Post by Head Moderator on Aug 28, 2013 21:13:10 GMT -5
Name: Njolla Nott
Screen Name: nimbusoffrost
Font Color: Ice Blue
Alignment: Neutral Good
Hair Color: White
Eye Color: Ice Blue
Height: 6'0"
Age: 32
Race: Iceborn
Weakness: Fire
Languages: Common, Auran (free), Zorcan (free), Druidic (free), Primordial, Giant
Country of Origin: Alzorc
Description: Njolla is tall and slender for her race, choosing white furs and thin suede or lace for her clothing. Her hair is long, white and messy and seems to always have a gleam of ice upon it. Her skin is so fair that it seems to have a light blue hue to it at times, save for rosy cheeks and pinkened lips. Eyes are crystalline blue.
Scent: A luminous white winter musk with lilac, wisteria, white chocolate, white mint, and tuberose [BPA: Lady Amalthea]
Background: Njolla was raised as an arctic druid from the time she learned to walk. She has offered prayer and service to Svol her entire life, both her parents are druids as well. She was raised in the Knockskull Mountains between Alzorc and Rumeria. She also reveres Bon Dia, the goddess of winter outside of Alzorc.
Primary Class: Devout
Class Bonus: "Holy 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: White ink snowflake tattooed on the corner of her right eye.
Secondary Class:Arcane
Class Bonus: +2 Spell Difficulty
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: "Elivagar", Shortspear w/ Blueice Tip (1d6)
Totem Spirit: Arctic Fox
Totem Ability: Arctic Camouflage - Everything turns white and makes it extremely difficult to see her against her background of ice/snow.
Shapeshifting: She only shifts into WHITE/MOSTLY WHITE creatures.
Arctic Gyrfalcon, Snowy Owl, Arctic Fox, Polar Bear, Harp Seal, Snow Leopard, Arctic Hare, Arctic Wolf, Tundra Vole, Siberian Lynx, Arctic Ermine, Dall Sheep, Arctic Tern, Ptarmigan, Caribou (brown and white)
Rank: Emerald Marshal
Dice: 2d76
Hit Points: 43
Defense DC: 17
Magic Save = (WLP 3)(Holy Symbol 2)(Iron Will 3) = +8
Initiative = (QCK 7) = +7
Melee Strike = +7 (QCK)
Magic Strike = +12 (INT)
+12 (INT) / +5 (Arcane Sleeve II)
TOTAL MAGIC DAMAGE: + 17
"Polar Blast" - Magic Blast Invocation (2d6)
C&P: +12 (INT) / +5 (Arcane Sleeve II / Chasable of Fell Power)
TOTAL INVOCATION DAMAGE: 2d6 + 17
Shackled Spell (3pts): This is an improvement to your invocation that you can use once per combat. As you harness the residual energy of your spell, it is used to hinder the mobility of your target. The energy unleashed by a shackled spell causes the target to move at a slower speed for one round after the spell is cast, causing their Quickness to be lowered by half.
Elemental Affinity(1pt): This spell allows you to change your invocation into another type of energy, once per combat. For instance, if your invocation is fire-based, with this enchantment for one attack you may instead change it to be an ice-based, or lightning-based.
Sacred(1pt): Holy invocation.
"Elivagar" - Shortspear w/ Blueice Tip (1d6)
C&P: +7 (QCK - Dex Fighter)
TOTAL SPEAR DAMAGE: 1d6 + 7 DMG
Phantom (2pts): Able to hit incorporeal.
Huntsman(2pts): This weapon gives you a +5 to any checks used to track a creature that the weapon has wounded in the past 24 hours.
Returning(1pt): Returns to her hand.
C&P: +3 (Spirit Armor) / +13 (Armored Ink) / +2 (Leather Bracers)
TOTAL DEFENSE: +18 DEF
Reflective (2pts): 1/combat, reflects a spell back to caster.
Strength [0]
Quickness [7]
Endurance [2]
Willpower [3]
Intelligence [12]
Perception [2]
Charisma [0]
Spot: (PER 2)(Alert 5) = +7
Listen: (PER 2)(Alert 5) = +7
Knowledge: (INT 12)(Voracious Reader 2) = +14
Knowledge: (INT 12)(Nature, Alchemy & Potions, Religion, Geography, Monster Lore 10) = +22
Search (Traps): (PER 2)(Trap Detection 5) = +7
Willpower: (WLP 3)(Iron Will 3) = +6
Flaws
1. Dark Premonitions
2. Aloof // -2 CHA
3. Compulsive Honesty
Skills
(race) Cold Affinity
Iceborn are immune to cold, and adept with cold-type spells, giving them an extra +1 to any save DC's targets must make against their cold spells.
