who attack camps and other places of rest or to remove your armor quickly when the need calls for it. If forced to do so in combat, it takes one round to don medium armor, and two rounds to don heavy armor. Removing medium armor in combat is a free action, removing heavy armor takes one round.
15e. 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.
16e. Mounted Mastery
You blend horsemanship skills from varying traditions into a seamless mounted combat technique. While mounted, you gain a +2 to Damage against your foes with whatever weapon you choose to use.
17e. Snap out of It!
A bard can use his speech, music or poetics to create an effect similar to a break enchantment spell, freeing a single target within 30 feet affected by an enchantment.
Flaws
1. Grudge Keeper (self) | -2 to dmg, skills, saves, until dmg that person.
2. Nyctalopia | No darksight, cannot use anything to gain it.
3. Young Pup | -5 to Hit Points
Mount
Drowser Heavy Horse, "Merlini"
Horseshoes of a Zephyr [Mount Item]
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.