The Escapist Avatar Adventure: character sheets

Sithmorack

May the Flames fade...
Mar 19, 2012
885
0
0
Sithmorack's Character Sheets Part 1
Everything is officially up to date!

Status: KIA

Codename: Shadow

Real Name: Unknown

Title(s): The Vodka-Loving-Russian

Quote: "DAMN YOU AMERICAN DOG!!!"

Origin: My first character, don't really remember the origins.

Species: Human

Race: Caucasian

Nationality: Russian

Age: 23, AA - 27-30






Clothing: He has been seen in many uniforms and casual clothing.

Physical: He stands at roughly 6 foot and has a muscular build.

Weapons:

Taytum is his first and foremost weapon. Being able to shape shift into swords guns and more.

He carries an assortment of knives on hand in pouches along his uniforms usually.

He carries a 9MM glock and a Smith & Wesson .460 Cal. Revolver.

He carries an assortment of explosives on hand.

Finally, he carries his M107 Barrett .50 Cal. - semi automatic - explosive tip - long range - sniper rifle for which he is known for.

Powers:

Unnatural Reflexes: His time under the Russian government gave him enhanced reflexes


AA Powers:

W Virus: The virus Wesker injected himself with was eventually stolen by Shadow himself. He used the virus to enhance his already insane reflexes to the next level. This increased his durability, speed, and strength to insane levels. It even gave him a small regeneration factor.


Skills:

A Gun Guy: He's skilled in most forms of guns. Being it sniper to rocket launcher.

Pain Threshold: His experiences have given him a resistance to pain.

Alcohol Tolerance: His vodka obsession has given him a "stronger" liver.

The Vodka: Much like the force, Shadow can sense disturbances in "The Vodka," though he can never quite pinpoint what exactly the disturbance is.

Soldier's Resolve: Shadow may be terrified of some things but he'll always face the challenges ahead with his head held high.


AA Skills:

Sword Play: He was taught by the best around and gained years of experience from (Charlie? Again unsure. Will edit in later.)

Loyalty: His time with the Rising Dawn has given him new hope in humanity and his comrades.


Weaknesses:

Injection: He must take a certain serum once every few days or risk the virus rampaging inside his body and eventually killing him.

Addiction: His Vodka addiction means he can get easily distracted in combat and out. He will actively seek out vodka and won't stop if he has spotted some.

The Fool: Shadow has almost always played the fool. Never truly knowing what's going on and it has sometimes cost him dearly.

Backstory: Shadow was abducted as a child into a secret military project meant to make super soldiers and spies. Shadow happened to get "lucky" and through the grueling training and experimental process came out as both. He prefers to talk in the chopped up Russian stereotype but can actually speak over 8 languages fluently.

During his time he was sent on multiple missions across the world before eventually being sent to an unknown facility. Something happened in the confines of those halls that Shadow refuses to talk about. He ended up in a whole new dimension where the heroes were going to take down a villain at the time. He tagged along until he eventually made his way into the AA Universe.

AA Backstory: Shadow has been through thick and thin with the Rising Dawn crew (almost 600 pages now!) and has grown to trust the majority of them. He especially enjoys the company of an Irish Dog named David.

He's grown as an individual and learned to see more than just himself thanks to the crew of the Rising Dawn.

In more recent events however he was killed by Agent in a skirmish just before Agent began building his crew of Evolved. Shadow was consumed and still lives somewhere in the recesses of Agent's mind.

Personality: Shadow is a bit of a wild card at times. While he won't go out of his way to cause misery he's not afraid to get his hands dirty at all. Willing to kill almost anyone who gets in his way. He's loyal to those he trusts and is a loose canon most of the time. He's usually up beat and almost never melancholy.

Alignment: Chaotic Neutral with Good leanings

Text Color: None

Status: Presumed KIA

Name: Pointman

Title: Super Soldier, Unstoppable Killer

Quote: Pointman simply stares at you silently.

Origin: F.E.A.R. 1 & 3

Species: Human

Race: Caucasian

Age: 33



Clothing: Has been seen wearing multiple uniforms and outfits but was last seen in a brown, grey, and green long sleeve shirt. With dark tactical pants and many holsters strapped to him.

Physical: His time as a test subject and solder has taken his toll on him as there are some signs of obvious aging due to trauma and simply his age. He has a short beard with neck long combed back hair. He stands roughly 5'11 and has light blue almost grey-ish eyes.

Weapons: He was last seen wielding a 9mm glock and a futuristic assault rifle of unknown origin.

Powers:

Enhanced Reflexes: His time as a test subject didn't give him psychic abilities like his brother but enhanced his reflexes to the point where to him it seems like time slows to a crawl.

Regeneration: Given time Pointman can heal even from fatal wounds in just minutes.


Physical Abilities/ Skills:

In terms of physical strength he's stronger and more durable than your average human but by no means super human.

The Pointman: He's very knowledgeable on guns and most military grade vehicles except tanks.

Pain Tolerance: His time as a test subject, soldier, and fugitive forced him to learn on how to deal with pain.

CQC: His enhanced reflexes help him but his time as a test subject and soldier honed his Close Quarters Combat skills.


Weaknesses:

Normal Man: Despite his strengths he's still a human in the end. Enough bullets, lack of oxygen, or a simple beat down to death will all kill him.

Scarred: Pointman may be strong willed but what he's been through has left his mark. From killing his brother to the nightmarish creatures he's fought. All have left their marks on him.

Pointman was born to be more than the average human. After his father used his mother in an experiment to make a psychic commander, Pointman and his brother were born. The two spent the majority of their time in a cell in an lab.

The two were subjected to tests and torture until it was found his brother had the potential to be said commander but he did not. Though he was put into a military program with his memories locked away. He spent several years with a secret military organization before being put into the special response team known as F.E.A.R.

Later he would get an assignment that would lead him back to his psychotic mother and cannibalistic brother. He eventually traversed the facility escaping Armacham (The corporation his father worked for) and his mother while simultaneously killing his brother in the process.

He would go into hiding only to years later reemerge to find his mother and stop his deceased brother from literally haunting him. Pointman's brother resurrected himself as a spirit of sorts and haunted Pointman through their brotherly bond. The two fought through Armacham's forces as well as the nightmares being spawned by their in labor mother.

Pointman was eventually forced to end his brother again once they reached their goal. Killing his mother shortly after and taking his newly born brother away from the chaotic mess of his former family.

Background:

[color=413eff]Some would ???? me a Go? but that's a [small]little[/small] off. By ? [small]little[/small] I mean c?mpletely. You all ???? me and my history is almost all these other peop??'s history. Can you r??lly not connect the pieces? I've been here before.[/color]

AA History:

Pointman woke in a cryo-pod on a ship in space. He wasn't sure how he had gotten there but he had tried his best to help the others survive the madness of that ship. In the end though his new found allies left him in the vast emptiness of space when his brother somehow returned to haunt him.

He is presumed KIA due to the circumstances.

Pointman is a blunt and quiet individual due to his mute nature and his background. He will usually help those in need but his needs and survival will come before others.

Alignment: True Neutral with Good leanings.

Text Color: Mute - ff8f26

Name: Taytum.

Title: Weapon.

Quote: [color=9966CC]"Will there be explosions?"[/color]

Origin: A piece of a very powerful soul given to Shadow by (Fuck I can't remember his name; given by another player ok!? Charlie? No? Something like that.)

Species and Race: Soul/weapon and appears to be Caucasian.

Age: 1-2 but appears in her teen years.


Clothes: Wears a variety of clothes but mostly likes the color purple.

Physical: Appears mostly like the picture above but with purple hair and red eyes. She stands around 5'2.

Weapons: None.

Powers:

Shape-shifting Weapon: She is a literal weapon that can turn into a variety of tools including a variety of guns, swords, poles, really anything you can imagine.

Backstory: Taytum was born into the AA Universe by the separation of a part of one of the members of the Rising Dawn's soul (Will update in future). She was given as a gift to shadow and was literally created to serve. Her ownership after her master's "death" has shifted to Agent.

Backstory: [color=413eff]It's actually quite simple really. Some of you might have already recognized me for who I am? I mean you've seen me before. Hurry up and figure it out already.[/color]

Personality: Taytum has always had a bubbly attitude and absolute loyalty to her master. She can be confused at times but almost always seems to be happy. Only on rare occasions will she become upset.

Alignment: True Neutral.

Text Color: 9966CC

Name: Jake
Race: Caucasion
Origin: What the fuck land.... jk
clothing: usually a suit although sometimes he wears casual.
appearence: very skinny but can suprisingly hit hard a bit short in demeanor. Tends to slouch. Always has a little bit of blood on his hands and face.
Weapons: A cane that has a small knife on the end of it. The cane is unbreakable.
powers: can go into a state where he is untouchable. litterally your hand goes right through him. He also can summon zombies and other undead creatures that tend to usually be weak. Also has the power to teleport. Is not really limited on his teleportation.
Weakness: He is still killable if you shoot him deprive him of oxygen stab him if your able to, strangle etc.
Backstory: a human twisted childhood and abusive parents made him homicidal. Hes crazy and tends to torcher victims for fun. He got his powers from a demented god. Although he doesnt intend to destroy the world he just liked to go around it and slowly painfully kill people!

Alignment: Chaotic Evil

Name: Jake

Title: A Wanderer, Your Average Madman, That Fucking Dickbag

Quote: [color=9684ff]"People can only truly enjoy themselves when others are suffering."[/color]

Origin: Guys, I really don't wanna talk about Jake's inspiration please.

Species and Race: Unknown if he is human and he appears Caucasian.

Age: Unknown; appears to be in his early twenties.


Clothing: He usually wears an all black suit with a top hat except on special occasions.

Physical: He's extremely skinny but can hit surprisingly hard despite his short size standing at 5'6. His blood red eyes accompany raven black hair. His face is gaunt yet sharp and I can almost guarantee you he always has a bit of blood somewhere on him.

Weapons: A cane that has a small knife on the end of it; said cane is made of a material that appears to be unbreakable.

Powers:

Ethereal: Jake can go into a state where he is untouchable. No amount of energy, magic, or physical power can touch him however he can not touch or attack any others in said state.

Necromancy: He also can summon zombies and other undead creatures that tend to usually be weak. He can sacrifice the amount he summons to summon few stronger forms of undead.

Teleportation He also has the power to teleport. It is nearly unlimited and it's currently unknown how he does so. He cannot however enter areas that are protected with holy power or other such wards that are strong.