(race) Alert
+5 Spot & Listen
(race) Magical Affinity
(flaw) Voracious Reader
+2 on Any Knowledge Check
(druid) Natural Spell
Cast spells while shapeshifted.
(druid) Healing Affinity
22 Heal Points
(arcane) Arcane Image
Evade 1/combat
(teamwork)
(crystal) Animal Affinity
You are skilled at working with animals and mounts. This gives you a +5 to Ride checks, and will also allow you the ability to befriend animals. Tame animals, DC10, wild animals DC15, Enraged Animals, DC17, you may add your Charisma to your d20 roll.
(crystal) Bottoms Up
Drink a potion and attack in same round.
(crystal) Alchemy
(crystal) Dexterous Fighter
Use QCK for melee dmg for one-handed weapons.
(crystal) Rezz the Dead
(topaz) True Seeing
You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
(topaz) Rebirth
You are so attuned with the natural world that if you are killed, you may instantly be rezzed with full health, and this does not take up one of your five rezzes in OH. This is a boon granted by your ties with nature itself. This can only be used once per week.
(topaz) Spirit Armor
+3 Defense
(amber) Mother Earth's Hand
Evade 1/combat.
(amber) Status Debuff (3 Rounds)
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
You are able to detect traps and snares in the vicinity with relative ease. This gives a +5 to Search checks made for trap detection.
(sapphire) Augmented Alchemy
Make 3-Use Potions.
(sapphire) Animal Companion
(sapphire) Knowledge
+10 to: Nature, Alchemy & Potions, Religion, Geography, Monster Lore
(emerald) Bounce Spell
If your spell fails through any means (usually due to the target passing their save) you may immediately direct that failed spell to a different target, seeking another save, once per combat.
(emerald) Advanced Crafting
+10 CP, plus 5 extra a week.
(emerald) Iron Will +3
(loot skill) Totem of the Tundra
There is one figure that so very few have learned to understand or even acknowledge. A feral hunter of the deep northern forests. Elusive, cunning, lethal, stealthy are but a few words by which to describe it. The master of this totem finds several new abilities now at their disposal. At any time, they can tap into the hunting sense of the Siberian Lynx as per the skill scent & darksight. Once per adventure, they may summon the totem creature itself for a number of rounds based by rank. Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. Should the totem "die" it reverts to spirit form and may not be summoned forth for a week. The Lynx has the following stats and skills. When using this power, a small woad symbol of rich blue color appears along your cheek bones, like runic whiskers.
The Lynx has half your dice, and that many hit points (so d60 has a d30 animal with 30 hit points).
[Traits: Quickness:5 & End: 4 || Dexterous Fighter & Bestial Fury]
ANIMAL COMPANION
Ulfr, The Arctic Wolf
STR 8 | QCK 5 | END 0 | WLP 0 | INT 2 | PER 5 | CHA 0
DC 15Rank: Sapphire Adept
Dice: 2d60
HP: 42
Commands: 3
TRACK
ATTACK BASIC
ATTACK ADVANCED
*DEFEND
*STAY
*SEEK
*ALERT
*RECOVER
Defender : Bonus - A companion trained as a defender knows the commands Defend, Stay, Seek, Alert, and Recover.
(flavor) Trackless Step
(flavor) Scent
(flavor) Daredevil Athlete
(crystal) Diehard
(crystal) Shared Vigilance
(crystal) Native Terrain: Arctic
(crystal) Alert
(crystal) Claw Strike
(flavor) Winter Child
(topaz) Thick-Skinned
(topaz) Even Thicker Skin +10 DEF
(topaz) Power Attack
(flavor) Watchkeeper
(amber) Sacrifice
(amber) Acrobatics
(amber) Sidestep
(flavor) Smell Fear
(sapphire) Stealth
(sapphire) Elemental Resistance (Cold)
(sapphire) Advantageous Avoidance
Head:
Eyes/Face:
Collar:
Barding:
Body:
Belt/Strap:
Legs:
Feet:
Two Rings: