Post by Dorian Thales on Aug 21, 2013 18:11:39 GMT -5
Name: Wibbels
Screen Name: aardvarkcavalry
Alignment: Chaotic Good
Race: Windling
Racial Weakness: None
Rank: Topaz Adept
Dice: 2d32
XP: 46
GP: 2,750 gp
Defense DC: 19 (10 +8 quickness +1 small and fast)
Hit Points: 17
Strength [0]
Quickness [8]
Endurance [0]
Willpower [1]
Intelligence [0]
Perception [1]
Charisma [1]
Languages: Common, Windling (free), Giant, Sylvan
Country of Origin: Offworld
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.
Primary Profession: Druid
Profession Ability: Shapeshifting, Totem Weapon (Duwell-Tooth Spear), Totem Ability (Pass through walls/ceilings)
Flaws
1. Curiosity Once per quest, DM can force a DC 15 willpower check to avoid investigating something that may be dangerous. Also -2 to checks such as insight when being seduced, tricked, or otherwise having curiosity piqued.
2. Love of Nature Must roll a Willpower Check DC12, in order to attack a natural creature unless it has specifically attacked you.
3. Trusting Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.
Skills
(racial) Small and Fast (+1 to def DC)
(racial) Good Karma Once per adventure, can reroll any roll and take the better of the two
(profession) Magical Affinity
(profession) Healing Affinity (12 points)
(flaw) Self-Healing (12 points)
(flavor-c)
(flavor-c)
(flavor-c)
(crystal) Artisan Crafting (Tailor, Weaponcrafter)
(crystal) Unshakable Air This windling skill allows a windling to resist being brought down, grappled or otherwise knocked from the sky once per combat. Levitation magic is used to keep floating until the windling's wings take over again.
(crystal) Darksight Can see in darkness up to 60 feet
(crystal) Alert +5 to spot and listen checks
(crystal) Animal Affinity +5 to ride checks, and can befriend animals.
(flavor-t)
(Topaz) Dive Attack Can make an attack that can not be countered/reflected, only evaded, once per combat.
(Topaz) Buzz Can distract a target by flying around erratically. Target can only attack the user, who also gets +2 def dc for that one round. Once per combat.
(Topaz) Rebirth Once per week, upon being killed, can be instantly rezzed at full health, and does not take a rezz.
Gear
Weapon Duwell-Tooth Spear (1d6 shortspear, grants ability to pass through walls/ceilings, but not floors, or anything warded, and will not bypass traps)
Shield
Armor Darkweave (Spidersilk) (+12 def, +5 to hide)
Consumables
1 Healing Potion (10 hp)
Screen Name: aardvarkcavalry
Alignment: Chaotic Good
Race: Windling
Racial Weakness: None
Rank: Topaz Adept
Dice: 2d32
XP: 46
GP: 2,750 gp
Defense DC: 19 (10 +8 quickness +1 small and fast)
Hit Points: 17
Strength [0]
Quickness [8]
Endurance [0]
Willpower [1]
Intelligence [0]
Perception [1]
Charisma [1]
Languages: Common, Windling (free), Giant, Sylvan
Country of Origin: Offworld
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.
Primary Profession: Druid
Profession Ability: Shapeshifting, Totem Weapon (Duwell-Tooth Spear), Totem Ability (Pass through walls/ceilings)
Flaws
1. Curiosity Once per quest, DM can force a DC 15 willpower check to avoid investigating something that may be dangerous. Also -2 to checks such as insight when being seduced, tricked, or otherwise having curiosity piqued.
2. Love of Nature Must roll a Willpower Check DC12, in order to attack a natural creature unless it has specifically attacked you.
3. Trusting Once per game session, the DM can activate your Flaw in order to quell any doubts you may have about another person. In addition, anyone attempting to persuade you via Bluff or Diplomacy gains a +2 bonus to the attempt.
Skills
(racial) Small and Fast (+1 to def DC)
(racial) Good Karma Once per adventure, can reroll any roll and take the better of the two
(profession) Magical Affinity
(profession) Healing Affinity (12 points)
(flaw) Self-Healing (12 points)
(flavor-c)
(flavor-c)
(flavor-c)
(crystal) Artisan Crafting (Tailor, Weaponcrafter)
(crystal) Unshakable Air This windling skill allows a windling to resist being brought down, grappled or otherwise knocked from the sky once per combat. Levitation magic is used to keep floating until the windling's wings take over again.
(crystal) Darksight Can see in darkness up to 60 feet
(crystal) Alert +5 to spot and listen checks
(crystal) Animal Affinity +5 to ride checks, and can befriend animals.
(flavor-t)
(Topaz) Dive Attack Can make an attack that can not be countered/reflected, only evaded, once per combat.
(Topaz) Buzz Can distract a target by flying around erratically. Target can only attack the user, who also gets +2 def dc for that one round. Once per combat.
(Topaz) Rebirth Once per week, upon being killed, can be instantly rezzed at full health, and does not take a rezz.
Gear
Weapon Duwell-Tooth Spear (1d6 shortspear, grants ability to pass through walls/ceilings, but not floors, or anything warded, and will not bypass traps)
Shield
Armor Darkweave (Spidersilk) (+12 def, +5 to hide)
Consumables
1 Healing Potion (10 hp)