Weaknesses: He is still kill-able; if you shoot him deprive him of oxygen, stab him if your able to, strangle, etc.

Backstory: A twisted childhood and abusive parents made him homicidal from a young age and this was followed by "possible" military service that pushed him more over the edge. The exact details of his history are clouded at best and gone at worst. Whether this is a deliberate act on his part remains to be seen. A deal with an entity gave him untold powers. The exact date the deal was made is unknown. He appears to travel the multiverses simply to amuse himself and torture others. He has made deals in the past and it is unknown if he has some end game.

Weaknesses: I ?ave a?l ?inds b?t I'm no? going t? te?l y?? ?ny.

Physical Attributes: ?uman ?? I can tech?ically be.

Personality: He's completely homicidal and tends to torture victims for fun. On top of that he loves making deals to trick innocent people into miserable states. He enjoys the pain of others both physically and mentally. He acts at random but a glimpse of annoyance and plotting can be seen every now and then.

Alignment: Chaotic Evil

Text color:9684ff

These sheets keep getting older so this is the "kinda" edited version of Agent's sheet.


Name: Agent(Not very creative I know, stop busting my baaaaalls here)

Real name: *Info Removed*

Quote: [color=848482]"Just face it, you've already lost, because I hold all the cards.[/color]

Age: 30+ (Looks around 22)

Race/species: Virus (Appears Caucasian)

Sex: Accepts the term male but actually has no genitals.

Origin: Alternate Universe infected by Blacklight and Redlight Viruses.

Title: Evolved

Personality: He doesn't feel much of any compassion towards anyone. He'll kill without remorse, Agent doesn't much care for company. He is cold and calculating in battle and off battle. Doesn't trust easy, and has virtually no loyalty.

Clothing: Wears a plain grey hoodie seemingly no damage on it, grey faded jeans, and a black pair of finger-less gloves.

Note: He currently is appearing as Shadow.

Physical Appearance: Agent has black messy hair, with icy grey eyes, and a pale complexion. He stands at 6'2 and is always somewhat hunched over. He has a predatory/calculating look in his eyes.

Weapons: None (unless you count weapons he picks up off the ground that he will soon throw away....)

Note: He is currently using Shadow's weapons.

Powers:

Morph: He has the ability to morph any part of his body into a weapon and can consume targets to gain their appearance and unlock their memories. (also of note he can consume enemies to gain powers)

Super Human: He has super human speed, strength, and reflexes.

Endurance: He has a massive regeneration ability that can only be triggered by devouring more biomass from nearby victims.

Intellect of Mankind's Best: He has consumed many a brilliant mind and this has increased his intelligence to new heights. This also lets him become an expert in hand to hand, instruments, and any other skill without the years of practice.

Weaknesses:

Water: He dislikes water especially in large amounts.

Electricity: Electricity can stun him.

Chemicals: There we certain gases and concoctions made by Blackwatch that seriously hurt Evolved.

The Parasite: A certain parasite developed by Blackwatch can hurt him and keep him from using his powers.

The Screaming: The minds of those he consumes are not forever silenced. They keep a place inside his own mind and while it might offer him protection from outside invasion the screaming can tear his mind apart if he's not careful.

Childhood and Military Service:

Actual name; * Data Removed *. He was born into a normal life. He always seemed like a normal child to those around him. He developed sociopathic tendencies at a young age. It is currently unknown why he grew into these sociopathic tendencies. He eventually joined the Army when he grew older and got into the green berets division for his crack shots. Unfortunately his commanding officers found his "style" immoral and unethical. After a specific mission, * Data Removed * found himself kicked out of the green berets and the military. Eventually he was picked up by a group called Blackwatch. Soon after he joined he found out that he was allowed to do anything to get the job done. That was just the way he liked it. He also found out that most of the other soldiers were also sociopaths and psychopaths. He mostly stayed away from the other soldiers except when on a mission.

First Outbreak

When the Redlight virus and then the Blacklight virus hit Manhattan he was there. Through the first outbreak. * Data Removed * only ever saw; Codename Zeus: A person that was infected with the Blacklight virus gaining super human powers; once during his entire time, and he tired to take a pot shot at him with his sniper. Getting a car thrown at him in return. Needless to say he survived the encounter of the first outbreak and was also in the second outbreak.

Second Outbreak

Zeus in the second outbreak had turned into a psychotic bastard with a god complex. Eventually * Data Removed * attacked Zeus again, but this time Zeus beat him and turned him into an Evolved seeing better use for him this way. * Data Removed * ran around killing whoever he liked whenever he liked. Taking orders from Zeus only. Soon though Heller came along and started screwing things up, eventually fighting Zeus. When Heller had defeated Zeus, *Data Removed* could feel a sudden pull on his body. He didn't understand it but couldn't quite figure out what was going on before he blacked out. He eventually awoke in a field in the middle of nowhere. Finding out eventually that this world was quite different from his own.

Name: ?a??b

Age: ??

Race: Caucasian

Origin: Wou?d?'t you l?ke ?? know?


AA History

Entry 1:

Agent remained mostly underground for a long while simply observing the Rising Dawn crew and forming his own small covert force of evolved much like Zeus's. He has been slowly expanding his control into the many nations of this world.

More recently he eventually killed a member of the Rising Dawn before taking his(Shadow's) form and infiltrating the Rising Dawn crew.

Morality: Sociopath.(nuff said) Lawful Neutral with Lawful Evil tendencies.

Text Color: Battleship Grey- 848482
 

Sithmorack

May the Flames fade...
Mar 19, 2012
885
0
0
Sithmorack's Character Sheets Part 2

Was having problems with commands and such plus I was having trouble going through all the text. Fixed it now! :3


The Batter


"Bad" Batter/???? ????

Name: The Batter (It is currently unknown if this is his actual name or simply a title he goes by.)

Title: Purifier

Class: Savior

Quote: [color=514F50]"I'm going to purify this world no matter what you say because you don't realize it yet but...[/color]


Age: Unknown

Race: Unknown

Origin: Is originally from the game OFF. However not all the information for roleplaying The Batter is given so I will be filling some of those in myself.

Clothing: He wears a black cap and a standard white baseball uniform.

Physical Appearance: In his human form he stands a little over six and a half feet, his size usually intimidating most humans. His complexion is an extremely pale white with no blemishes. He has two eyes that seem to always be covered by the shadow from his cap. His eyes when opened however are an almost whitish blue. He has no other out of the ordinary features.

His true form is that of a monster basically, taking on a beastly form that resembles his old attire. See picture above for more details.

Weapons: He carries his Ashley Bat with him at all times. It is his single strongest weapon he has; followed closely by his Add-Ons. He has three Add-Ons which almost seem to take a life of their own. They help him in battle no matter what is happening. They are each named, Alpha, Omega, and Epsilon respectively. (I will not be giving him jokers or healing items during this rp. Would seem a little unfair no?)

Powers: (He has far too many powers in the game so I will be limiting his powers to? Let's say 7 as there are 13 powers/attacks. May add more if the difficulty of the missions are upped and the strength of his allies are increased.)

Run with Courage: Special attack of the element Metal. It virtually feels like getting hit by a car or truck.

Save Second Base: Restores a lot of HP.

Run with Grace: Special Attack of the element Plastic and will trap an enemy in place if hit connects.

Run with Dementia: Special attack of the element Smoke and will cause smoke to pour into them upon impact and affect their mind for a period.

Run with Belief: Special attack of the Element Meat. This element fuses the rest together in a single attack but is twice as exhausting.

Save Secret Base: Restores a lot of HP for a party up to 4, uses up half his energy.

Ultimate Homerun: Special attack of cataclysmic impact. It uses up a great deal of his energy however and will leave him weak.

He also has the ability to "detect" spiritual energy. Meaning divine, demonic, and simply supernatural energies can easily be seen by him. Only experienced beings can hide their energy from him.

(He keeps the same attacks in his true form.)

Physical Attributes: In his human form he is stronger and faster than the average human, being shown to have the strength of multiple men at the least. His endurance is his greatest attribute. He is able to endure punishment with the best of them, able to tank magical, ethereal, divine, and physical damage alike. He is also resistant to mental manipulation to a degree.

In his monster form he gains double in every category but has to reveal his true self. He loses most of his intelligence and blindly rushes most enemies in sight. This form can be triggered by angering him to the point of rage and damaging him enough that he feels his life is in critical danger.

Weaknesses: Even though he can take a hit if he is hit enough times he will go down. He is not the smartest being in existence. He uses more of his brute strength and unbendable will to see him through. In his monster form he loses intelligence and becomes unable to tell allies from enemies. He will also need to charge his powers after a time and will revert to a human level of strength during that duration.

Backstory: The Batter was a being born into a rather strange universe. We know that he was created by Hugo the creator of that universe. The Batter was sent to "purify" the world/universe. He proceeded to systematically wipe out spectres and Guardians alike, eventually killing the creator of his own world. He then proceeded to "purify" his universe by killing every living thing in it. During his journey he was guided by a puppeteer but upon cleansing of the world the strings were cut and he blacked out only to awaken in the AA universe. He retains his memories from his past universe still.

Title: None

Clothing: Not much fancy, stuff with funny jokes maybe?

Physical: Yo? rE?lly d??'t [color=413eff]recognize[/color] ?e?

Personality: He is a rather blunt and uncaring individual. He must purify what he sees as "corrupted" although no one quite knows what he thinks that is yet and he doesn't care who he hurts in the process. He has shown very little emotion ever. Only managing to show it a select few times through his travels.

Morality: He is most likely along the path of straight Neutral depending on how you look at it. He will obey most laws but will not hesitate to break said laws in his mission if it is deemed necessary. He will also not hesitate to kill whoever is in his way. Though he is known to take a more diplomatic route when conversing with sentient beings at first.

Text Color: 514F50

If I forgot anything you guys saw originally, let me know.


Name: Simon Fisher

Quote: [color=77C7C6]"The clock stopped ticking a long time ago. How long have I been sleeping? I don't even know."[/color]

Origin: Inspiration taken from multiple games and HP Lovecraft stories.

Title: The Forgotten, The Beholder, Dead Man Walking, and That Guy Who Runs Into Walls Sometimes.

Age: 29.

Species: Human
[hr]
Appearance:



Clothing: He wears standard clothing for most humans. Simon wears a plain grey hoodie trying to cover his eyes and this is accompanied by either sweat pants or jeans. He sometimes wears gloves if the occasion calls for it and will wear just about any armor if he needs to. He wears bandages across his eyes just in case his hoodie doesn't cut it.

Physical Appearance: A standard human at 5 feet and 11 inches. He's more on the slim side not being very muscular. Black messy hair accompanies a pale complexion. He looks like he spent most of his years in his mom's basement. His eyes used to be a pale blue but now are a dark grey with his veins looking pitch black. His depression got the better of him and he now sports scars along his wrists which he covers with his hoodie.
[hr]

Weapons: He carries a variety of more commonly found weapons. He came into the AA universe carrying a fire-axe, a standard pump action shotgun, a 9mm Glock, a six inch knife, ammo, and a few miscellaneous tools.

By far his most prized tool is a simple syringe.



It looks like a simple syringe but contains a substance that actually heals him of most injuries. He's attempted to duplicate said syringes but has failed on all accounts.
[hr]
Mental Fortitude: He has experienced traumas and seen things no regular human should. This has given him an incredibly high resistance to succumbing to any horrors he faces and also has shielded his mind from invasion to a degree which also means he can resist illusions to a degree.

6th Sense: Simon has gained a new way to "see" things due to being exposed to otherworldly and unimaginable cosmic horrors. He can sense dark and powerful presences but moreover can simply detect life and "see" whats around him with this newfound ability. He uses it in replacement of his eyes.

Unholy Knowledge: His eyes are able to tell others of his insanity but can also transfer some of his unholy knowledge to others, driving them insane if they don't have the willpower to withstand it.

The Otherside: When angered or his life is in danger, he will be overcome by his mental instability and the horrors he's seen. What he calls the "Otherside" will take over. He takes on a more sinister attitude. Human life will mean nothing to him as long as he survives. This new mentality will give him some telekinetic and telepathic abilities as he taps into unholy powers.

Weaknesses: While he has some resistance to control and telepathy, he has had no formal training and a skilled telepath could break his mental barriers. His past experiences have somewhat altered his appearance. His eyes giving off an unnatural corrupted look foretelling his unstable mind and some of what he's seen.

Scarred:His past experiences have left him mentally scarred and unstable, constantly receiving flashbacks on his previous experiences.

Overwhelming Darkness:While he has mental barriers, dark entities with overwhelming power can get past said barriers and possess him.

"Different" Eyes: His eyes can see things that aren't there. Thing that shouldn't be there. It's why he's chosen to wear a makeshift blindfold of bandages around his eyes.

Physical Attributes: He has no supernatural strength. Although he does have an increased pain tolerance due to what he's been through.
[hr]
Backstory: Simon wasn't a complete social outcast. He had a few friends and was currently attending a college in the U.S. However, that changed when his family was killed in a bombing at a public protest. His family had attended the protest and were killed while he was left crippled. Both his left arm and his right leg were useless to him. He fell into depression which eventually lead to him trapping himself in his own hellish mind. He spent the next few months battling his own inner emotions and depression.

He awoke from his self induced coma only to find himself in a new hellish nightmare, his arm and leg somehow restored. He had no clue where he was but there seemed to be only death in sight. At first he was completely unsure if he was even free from his self-imprisonment. He didn't really want to admit he was unstable still. However this proved false when he met people who began to explain where he was and that he shouldn't be there. He was trapped in a world full of monsters and abominations that would drive most men insane. Simon however had already fought off his madness and lasted long enough to escape that hellish nightmare. According to his memories and honestly how reliable are those anyways?

He found himself in an all new reality. Free from where ever he previously was but still scarred from his experiences.

Weapons: Weapo?s ar? ?? clich?.
Powers: Definitely more than you'd like.
[hr]
Personality: Was always more of a skittish person even before he was taken from his home, now he's on the "I'm terrified of everything" side of things. He's well-meaning enough but a complete coward when it comes down to it. Though he is willing to risk his neck out for people he trusts. After all, he hasn't had that many friends for years now. He has no attachments to anyone currently and is slow to trust.
[hr]
Text Color: "77C7C6"





Name: Joshua Graham

Title: The Burned Man, Malpais Legate

Quote: [color=8a2c0f] "I have been baptized twice, once in water, once in flame. I will carry the fire of the holy spirit inside until I stand before my Lord for judgement."[/color]

Age: Late 40's

Race: Human, Caucasian

Origin: Fallout New Vegas

Clothing:


Physical Appearance: He stands at exactly 6 foot and has blue eyes. Graham suffers from burns on all parts of his body.

Weapons:
Stimpaks. (Can't heal his burns but will heal bullet wounds)
45. Auto Submachine Gun.
"A Light Shining in Darkness." 45. Auto Pistol.
A handful of Frag grenades.

Powers:
Stalwart Faith: Through his undying convictions, Graham in this world has developed a resistance to dark magic/energies/and mind control.

Merciful Touch: Joshua is unaware how but since coming to this universe he has been able to heal the wounds of others by taking that pain unto himself. He feels the intense pain of when he was thrown off the Grand Canyon on Fire.

Protection From Evil: When Joshua concentrates upon his faith and ideals, his Stalwart Faith can create a barrier that wards off all attempts to possess, control, or enchant his mind. Likewise, if he creates the barrier before someone enters his personal space, it will keep all living creatures out.

Skills:
Legate's Endurance: Joshua Graham was born and raised in the wasteland. This already made him tougher than the average person but upon becoming a legate for Caesar he has endured pain unlike most men alive. This has given him strength to shrug off most injuries. If you want to take him down, you'll have to land the killing blow before he goes down.

Gun Maintenance: Graham can take apart and put most guns back together with ease.

CQC: Though he doesn't know the term, Joshua has had training in close quarters and is a tough opponent to take down hand to hand.

Ruthless: Joshua-during his years as Caesar's Legate-slowly had his morality distorted to the point he was above no crime. This has dulled during his more recent years but still remains somewhere inside him.

Leader: Joshua has led many troops into battle and while not a complete mastermind on the battlefield, he knows how to train and lead troops into battle.

Linguist: Graham is fluent in several languages across the Mojave.

Strength: 6
Perception: 7
Endurance: 10
Charisma: 7
Intelligence: 8
Agility: 8
Luck: 5

Weaknesses:
Haunted: Joshua is haunted by the memories of what he's done and his regrets. He does his best to endure but despite his best efforts it doesn't always work.

What is a Man to a God?: Graham is only human. He could never take any superhuman in a straight on fight.

Ruthless: If pushed to the edge, Graham has been known to revert back to his old ways and become a killing machine not above the most depraved acts of violence.

Backstory:Joshua Graham was born in Ogden Utah (later known as New Canaan) where he was raised to do the work of a missionary. He left to spread the word of god to the wastes when he was young and eventually met with Bill Calhoun and Edward Sallow later known as Caesar. He was to be their translator for the tribes nearby before they were capture by a tribe. Edward trained the natives to fight and used them to conquer the tribes nearby making and Joshua became his first Legate.

Joshua went on to commit atrocities in the name of Edward now called Caesar. Graham was able to avoid multiple NCR Veteran Ranger hit squads and conquer multiple tribes and enemies. As he put it, his methods devolved and became more violent and depraved over time. He was eventually defeated at Hoover Dam and for his incompetence was covered in pitch, lit on fire, and thrown off the Grand Canyon as an example.

This didn't kill the man however as he rose up burns and all before leaving thus earning him the moniker' "The Burned Man." He evaded multiple assassins sent by Caesar before finding his way home to New Canaan. This "second baptism" left him with a new perspective as he tried to conquer his inner demons. His return was short lived however as Caesar sent the tribe called White Legs to raise Joshua's home town in return for entry in the Legion. The savages were successful and forced Joshua to flee from his burning home.

He then ran into another tribe called the Dead Horses. He trained this tribe in the ways of war and eventually became their War Chief before bringing the fight to the White Legs in defense of another tribe called the Sorrows. With the help of a courier known as Shawn or The Wanderer, Graham was able to defeat the White Legs. Before giving into his rage and executing the savages, Shawn was able to calm his hand at the last moment.

The White Legs retreated and he was left to lead the Dead Legs in peace as the Courier departed. It was some time before he saw the courier again. He was about to have the Dead Horses pack up and leave to return to their home before he was greeted by the Courier who had mysteriously disappeared from the Mojave for some time. They had a rather interesting chat, and the Courier hinted at something more before saying their goodbyes. Upon leaving however, the Courier had left something on Joshua's desk. When Graham picked it up to return it however, the device malfunctioned and he was taken somewhere far away.

Personality: Graham is usually a calm individual unless pushed to his limits. He's very religious and will usually go out of his way to help others as long as they have not wronged him or are hurting people. He has been known to show his enemies no quarter however in exterminating them.

Alignment: Lawful Neutral with Good leanings.

Text Color: 8a2c0f


[hr]

Codename: The Creator

Real Name: ?????

Title(s): None

Quote: [color=413eff]"You're still trying?"[/color]

Origin: Unknown

Species: Human

Race: Caucasian

Age: ??

[color=413eff]"I know, I know. Not the best image in the world but my editing skills aren't great."[/color]

The image unbroke, weird.


Clothing: A mask covers his face

Physical: Stands at 6'1.

Weapons: None


Powers:

???????? ????? ????? ? ???????? ?????? ??? ??? ??? ????? ???? ?? ???? ???

?????????????? ??? ???????? ?? ?? ??? ?????

?????????? ??? ?????? ???? ????????? ?? ?? ??????? ?? ?? ??? ??? ??? ?? ???????? ?? ???????

????????? ??????? ??? ?????? ?? ????????? ??????????

????????? ???? ???????? ????? ?? ????????? ???? ?? ??????? ?? ???? ?? ????? ????? ?? ???? ?????? ?? ???????

???? ??????? ??? ??????? ????? ?? ???? ??? ??? ???? ?? ?????? ??? ????????

???????????? ??? ???? ??????? ??? ??????? ???? ??? ?????

??????????? ???????? ???? ????? ???? ??? ???? ????? ???? ?? ????? ??????????

?????? ??? ????? ???? ????? ????????? ??? ???? ??????? ?????? ????

???? ???????? ??? ??????? ??????? ?? ?????? ?? ???? ??? ?????? ???????


Skills:

??? ???? ????????

Weaknesses:

?????? ??? ????? ???? ?????? ??? ???? ??? ?????? ??? ??????? ???????? ?????

????? ?? ??????? ??????? ???? ??? ?? ????? ???? ?????? ????? ??? ???? ???? ?????????

?????? ???? ????? ????? ????? ???? ??? ???? ?????????? ??????? ?? ????

Background: [color=413eff]"I'm sure you'd love to get to know me but I don't think you quite deserve to know yet."[/color]


Personality: [color=413eff]"That's a mighty invasive question there. Let's leave it at I don't care."[/color]

Alignment: True Neutral

Text Color: 413eff
 

bluecrimson

No soffidx.
Sep 8, 2010
1,697
0
41
[HEADING=3]If you have any questions, please ask! The system my characters were pulled from has a decent amount of documentation involved, but I can explain it fairly easily.[/HEADING]

Melethia's character sheet.


This slim twelve-year old elven girl stands about 4'3" and has shoulder-length green hair, purple eyes, multiple pouches tied to a belt around her hip. Long green tunic concealing a breastplate underneath as well.


Upon first sight one would wonder exactly what such a young child was doing in the crew of the Rising Dawn. After all, it was known for going in and out of hell, heaven, and even quite a few trips to the beach. In addition, even though her oddly cheery personality mirrored some of the younger members of the crew And unlike those members it was hard to see how she could pull her weight.

That same person would also be rather alarmed to see how viciously the same girl fought in combat. and along with the astonishing ability the girl has around traps of almost any kind one would have to wonder exactly how she'd been raised. Her mother, [color=c200]Slindis[/color] isn't exactly open to mentioning it so one would have to get the girl to relax to find out...

Excellent mechanic and craftsman, clever mind, experienced sailor, good tracker, capable combatant and marksman, can tend to other's injuries in a pinch.

Despite her keen mind, this young girl tends to get a case of tunnel vision regarding anyone she considers family; if there were a choice between saving thousands and saving a close friend, she wouldn't hesitate to save the friend first if she could. Her childlike demeanor is also somewhat easily taken advantage of; with her strong sense of loyalty comes a tendency to be misled or easily deceived when family members are involved. Finally, for some odd reason, she is also highly uncomfortable around Positive Energy fields.

Level 13 Neutral Good Elf Female
(10 Ranger \ 2 Rogue \ 1 Fighter)
Hit Points: 275
Spell Points: 210

Base Attack Bonus (Basically, how accurate she is.): 12/12/17/22

Stats = average Joe Schmoe sits around 10-12.

Strength: 22 base +4 (gloves) = 26
Dexterity: 17 base +1 (Enhancement) +5 (Ring) = 23
Constitution: 17 base +6 (Belt) = 23
Intelligence: 15 base +6 (Headgear) = 21
Wisdom: 11 base
Charisma: 15 base +6 (Headgear) = 21

Fortitude (saves against poison or physical ailments, aided by Con): 22 (10 base + 6 Con + 1 Luck + 5 Resistance)
Reflex (saves regarding speed and dexterity, aided by Dex): 21 (10 Base + 5 Dex + 1 Luck + 5 Resistance)
Will (Saves against attacks on the mind, aided by Wis): 14 (3 Base + 5 Charisma + 1 Luck + 5 Resistance)

Dodge Chance: 7% (7% from feats) [Chance for her to flat out avoid an attack before Armor Class kicks in.]

Acid Resistance: 4
Electricity Resistance: 2
Cold Resistance: 26
Fire Resistance: 24
Sonic Resistance: 2

Improved Wild Emphathy: 3 per day, save of 15 (10 Ranger levels + 5 from Charisma)

Sneak Attack Damage: 1d6+3 (Applies whenever she's flanking something or is attacking something not focusing on her. Due to Precision, anything normally immune to sneak attacks through being immune to critical hits has a 25% chance to suffer Sneak Attack Damage)

Basic/Improved Two Weapon Fighting: 70% chance to produce an offhand attack with every normal attack.

Dragonmark of Death: Every 4 rounds, Melethia can drain health from either one person or a group of enemies and transfer it over to allies as added health.

Dodge/Mobility/Spring Attack: 7% Dodge, loses no accuracy when attacking someone on while she's moving.

Force of Personality: You have cultivated an unshakable belief in your self-worth. You add your Charisma modifier (instead of your Wisdom modifier) to Will saves.

Favored Enemy: Gained at Ranger level 1, 5, 10. Melethia can choose to specialize in attacking a few subsets of enemies granting bonuses on fighting them. Her Favored Enemies are Undead, Elves, and Lawful Outsiders, and the damage bonus on all of them is +6 before enhancements.

Evasion: Autogained at Rogue Level 2, saving against a Reflex based save means she completely ignores the effect.

Improved Critical: Slashing - Melethia is skilled in the use of slashing weapons and has a better chance of delivering blows to vital areas.

Diehard: Granted by taking three levels in Ranger, Melethia will automatically stabilize when incapicated.

Rapid Shot: Gained through Ranger level 2, it allows Melethia to fire ranged attacks faster.

Bow Strength: Melethia adds her Strength modifier to bow damage. Granted from taking one level in Ranger.

Precise Shot: Melethia's targeted ranged attacks pass through friend and foe alike to strike her target (no damage will be done other than to your target). This feat also grants her the Offensive Ranged Stance Archer's Focus, which lets her deal progressively more damage with ranged attacks while standing still.

-Archer's Focus: While stationary, you gain Archer's Focus: Up to once every 6 seconds, you gain +6% competence bonus to missile damage. This effect can stack up to 5 times (for a total of +30% damage). Moving or using the Manyshot ability clears the stack. The stacks decay at a rate of one per 5 seconds while not attacking.

Improved Wild Empathy: Granted from one level in Ranger, Melethia can charm an animal's or beast. The ranger's wild empathy check result is equal to 1d20 + ranger level + Charisma bonus. A successful Will save (DC equal to wild empathy check result) negates. To use improved wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. She can also use this ability to influence a Magical Beast with an Intelligence score of 1 or 2, but he takes a ?4 penalty on the check.

Manyshot: Granted by taking 6 levels in Ranger, this feat allows Melethia to fire multiple arrows with every bow attack he makes for the next 20 seconds. The number of arrows depend on the character's base attack bonus: +12 means three arrows per attack. 2 minute cooldown in between uses.

Sneak Attack: Gained at Rogue level 1, Melethia can deal additional damage to targets whose attention is focused elsewhere or those that can't see her. For ranged attacks, Melethia has to be within 15 meters to deal sneak attack damage. The amount of damage increases with the amount of Rogue Levels she has or anything else increasing Sneak attack damage.

Immunity to sleep: All elves are naturally immune to all magical sleep effects.

Armor: Elemental Mithril Breastplate [http://imgur.com/zahkL3W]

Trinket: Greater Nimble Trinket [http://imgur.com/eOkwtTI]

Cloak: Cloak of Resistance + 5 [http://imgur.com/1p8jg07]

Belt: Health + 6 Belt [http://imgur.com/bUdg8D3]

Ring One: Ring of the Buccaneer [http://imgur.com/ubA246l]

Gloves: Ogre Power +4 Gauntlets [http://imgur.com/PkQLfXS]

Boots: Surefooted Boots [http://imgur.com/rbGO9Jo]

Ring Two: Dextrous +6 Ring [http://imgur.com/1MEUblV]

Bracers: Nightforge Bracers [http://imgur.com/TzanpFu]

Goggles: Goggles of Perception [http://imgur.com/TE1ervO]

Helm (Stats attached to Trinket for RP appearance purposes): Totemic Lavalier [http://imgur.com/DlwYUkz]

Necklace: Nightforge Gorget [http://imgur.com/GPvWifO]

The Longsword, Nightforge Avenger Blade. [http://imgur.com/FUHLpTp] +5 enchantment increases damage on each hit by 5 points. Notably bypasses Byeshk and Adamantine DR, both reserved for creatures with especially tough hides. Crit Range in Melethia's hands = 15-20/x2

The Longsword Fang of the Thunder Sea. [http://imgur.com/KRW0zKB] +3 enchantment increases damage on each hit by 3 points. Deals an extra 1d6 Electricity damage and 1d8 damage on anything that bleeds. Notably bypasses Good aligned DR. Crit Range in Melethia's hands = 17-20/x2

The Light Mace, Earsplitter. [http://imgur.com/qZLXvYX] +2 enchantment increases damage on each hit by 2 points. Deals an extra 1d6 Sonic Damage on each hit. Immune to Acid and Rust effects, and Melethia can make it emit a blinding flash 3 times per rest. Crit Range = 20/x2

The Warhammer, Thunderclap. [http://imgur.com/mrIRyVZ] +2 enchantment increases damage on each hit by 2 points. Deals an extra 1d6 Sonic Damage on each hit. Immune to Acid and Rust effects, and Melethia can make it emit a blinding flash 3 times per rest. Crit Range = 20/x3

The Longsword, Risia. [http://imgur.com/8MzL0wk] +2 enchantment increases damage on each hit by 2 points. Deals an extra 1d6 frost damage with an extra 1d10 on a crit and 1d8 damage on anything that bleeds. Notably bypasses Byeshk aligned DR. Crit Range in Melethia's hands = 17-20/x2

The Composite Longbow, Banshee. [http://imgur.com/CzCNFBy] +3 enchantment increases damage on each hit by 3 points. Deals an extra 2d6 good damage against all evil creatures and an extra 1d8 against anything that bleeds. Notably bypasses Good DR. Crit Range = 20/x3

The Throwing Dagger, Dusk. [http://imgur.com/n2kZwma] +1 enchantment increases damage on each hit by 1 point. Returns to the thrower. Notably bypasses Byeshk DR. Crit Range = 19-20/x2

The Longsword, Emerald Vengeance. [http://imgur.com/x3FlFZx] +3 enchantment increases damage on each hit by 3 points. Deals an extra 1d6 acid damage and 1d8 damage on anything that bleeds. Crit Range in Melethia's hands = 17-20/x2

The Kukri, Caustic Influence. [http://imgur.com/x8iy6ZN] +3 enchantment increases damage on each hit by 3 points. Deals an extra 1d6 acid damage and 1d8 damage on anything that bleeds. Notably bypasses Byeshk DR, reserved for creatures with especially tough hides. Crit Range in Melethia's hands = 15-20/x2

The Handaxe, Siegebreaker. [http://imgur.com/bs9PSu6] +3 enchantment increases damage on each hit by 3 points. Deals an extra 1d6 acid damage and 1d6 damage on Nongood creatures. Notably bypasses Byeshk and Good DR, reserved for creatures with especially tough hides. Crit Range in Melethia's hands = 19-20/x3

Ranger Tundra Lore III: Your energy resistance versus cold is increased by 6. Stacks with Resist Energy.

Rogue Electric Trap Lore I: Your energy resistance versus Electricity is increased by 2. Stacks with Resist Energy.

Ranger Swamp Lore II: Your energy resistance versus acid is increased by 4. Stacks with Resist Energy.

Rogue Sonic Trap Lore I: Your energy resistance versus sonic is increased by 2. Stacks with Resist Energy.

Ranger Desert Lore II Your energy resistance versus fire is increased by 4. Stacks with Resist Energy.

Rogue Improved Trap Sense I: Grants an extra +2 bonus to saving throws against traps.

Rogue Damage Boost I: Grants +10% to attack damage. Lasts 20 seconds, 5 per rest.

Rogue Skill Boost I: Grants +2 to all skills. Lasts 20 seconds, 5 per rest.

Rogue Haste Boost I: 15% "action" bonus to attack speed. Lasts 20 seconds, 5 per rest

Ranger Prestige: Ranger Tempest I : Your training has greatly improved your ability to fight with two weapons at once, increasing your chance of triggering off-hand attacks by 10% and granting a +2 shield bonus to armor class.

Ranger Favored Damage III: When attacking a favored enemy, you receive a +3 bonus on damage rolls.

Ranger Favored Attack I: When attacking a favored enemy, you receive a +1 bonus to attack.

Ranger Favored Defense I: When attacked by a favored enemy, you receive a +1 bonus on Armor Class.

Ranger Favored Resistance II: When making a saving throw against a spell or effect from a favored enemy, you receive a +2 bonus on saving throws.

Rogue Sneak Attack Accuracy I: +1 bonus to hit with Sneak Attacks.

Rogue Sneak Attack Training I: +3 damage from Sneak Attacks.

[COLOR=c20000]Racial Enhancement: [/COLOR]Racial Toughness II: Grants + 20 additional hit points.

Improved Disable Device I: Grants a +1 bonus to the Disable Device skill.

Improved Open Lock I: Grants a +1 bonus to the Open Lock skill.

[COLOR=c20000]Rogue Wand and Scroll Mastery I: [/COLOR] Grants a 30% increase to the effectiveness of your wands, scrolls and other items that cast spells.

Elven Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow.

Elven Dexterity I: +1 bonus to Dexterity.

Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against enchantments.

[COLOR=c20000]Fighter Toughness I: [/COLOR]Grants + 10 additional hit points.
 

bluecrimson

No soffidx.
Sep 8, 2010
1,697
0
41
Name: Devon

Age: 24

Species: Human

Origin: UnReal Reality

Title: Bard

Alignment: Neutral Good

[color=00c863]"Bowing out just isn't an option for me. There's too much at stake and too many people counting on me to do that!"[/color]

Clothing:
[http://s1226.photobucket.com/user/TajuhDDO/media/ScreenShot00082_zpsf917c674.jpg.html]

Appearance: 5'2", slightly messy light brown hair, dark blue eyes, toned build, lightly tanned skin.

Non-combat Equipment: Electric guitar that doesn't need an amp to produce music, messenger bag containing a cobalt blue laptop that always has a connection to the internet, weathered analog wristwatch.

Personality: Kind and polite, Devon's always willing to help out a friend in need. Her recent training as a bard has given her some of the tools to do so, and she strives to redeem herself for her hand in the destruction of Eberron.

Powers: Author Powers: Summon Ability: Equipment. This is limited to gear that would be found in Eberron or any place associated to Eberron and is limited to Devon's Character level.

Social skills: Note that she is superb at Diplomacy and great at Bluffing with a spell to boost her Bluff sky high. She is excellent at working through social situations and can defuse a good deal of fights even as they're going, possibly converting those fighting to her side.

Injury transfer: Devon can restore someone's health by taking on their injuries. Because of the risk, she's hesitant to do this unless the situation's dire.

Bard abilities: See the Bard abilities spoiler for more.

Wind control: Devon can control the winds around her. After the events of the Dark Tomoya arc, she has focused a bit more on increasing this control to do things like create minor barriers or making her attacks flow faster.

Information High: Every so often, Devon will get glimpses of important information. This does not mean that she'll always know what it means, however.

Weakness: -Sold 50 years of her afterlife to Lucifer for her initial training as a bard, showing poor judgement skills.
- Incredibly guilty about what happened to Eberron, so she's more easily intimidated by those from there.
- Overly trusting-Devon tends to keep a hope of people doing their best unless she's shown directly.
- Devon's spells require time to recharge much like Teri's do, and only one of them is geared to directly harm someone.

Devon was once a normal guy, if a bit lazy and messy. Even a bit blunt at times, although he meant the best for those around him. It all changed when he began writing in AA for something to do on her days off as he integrated an oldtime RP character Slindis into AA. It wouldn't have been a large issue in itself, but Red Mage linked the RP to real life and almost caused him to go into hiding.

Although he was able to move on after the arc finished, it came to a head later on when the other people of AA came over to another worksite she was at. For some unexplained reason, the tiling job consisting of 50+ people had lost everyone else besides him - after the arc where Slender captured him and did unmentionable things, he found that everything that had more than a cursory connection to him had vanished. A good deal of time passed without word from him, but some Google Fu led Devon to Teri's dorm, where he met Ton-Ton among other things.

As the attack by Rogue Angels started, though, Devon went through escapades that eventually led to near death, heading to Heaven to recover her injuries and prepare her body for actual fighting, then a Training From Hell where he met Alashi. Shortly after, he met with the Rising Dawn's crew, where he and her imps have become a mainstay.

Wait... he isn't exactly the proper pronoun to use for Devon at this time. Thanks to machinations from Ageha, Devon's been finding out what it means to be on the wrong side of a curse. This one, in particular, robbed her of her gender. Unfortunately for her, the only way to be rid of it is to sign a contract of Ageha's choosing...

Ring one: Ring of the Silver Concord [http://ddowiki.com/page/File:Ring_of_the_Silver_Concord.png]

Ring Two: Phiarlan's Ring [http://ddowiki.com/page/File:phiarlan%27s_Ring.png] slotted with a Colorless Augment of Sense Motive +7

Cloak: Cloak of the Silver Concord [http://ddowiki.com/page/File:Item_Cloak_of_the_Silver_Concord.jpg]

Bracers: Cliffdiver Luck Charms [http://ddowiki.com/images/Cliffdiver_Luck_Charms.png], slotted with a colorless augment of Constitution +4.

Armor: Tarquin's Plate [http://s1226.photobucket.com/user/TajuhDDO/media/Untitled.jpg.html] - has a Glamer on it instead of the blueshine.

Boots: Kundarak Delving Boots [http://ddowiki.com/page/File:Kundarak_Delving_Boots.jpg]

Necklace: Choker of the Silver Tongue [http://ddowiki.com/page/File:Choker_of_the_Silver_Tongue.png] Slotted with a Colorless Augment of concentration +7

Trinket: Treasure Hunter's Spyglass [http://ddowiki.com/page/Item:Treasure_Hunter%27s_Spyglass_%28Level_8%29%28Tier_3%29]

Gloves: Cesti [http://ddowiki.com/page/File:Cesti.png]

Belt: Cursed Chord of Reprisals [http://ddowiki.com/page/File:Chord_of_Reprisals.png]. slotted with a blue augment of +4 resistance and a colorless augment of Balance +7

Weapon: +3 Screaming Shortshord of Rightneousness [http://s1226.photobucket.com/user/TajuhDDO/media/ScreenShot00058_zpsc5d2c007.jpg.html]

Devon has become a Bard
Devon is currently Level 12

Base Saves/Abilities:

Strength: 14 (+2) +3 [Gloves] = 17
Dexterity: 15 (+2) +4 [Gloves] = 19
Constitution: 14 (+2) +4 [Bracers] = 18
Intelligence: 12 (+1) +4 [Trinket] = 16
Wisdom: 10 (0)
Charisma: 17 (+3) +2 [Tome] +5 [Necklace] = 24

Base attack Bonus: +9/+9/+14/+19

Fortitude : 13 (4 base + 1 luck + 4 Resistance + 4 Con modifier)
Reflex : 17 (8 base + 1 luck + 4 Resistance + 4 Dex modifier)
Will : 20 (8 base + 1 luck + 4 Resistance + 7 Cha Modifier)

Languages known: Common, Infernal.

Bardic Songs per rest: 15 (12 from Bard levels, 3 from Enhancements)

Class Skills

8 per level [6+ 1(Int) + human racial bonus of 1] (barring first level: [(6+1+1) x 4])

[Total for skills] = skill points + Skill modifier + miscellaneous modifiers via feats/synergies/etc

Current Max Ranks 15/7.5 Class skills/Cross Class skills
Balance (Dex*) 19 = +4(stat) +6(ranks) +2 [tumble] +7 [competence]
Bluff (Cha) 33 = +7(stat) +15(ranks) -1 [honest] +10 (competence) +2 (Bard Enhancements)
Concentration (Con) 18 = +4(stat) +7(ranks) +7 [competence]
Diplomacy (Cha) 40 = +7(stat) +15(ranks) +2 [bluff synergy] +1 [honest] +1 [polite] +2 [Sense Motive synergy] +10 (competence) + 2 (Bard Enhancements)
Intimidate (Cha) 19 = +7 (stat) + 10 (Competence) -2 [Polite] +4 (Warchanter)
Jump (Str*) 21 = +3(stat) +6(ranks) +2 [tumble] +10 [Competence]
Knowledge (geography) (Int) 7 = +3(stat) +4(ranks)
Knowledge (history) (Int) 7 = +3(stat) +4(ranks)
Knowledge (planes) (Int) 6 = +3(stat) +3(ranks)
Perform (Guitar) (Cha) 29 = +7(stat) +15(ranks) +7 (competence)
Perform (Dance) (Cha) 29 = +7(stat) +15(ranks) +7 (competence)
Perform (Singing) (Cha) 29 = +7(stat) +15(ranks, copied via Versatile Performer) +7 (competence)
Sense Motive (Wis) 10 = +0(stat) +5(Ranks) +7[Competence] -1 [easygoing] -1 [honest]
Swim (Str**) 17 = +3(stat) +4(ranks) +10 [competence]
Tumble (Dex*) 13 = +4(stat) +7(ranks) +2 [jump]
Use Magic Device (Cha) 24 = +7(stat) +15(ranks) +2 (competence)

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.

Spells
A bard casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice.

Bardic Knack

When making any skill check, you can use 1/2 your bard level (Rounded up) in place of the number of ranks you have in the skill (even if that number is 0).
You can't take 10 on checks when you use bardic knack (to take 10 you have to use your actual ranks). If the skill doesn't allow untrained checks, you must have at least 1 actual rank to attempt the check.

Bardic Knack boost: 6

Bardic Music
Once per day per bard level, a bard can use her song or poetics to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.

Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify.

Fascinate (Sp)
A bard with 3 or more ranks in a Perform skill can use her music or poetics to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to her. The bard must also be able to see the creature.

The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, she can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. Her check result is the DC for each affected creature's Will save against the effect. If a creature?s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level).

While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)
A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for 4 minutes before modifiers from enhancements. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.

At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)
A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use her music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as she or she continues to hear the bard's music. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can?t inspire competence in herself.

Inspire Greatness (Su)

A Bard of 9 level or higher with 12 ranks in a Perform skill can use her poetics or song to inspire greatness in a group. The song gives a +2 competence bonus to attack rolls, a +1 competence bonus to Fortitude saves, and 20 temporary hit points to the group. Duration: 4 minutes before boosts.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character?s bard level). A bard can?t use song of freedom on herself.


As a level 12 human character, Devon currently has 6 feats.
[The first two are from Level 1 (initial feat and bonus from being a human), Level 3, level 6, level 9, and level 12]
Every three levels, 3, 6, 9, etc. Devon will learn a new feat.

Luck of Heroes

Your land is known for producing heroes. Through pluck, determination, and resilience, you survive when no one expects you to come through.

Benefit: You receive a +1 luck bonus on all saving throws and a +1 luck bonus to Armor Class.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.


Improved Cohort [General]

Prerequisite: Leadership (PH) , CHA 15,

Benefit: The maximum level of the cohort you gain from the Leadership feat (see page 106 of the Dungeon Master's Guide) is the same as your character level.

Snowflake Wardance [General]

Prerequisites: Perform (dance) 6 ranks, Bardic music ability

Benefit: By expending a daily use of bardic music, you add your Charisma modifier to your attack and damage rolls with any slashing melee weapon you wield in one hand. This bonus to hit and damage stacks with any bonuses you get from a high Strength score. You cannot use this feat if you are carrying a shield, wearing heavy armor, or carrying a medium or heavy load. A snowflake wardance lasts for a number of rounds equal to your ranks in Perform (dance). Performing a snowflake wardance is physically tiresome ? when the snowflake wardance ends, you become fatigued for the next 10 minutes.

Leadership [General]
Prerequisite: Character level 6th.

Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.

Leadership Score: A character?s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character?s Leadership score, as detailed above.


Devon's leadership score is 19, so she has a Eleventh-level companion (Alashi), one fifth level follower(Flagrun, an Imp), one fourth level follower, and 2 Third-level followers as shown from the chart here. [http://www.d20srd.org/srd/feats.htm#leadership]

Force of Personality [General]

You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower.

Prerequisite: Charisma at least 13

Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves

Versatile Performer [General]

You are skilled at many kinds of performances.

Prerequisite: Perform (any) 5 ranks

Benefit: Pick a number of Perform categories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks you have in any Perform category. You cannot change these categories once you have picked them, but your score in them automatically increases if you later add additional ranks in your highest ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases.

Bard Extra Song III: Three extra songs per rest.

Bard Inspired Attack II: The use of your Inspire Courage ability grants an additional +2 attack bonus.

Bard Inspired Bravery III: The use of your Inspire Courage ability grants an additional +3 bonus to fear saves.

Bard Inspired Damage II: The use of your Inspire Courage ability grants an additional +2 damage bonus.

Bard Lingering Song III: Your beneficial songs last 60% longer than normal.

Bard Song Magic II: Increases Spell Power by 40 when casting positive energy or sonic spell.

Bard Charisma I: Grants a +1 increase to Charisma score.

Bard Warchanter I: Your studies into war have granted you a +2 bonus to your Intimidate skill. Your Inspire Courage song gains an additional +1 to attack rolls, +2 to damage rolls, and +1 to fear saves.

Ironskin Chant: Grants DR 5/- [http://ddowiki.com/page/Damage_Reduction] to all nearby allies for 60 seconds plus 6 seconds per Caster level. Consumes one bardic music.

Bard Warchanter II: Passive Benefit: your further studies into war have granted you another +2 bonus to your Intimidate skill, for a total of +4. You have also grown more resilient, gaining +10 maximum hit points, gain medium armor proficiency (And the ability to cast arcane spells in medium armor without arcane spell failure.)

-Song of Heroism: Expend a use of Bardic Music to give the effects of the Greater Heroism spell to all nearby allies for 1 minute plus 6 seconds per Caster level. As a non-magical effect, this song cannot be removed by dispel magic or antimagic.

Human Improved Recovery I: The benefit you receive from healing spells is increased by 10%.

Human Versatility I: Activate this ability to receive a +2 Action Boost bonus to skills, damage, attack rolls, saves, or armor class.

Improved Bluff II: Grants a +2 bonus to the Bluff skill.

Improved Diplomacy II: Grants a +2 bonus to Diplomacy skill.

Level 0
-Light [http://www.d20srd.org/srd/spells/light.htm]
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

-Prestidigitation [http://www.d20srd.org/srd/spells/prestidigitation.htm]
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

-Detect Magic [http://www.d20srd.org/srd/spells/detectMagic.htm]
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

-Mending [http://www.d20srd.org/srd/spells/mending.htm]
Transmutation
Level: Bard 0
Components: V, S
Casting Time: 1 round
Range: 10 feet
Target: One object of up to 1 lb.
Duration: Instant

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

-Mage Hand [http://www.d20srd.org/srd/spells/mageHand.htm]
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell?s range.

-Message [http://www.d20srd.org/srd/spells/message.htm]
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path?s entire length lies within the spell?s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

-Hideous Laughter [http://www.d20srd.org/srd/spells/hideousLaughter.htm]
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.

A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster?s receives a +4 bonus on its saving throw, because humor doesn't "translate" well.

-Grease [http://www.d20srd.org/srd/spells/grease.htm]
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can?t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item.

-Improvisation [http://dndtools.eu/spells/spell-compendium--86/improvisation--3531/]
Transmutation
Level: Bard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)

You gain access to a floating ?pool? of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.

-Silent Image [http://www.d20srd.org/srd/spells/silentImage.htm]
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

-Tongues [http://www.imarvintpa.com/dndlive/spells.php?ID=3547]
Divination
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Saving Throw: Will negates (harmless)
Duration: 10 min./level (D)

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

-Know Vulnerabilities [http://dndtools.eu/spells/magic-of-faerun--20/know-vulnerabilities--1639/]
Divination
Level: Bard 2, cleric 3, sorcerer/wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

You learn any special qualities, vulnerabilities, and resistances the target creature has. Vulnerabilities include anything that causes the creature more than the normal amount of damage (such as a creature with the cold subtype having vulnerability to fire or a crystalline creature?s susceptibility to the shatter spell). Resistances include any effects that reduce or negate damage the creature takes and immunities to particular attacks. The spell identifies resistances and vulnerabilities granted by spell effects.

-Sonorous Hum [http://dndtools.eu/spells/savage-species--47/sonorous-hum--3206/]
Evocation [Sonic]
Level: Bard 2, cleric 3, sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)

You finish casting this spell, and the area around you is abuzz with a low, droning hum that improves your concentration.

After you cast this spell, the next spell you cast within the duration that requires concentration to maintain is maintained for you until the sonorous hum spell expires. This effect allows you to cast other spells, even another spell that also requires concentration. The sound created by the spell is as loud as a person in armor walking at a slow pace trying not to make noise (normally a DC 5 Listen check to detect). You can end the spell as a free action.

If you take damage, you must still make a Concentration check to maintain the spell.

-Glitterdust [http://www.d20srd.org/srd/spells/glitterdust.htm]
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a -40 penalty on Hide checks

-Major Image [http://www.d20srd.org/srd/spells/majorImage.htm]
Illusion (Figment)
Level: Brd 3, Sor/Wiz 3
Duration: Concentration + 3 rounds

This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.

The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

-Glibness [http://www.d20srd.org/srd/spells/glibness.htm]
Transmutation
Level: Brd 3
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn?t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)

-Cure Serious Wounds [http://www.d20srd.org/srd/spells/cureSeriousWounds.htm]
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).

-Blink [http://www.d20srd.org/srd/spells/blink.htm]
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You 'blink' back and forth between the Material Plane and the Ethereal Plane. You look as though you?re winking in and out of reality very quickly and at random.

Blinking has several effects, as follows.

Physical attacks against you have a 50% miss chance. If the attack is capable of striking ethereal creatures, the miss chance is only 20%.

If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.

Any individually targeted spell has a 50% chance to fail against you while you?re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.

While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.

You take only half damage from falling, since you fall only while you are material.

While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)

Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.

An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.

An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.

Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can?t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

-Dimension Door [http://www.d20srd.org/srd/spells/dimensionDoor.htm]
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)

You instantly transfer yourself from your current location to any other spot within range. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

-Shout [http://www.d20srd.org/srd/spells/shout.htm]
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)

You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.

A shout spell cannot penetrate a silence spell.


-Greater Invisibility [http://www.d20srd.org/srd/spells/invisibilityGreater.htm]
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)

The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle).

[HEADING=3]If you have any questions, please ask! The system my characters were pulled from has a decent amount of documentation involved, so I can explain it fairly easily.[/HEADING]
 

bluecrimson

No soffidx.
Sep 8, 2010
1,697
0
41
Name: Alashi

Age: 21

Species: Half-succubus

Origin: AA

Alignment: Neutral Good with Chaotic tendencies

"Sometimes, showing someone you care involves more than a bit of tough love... and maybe a bit of trickery as well."

Clothing:

Appearance: 5'4", wavy blond hair, dark blue eyes, toned build, lightly tanned skin. Currently wearing a tastefully flattering dress as seen in the picture above, though she also has rich tan wings [http://i.imgur.com/pJHyVkM.jpg] that she occasionally uses.

Personality: A mix of mischievous and stubborn, Alashi nonetheless has a heart of gold and would do whatever she has to to ensure those she cares about are safe - even if they don't like it. For others, she's reasonably trusting although more than ready to put her foot down if a situation's going south.

Powers:

Social skills: Having spent a good deal of time being close to Devon, Alashi's gained some of the talents her close companion has with people. Unfortunately, she never quite became as good at Devon at negotiating with people.

Athletics: Thanks to absorbing a fake Caim's soul early on, Alashi's had time to nurture some of the physical talents of the man in herself. Although she can't quite jump as high as him, she's nonetheless able to move around very easily in a fight.

Cheapo Weapon Wheel: Also gained from the Fake Caim Soul, Alashi gained a version of the weapon wheel for herself. She's placed some kamas and some Halberds in the Wheel, although she's started to gravitate towards a shortspear in fighting.

Flight: Because sometimes walking just isn't enough. She can only carry one or two people at a time, though.

Swordsage abilities: See the Swordsage abilities spoiler for more.

Weakness: - Thanks to her parents Alashi is especially weak to Silver and Cold Iron weapons
- Her connection on AA Earth is tied in with Devon - if Devon dies, Alashi will be banished back to hell? Purgatory? In any case, she'd rather not find out
- Needs weapons if she's to fight; most succubi aren't naturally made for combat, and Alashi's no different.

As the daughter of Lucifer and Ageha and the half-sister of Kurumu 'Heartbreaker' Kurono, Alashi lived a rather comfortable life for someone in hell: plenty of AC, delicious food, powerful parents to stop other demons from attacking her, she had it made. Yet, there was always an off feeling about hell that she couldn't place. She really did put it to the side while living there for most of her life, but meeting with a certain bard while she was in the layer of greed when she went to watch the day's fighting there got her out of hell and exposed her to the crew of the Rising Dawn.

This meeting was the beginning of a good number of shifts for her, as she learned that some of the more cruel pranks were frowned upon by mortals and grudgingly learned to stay away from them with more than a bit of chiding from her Bard. However, she got concerned with the safety of her Bard and left him to try and find out what her dad actually was - although finding out he was an Archangel was just about the last thing that she expected. Getting back to her Bard took a great deal of effort, although she was there to help him at what was then the worst time in her companion's life.

From that point on, she's stuck with her Bard through thick and thin, even forsaking both of her parents when she realized that infighting between them had hurt her now female companion and her next closest friend in Cleric Teri.

Ring one: Arlyn's Ring [http://ddowiki.com/page/File:Arlyn%27s_Ring.png], slotted with a Diamond of Climb + 5.

Ring Two: Seal of the Earth [http://ddowiki.com/page/File:Seal_of_the_Earth.png]

Cloak: Cloak of Troll's Resistance [http://ddowiki.com/page/Item:Cloak_of_Troll%27s_Resistance], slotted with a Topaz of Electric Resist + 15 of and Sapphire of Health +15.

Bracers: Cliffdiver Luck Charms [http://ddowiki.com/images/Cliffdiver_Luck_Charms.png], slotted with a colorless augment of Concentration + 5.

Armor: Nightforge Mesh [http://ddowiki.com/page/File:Nightforge_Mesh.png], slotted with a Diamond of Wisdom + 2 of and a Diamond of Balance + 5.

Boots: Switchblade Shoes [http://ddowiki.com/page/File:Switchblade_Boots.png] slotted with a Diamond of Tumble + 5.

Necklace: Scarf of Warmth [http://ddowiki.com/page/File:Scarf_of_Warmth.png] slotted with a Diamond of Charisma + 2.

Trinket: Penny Whistle [http://ddowiki.com/page/File:penny_Whistle.png], slotted with a Diamond of Sense Motive + 5 and a Topaz of Fire Resist + 15.

Glasses: Glasses of the Inquisition [http://ddowiki.com/page/File:Desc_Goggles_of_the_Inquisition.jpg], slotted with a Diamond of Listen + 5.

Gloves: Rabbit Gloves [http://ddowiki.com/page/File:Item_Rabbit_Gloves.jpg], slotted with a Sapphire of Resistance + 3.

Belt: Lion-headed Belt Buckle [http://ddowiki.com/page/Item:Lion-headed_Belt_Buckle]

Weapon: Gae Bolg [http://ddowiki.com/page/Item:Flint], slotted with a Ruby of Byeshk Damage and a Topaz of Acid Resistance + 15.

Alashi has become a Swordsage
Alashi is currently Level 11

Base Saves/Abilities:

Strength: 18 (+3) +4 (Belt) = 22
Dexterity: 16 (+3 ) +3 (Ring) = 19
Constitution: 12 (+1) +4 (Belt) = 16
Intelligence: 16 (+3) = 16
Wisdom: 16 (+3) +2 (Slot) = 18
Charisma: 20 (+5) +2 (Slot) = 22

The half-succubus template added +2 Strength, +2 Dexterity, +4 Intelligence, +2 Wisdom, and +6 Charisma.

Base attack Bonus: +8/+8/+13/+18

Fortitude : 10 (3 base + 3 Con modifier +1 luck +3 resistance)
Reflex : 15 (7 base + 4 Dex modifier +1 luck +3 resistance)
Will : 17 (7 base + 6 Cha Modifier +1 luck +3 resistance)

Spell Resistance: 21 (Alashi's level +10)

Languages known: Common, Infernal, Celestial

Stances Known: 4

Maneuvers Known: 16

Maneuvers Readied: 8

Energy Resistance: Acid 15, cold 25, electricity 25, fire 5, sonic 10

Initiator Level: 11 (Martial Adept level)

Class Skills

9 per level [6+ 3(Int)] (barring first level: [(6+2) x 4])

[Total for skills] = skill points + Skill modifier + miscellaneous modifiers via feats/synergies/etc

Current Max Ranks 14/7 Class skills/Cross Class skills

Balance (Dex*) 25 = +4(stat) +14(ranks) +2 [tumble] +1 (luck) +5 (Slot) -1 (ACP)
Bluff (Cha) 31 = +6(stat) +14(ranks) +10 (Boots) +1 (luck)
Climb (Str*) 25 = +6(Stat) +14(ranks) +5 (Slot) +1 (luck) -1 (ACP)
Concentration (Con) 23 = +3(stat) +14(ranks) +5 (Slot) +1 (luck)
Listen (Wis) 28 = +4(Stat) +14(stat) +4 (Racial) +5 (Slot) +1 (luck)
Intimidate (Cha) 27 = +6 (stat) + 14 (Ranks) +7 (Glasses) +1 (luck)
Jump (Str*) 31 = +4(stat) +14(ranks) +10 (Wings) +2 [tumble] +1 (luck) -1 (ACP)
Sense Motive (Wis) 24 = +4(stat) +14(Ranks) +5 (Slot) +1 (luck)
Tumble (Dex*) 25 = +4(stat) +14(ranks) +2 [jump] +5 (Slot) +1 (luck) -1 (ACP)



Weapon and Armor Proficiency
As a swordsage, Alashi is proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), and light armor, but not with shields.

Succubus's Kiss (Su)
The effects of a half-succubus's kiss depend on her alignment. If good, she bestows the effects of a heroism spell (caster level equal to her level). Kissing also has the effect of a charm person (or charm monster, if level 6 or greater), but does not count against the half-succubus's uses of the ability for that day (Uses per day are Character level/2)

It has the same save DC as her SLA. The foe does not detect her draining his life away unless he succeeds on the Will save against the charm effect; the half-succubus's attentions are in fact quite pleasurable. Use of this ability is a standard action, but the half-succubus must grapple an unwilling opponent to force her attentions onto her target.

Smite

Once per day, the half-succubus may make a special smite attack against any evil-aligned foe (if good). This smite attack adds her Charisma bonus to the attack roll and her character level to the damage roll.

Razor Nails
The half-succubus's hands, while normally dainty, can shift into vicious claws at will (a free action). Alashi deals 1d6 damage with her claws, and can use them as primary natural weapons - or if fighting with a weapon in one hand, attack with the other as a secondary natural weapon.

Spell-Like Abilities (Sp)
A half-succubus with an Intelligence or Wisdom score of 8 or higher has access to the following spell-like abilities depending on her Hit Dice: Alter Self (unlimited duration) 1/day per 3 HD. Permanent cosmetic alterations on herself or one willing subject 1/month. Charm person 3/day, gains additional use at 6 HD and 1 more every 6 HD after, becomes charm monster at 9th level. At 5th level, gains suggestion 1/day, gaining an additional use at 11th level and 1 more at every 6 levels after. The save DCs are 10 + spell level + Charisma modifier.

Wings (Ex)
The half-succubus's wings aid her jumps and grant a +10 bonus on Jump checks. In addition, when the half-succubus reaches 6 HD, she gains a fly speed equal to her base speed with average maneuverability. She can't fly while carrying a medium or heavy load or while fatigued or exhausted. Flight is as strenuous for the half-succubus as running, and she cannot take the run action while flying.

Maneuvers
You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.

Once you know a maneuver, you must ready it before you can use it. A maneuver usable by swordsages is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest- level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Damage Reduction(Su)

Thanks to her Half-succubus heritage, Alashi can shrug off some damage that's not from Cold Iron, Silver, or Magical weapons

Stances Known

Alashi has knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

AC Bonus

Starting at 2nd level, you can add your Wisdom modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.

Discipline Focus (Ex)
As a swordsage, you can focus your training to take advantage of each discipline's fighting style. Each time you gain the discipline focus ability, select one of the six swordsage disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.

Weapon Focus (Diamond Mind): At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.

Insightful Strikes(Diamond Mind): At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline.

Defensive Stance(Diamond Mind): At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline.

Quick to Act (Ex)
When a fight starts, Alashi's a good deal faster at starting the attack.

Evasion (Ex)
If Alashi makes a successful Reflex saving throw against an attack that normally deals damage on a successful save, she instead takes no damage. Evasion can be used only if Alashi is wearing light armor or no armor. If Alashi is helpless, she does not gain the benefit of evasion.


As a level 11 half-succubus, Alashi currently has 4 feats.
[The first is from Level 1 (initial feat), Level 3, level 6, and level 9]
Every three levels, 3, 6, 9, etc. Alashi will learn a new feat.

Skill Knowledge [General]

Benefit: Choose any two skills from one of your current classes' skill list. You now know these skills as class skills. Instead of choosing two class skills, you may choose one cross-class skill (whether you already know it or not) and learn it, treating it as a class skill from that point forward.


Force of Personality [General]

You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower.

Prerequisite: Charisma at least 13

Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves


Adaptive Style

Prerequisite: Dex 13.

Benefit: You can change your readied maneuvers at any time by taking a full-round action. Doing so refreshes the maneuvers chosen.


Blade Meditation - Diamond Mind [General]

Prerequisite: Concentration 1 ranks, Base attack bonus +4, one maneuver from any discipline.

