Post by Head Moderator on Aug 8, 2013 9:48:54 GMT -5
Name: Saffron
Height: 5'10"
Hair: Green
Eyes: Brown
Alignment: Chaotic Neutral
Country of Origin:
Languages: Common, Sylvan (free), Druidic (free)
Race: Nymph
Weakness: Cold Iron
Rank: Ruby Defender
Reputation: 20
Dice: 2d
GP:
Hit Points: 38
DC: 15
Physical Strike: +10 (Cha Fighter)
Ranged DMG: +8
Melee DMG: +8 (Dex Fighter)
Magical Strike & DMG: +5
Totem Weapon: Quarterstaff (2d4 or 1d4/1d4)
Totem Ability: Breadth of Experience (Owl Spirit)
Defense: Leafweave Hide
With Charming Beauty: + DEF
TRAIT=31
STR: 0
QCK: 8
END: 0
WILL: 5
INT: 5
PER: 3
CHA: 10
T-T-T
Acrobatics: +5 (+5) = +10
Athletics: END or STR
Escape: +8
Listen/Spot: +3
-----
Diplomacy: +10 (+10)(+5) = +25
Intimidation:
Bluff: +10 (+5) = +15
Disguise: +
Stealth: +
Insight: +3 (+5) = +8
-----
Magic Save: +5 (+2) = +7
PRIMARY CLASS Support
Class Bonus: 2 free skills
SECONDARY CLASS: Devout
Class Bonus: "Holy Symbol" +2 to Magic Saves
PRIMARY PROFESSION: Charmer
Prof Bonus:
"Silver Tongue" +5 to Bluff and Diplomacy checks.
"I Notice Everything!" +5 to Insight.
SECONDARY PROFESSION: Druid
Prof Bonus:
"Shapeshifting" Druids are able to take the shape of any animal, plant or tree that they wish, for as long as they wish.
"Totem Weapon" Quarterstaff with Owl Spirit; ability is "Breadth of Experience" that gives +5 to all Knowledge Checks.
FLAWS
1. Curiosity
2. Love of Nature
3. Phobia (Fire)
SKILLS:
(race) Elven Beauty || +10 Diplomacy
(race) Low-Light Vision
(race) Stunning Glance || Lose turn
Looking directly at the nymph she can temporarily stun them, if they fail their Willpower save of DC10 + Nymph's Charisma.
(support) Sexy And You Know It: || +5 Charisma-based rolls
The character’s appearance is enhanced, making them look the best they ever could. The charmer gains a +5 to any Charisma-based rolls against humanoids of an appropriate gender/persuasion that could find them attractive.
(support) Immunity to Charm
(charmer) Aura of Lust || Gain information from target.
You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
(druid) Healing Affinity || XX Pnts
(druid) Magical Affinity
(flaw) Sidestep || Evade Dmg.
(crystal) Acrobatic Backstab || Hit, can counter.
(crystal) Command Pleasure Zones || Lose a turn.
The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are unable to attack their next turn. You must physically touch the target, and this can be used once per combat.
(crystal) Heartthrob: || Extra 1d 1/combat
The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat.
(crystal) Acrobatics: || +5 Acrobatics Checks
(crystal) Charismatic Fighter || CHA instead of QCK for Strike
(topaz) Impressive Tool || Lose a Turn
After the seducer puts on a bit of a teasing display, the subject of the attempt must make a willpower check of 1d20, DC15 or be considered distracted, missing one combat turn.
(topaz) Ecstasy: || 1 round target has DC10
The gestures of the charmer, along with his erotic incantations causes the person to go into an enjoyable, screaming, orgasmic, erotic fit. The term person includes any bipedal human, demihuman, or humanoid of giant-size or smaller, such as dwarves, elves, gnolls, halflings, kobolds, and others. The person receives a Willpower save vs the Charmer's Charisma roll. If the person fails the saving throw, he/she loses all Quickness bonus to Defense DC, causing them to have a DC10 for one round of combat.
(topaz) Charming Beauty: || +3 DEF through combat
A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat.
(amber) Anything You Want: || Shield someone from dmg.
A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against their Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended.
(amber) Sensual Healing: || Heal as many as CHA bonus
Once per combat, a Charmer may heal any one target for as many points as their charisma bonus. This is done with a caress, kiss, or other type of sensual touch to the target.
(amber) Nailed It: || 1d4/1d4
The charmer’s finely manicured fingernails can be extended and hardened to form sharp claws that deal devastating damage to her opponents. These claws deal 1d4 damage per hand. These are natural weapons and the charmer can use either one or two sets of claws, without needing a dual-wield skill.
(sapphire) Smoldering Glance: || No defense 1 round
With but a glance at your target, you instill a burning lust within them that causes them to be unable to protect themselves, or make any defensive moves for one round of combat. The target gets a Willpower Save (DC10 + Charmer's Charisma Bonus). This causes them to lose all defenses for that round of combat.
(sapphire) Green Eyed Monster: || Attack ally
Once per round, a charmer can fill a foe with a horrible, malicious rage that makes them attack their own allies, choosing first and foremost the last ally that attacked the Charmer.
(sapphire) Self Healing 22 Points
(emerald) Nine Inch Nails: || 2d4/2d4 & +5 Strength
This skill causes the charmer's nails to now attack at 2d4 per hand, and to act as if they were made out of adamantine, giving it a natural +5 to any Strength Checks made using the nails.
(emerald) All You Can Think About || Target is obsessed with charmer.
Activating this skill takes no more than a quick glance across a crowded room, after which the target must make a Willpower save (DC of 10 + Charmer's Charisma Bonus) or be unable to think of anything except the seducer. The image of the seducer will haunt their every waking moment and visit them in their dreams for one day per point they failed their save. Should the seducer attempt to seduce them with any of their Charmer skills, enrapture or otherwise mislead them within this period, they receive a -5 penalty to the saving roll if one is allotted.
(emerald) Dexterous Fighter || Use QCK for melee dmg.
(ruby) Binding Silence || Evade spell dmg.
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) Timeless Body
(ruby) Neutralize Poison/Venom
SPELLS
Quirks:
1. Addiction