Benefits: When you take this feat, choose a discipline. You gain a +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline's key skill. The save DCs of any maneuvers that you perform from the chosen discipline are increased by I, if they have a save DC.

Weapons and skill associated with Diamond Mind: Rapier, shortspear, trident, bastard sword (katana); Concentration.

Stance of Clarity

Level 1 Diamond Mind Stance

Benefits: By focusing intently on one enemy, Alashi can gain a bonus to her defenses against the one person. Any other enemies in her area have a slightly better chance of hitting her due to the overfocus, though.

Flame's Blessing

Level 1 Desert Wind Stance

Benefits: While in this stance, Alashi gains some resistance to Fire. With 14 ranks in Tumble, she gains 20 points of fire resistance.


Pearl of Black Doubt

Level 3 Diamond Mind Stance

Benefits: The more Alashi is missed in melee, the harder she becomes to hit.


Hearing the Air

Level 5 Diamond Mind Stance

Benefits: By focusing intently on the area, Alashi gains an amount of blindsense within a 30 foot radius (10 meter) and a bonus to hearing things, making it rather hard to sneak on her.

1. Moment of Perfect Mind

Level 1 Diamond Mind Counter

Benefits: When Alashi would be forced to use her force of will to resist something, she can instead use her Concentration to resist it.

2. Sapphire Nightmare Blade

Level 1 Diamond Mind Strike

Benefits: Using her concentration, Alashi is able to connect attacks where they normally wouldn't connect. In addition, if the opponent is caught unaware when she makes the attack, she deals a small amount of extra damage.

3. Mighty Throw

Level 1 Setting Sun Strike

Benefits: Alashi can grab an enemy and throw them ten feet away.

4. Sudden Leap

Level 1 Tiger Claw Boost

Benefits: Alashi can suddenly leap to another area for better positioning with a good chance of passing unchecked.

5. Burning Blade

Level 1 Desert Wind Strike

Benefits: For the duration of one post, all of Alashi's attacks gain extra fire damage that increases with her level.

6. Clinging Shadow Strike

Level 1 Shadow Hand Strike

Benefits: Alashi delivers an attack that deals extra damage and has a chance to hinder an opponent's vision for a post.

7. Shadow Blade Technique

Level 1 Shadow Hand Strike

Benefits: Alashi is able to make an ethereal copy of her weapon and attempt to strike an opponent with both it and her actual weapon. If it connects, it deals extra cold damage.

8. Claw at the Moon

Level 2 Tiger Claw Strike

Benefits: As part of this maneuver, you attempt a Jump check to leap into the air and make a melee attack that targets your foe?s upper body, face, and neck. The Jump check?s DC is equal to your target?s AC. If this check succeeds, your attack deals an extra 2d6 points of damage. If this attack threatens a critical hit, you gain a +4 bonus on your roll to confirm the critical hit.

9. Emerald Razor

Level 2 Diamond Mind Strike

Benefits: As part of this maneuver, make a single melee attack against an opponent. This is a touch attack rather than a standard melee attack, making armor useless against the attack. If you hit, you deal normal melee damage

10. Mind Over Body

Level 3 Diamond Mind Counter

Benefits: You can use this maneuver any time you would be required to make a Fortitude save. Make a Concentration check instead of the Fortitude save and use the result of that check to determine the save?s success. You must use this maneuver before you attempt the Fortitude save. A result of a natural 1 on your Concentration check is not an automatic failure.

11. Cloak of Deception

Level 2 Shadow Hand Boost

Benefits: When you initiate this maneuver, you turn invisible, as the greater invisibility spell. You remain invisible until the end of your current turn.

12. Death from Above

Level 4 Tiger Claw Strike

Benefits: To use this maneuver, you must be adjacent to a foe. As part of this maneuver, you attempt a DC 20 Jump check. If this check succeeds, you can make a single melee attack against an opponent that you were adjacent to when you began this maneuver. This attack occurs in the air as you soar over your opponent, also as part of the maneuver. Your attack deals an extra 4d6 points of damage, and your opponent is considered flat-footed against this attack. You then land in any square adjacent to the target of this attack, though no more than 20 feet away from your starting position.

13. Ruby Nightmare Blade

Level 4 Diamond Mind Strike

Benefits: You attempt a Concentration check as part of this maneuver, using the target creature?s AC as the DC of the check. You then make a single melee attack against your target. This attack is also made as part of this maneuver. If your Concentration check succeeds, this melee attack deals double normal melee damage. If your check fails, your attack is made with a ?2 penalty and deals only normal melee damage

14. Pouncing Charge

Level 5 Tiger Claw Strike

Benefits: With a ferocious howl, you throw yourself into combat. You move with such speed and ferocity that when you reach your enemy, you unleash a blistering flurry of slashes, cuts, and hacks.

As part of initiating this maneuver, you make a charge attack. Instead of making a single attack at the end of your charge, you can make a full attack. The bonus on your attack roll for making a charge attack applies to all your attack rolls.

15. Disrupting Blow

Level 5 Diamond Mind Strike

Benefits: With a combination of brute force, keen timing, and exacting aim, you force your opponent into an awkward position that ruins his next action.

As part of this maneuver, you make a melee attack. If this attack hits, your target takes normal melee damage and must make a Will save (DC 15 + your Str modifier) or be unable to take any actions for 1 round. The target does not suffer any other drawbacks or penalties. He can still make attacks of opportunity but is unable to take immediate actions until his next turn.

16. Ballista Throw

Level 6 Setting Sun Strike

Benefits: As part of this maneuver, you must succeed on a melee touch attack against your foe. You can then make a trip attempt against your enemy. You gain a +4 bonus on the ability check.
If you succeed in tripping your foe, you throw him in a 60-foot line. The target and all creatures in this area take 6d6 points of damage. The thrown creature lands prone at the end of this line.
 

bluecrimson

No soffidx.
Sep 8, 2010
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[HEADING=3]If you have any questions, please ask! The system my characters were pulled from has a decent amount of documentation involved, so I can explain it fairly easily.[/HEADING]



Slindis is a fair-skinned (Well,for a drow) drow standing at 5'4" with vivid crimson hair that is oddly natural considering most drow have silver locks. Due to her loose robes it's hard to discern exactly how fit she is, but the fluidity of her movements mirror her calm face and her even tone.

Slindis is a rather disciplined and calmly confident woman that does her best to provide a sense of serenity and stability for a chunk of the Rising dawn. As such, it would be alarming to hear this woman say even the most minor vulgarities and she's easily found tending to the various injuries that others end up accruing with a practiced ease.

In a fight, though, her serene appearance and attitude is eerily mirrored by the rather fluid style of martial arts; as she flows around her enemies, her precise punches and powerful kicks demonstrate how she's earned her place on the ship.

Level 21 Lawful Good Drow Female
(12 Paladin \ 2 Fighter \ 6 Monk \ 1 Grandmaster of Flowers)

Height= 5'1"

Hit Points: 569
Spell Points: 266
Ki [http://ddowiki.com/page/Ki]: 195
Base Attack Bonus (Basically, how accurate she is.): 19/19/24/29/29 uncentered, 21/21/26/31/31 when centered.

Stats = average Joe Schmoe sits around 10-12.

Strength: 23 base +7 (Item) +4 (Improved Defensive Stance) +1 (Grandmaster of Flowers) = 35
Dexterity: 18 base +5 (Item) +1 (Grandmaster of Flowers] = 24
Constitution: 15 base +6 (Item) +2 (Insightful bonus from item) + 4 (Improved Defensive Stance) +1 (Grandmaster of Flowers) = 28
Intelligence: 14 base = 14
Wisdom: 15 base +6 (Item) +1 (Monk Class Enhancement) +1 (Grandmaster of Flowers) = 23
Charisma: 17 base +4 (Item) +1 (Paladin Class Enhancement = 22

Fortitude (saves against poison or physical ailments, aided by Con): 45 (16 base + 8 Constitution + 6 Charisma from Divine Grace feat + 14 Enchanted)
Reflex (saves regarding speed and dexterity, aided by Dex): 36 (9 Base + 7 Dexterity + 6 Charisma from Divine Grace + 14 Enchanted)
Will (Saves against attacks on the mind, aided by Wis): 35 (9 Base + 6 Wisdom + 6 Charisma from Divine Grace + 14 Enchanted)

Armor Class [How hard it is to hit her]:52 (10 base + 6 Dex + 6 Wisdom + 6 Armor + 5 Natural Armor + 4 Deflection + 5 Paladin aura + 6 Centered + 4 Insight)

Dodge Chance: 20% (7% from feats, 1% and 3% from items, 6% from monk level 6, 3% from Grandmaster of Flowers) [Chance for her to flat out avoid an attack before Armor Class kicks in.]
Spell Resistance: 32 (Drow level 21 giving her 31 spell resistance, 1 stacking from Grandmaster of Flowers) = Extremely resistant to spells

Lay on Hands per rest: 4, total healing of 186 HP per use. (CHA Bonus [6]* (10+Character Level level [21]=31))
Turn Undead attempts per rest: 3 + 6 from Charisma + 3 from Enhancements for 12 per rest.
Smite Evil Uses per rest: 6, and each smite can get the extra strike from Two Weapon fighting.

Due to her focus in close to mid range combat, her long-range capabilities are fairly limited. She also has to remain centered for much of her monk abilities, which means her selection of weapons and armor is actually rather limited.


Basic/Improved/Greater Two-Weapon Fighting: 80% chance to produce an offhand attack for every normal attack. Unarmed fighting always produces an offhand attack, so Slin has an 80% chance to throw another attack in on top of the original two.

Aberrant Dragonmark: Every 4 rounds, Slindis can produce either a Solid Fog effect or a Grease effect at a caster level equal to to her character level.

Dodge/Mobility/Spring Attack: 7% Dodge, loses no accuracy when attacking someone on the run

Combat Expertise: Lose some accuracy to fight more defensively.

Combat Reflexes: Rapidly respond to those attacking her with counterattacks of her own.

Improved Trip: Exactly what it says on the Tin.

Evasion: Autogained at Monk Level 2, saving against a Reflex based save means she completely ignores the effect.

Hand of the Light: Slindis' character level counts as her Paladin Level for all effects.

Drow Spell Resistance: As a Drow, Slindis naturally gets a Spell Resistance of 10 + her Character level, effectively giving her a 50% chance to ignore non-damaging effects from Hold Person up to Finger of Death. More experienced spellcasters will usually invest in Spell Penetration feats to get past the Spell Resistance, but Lower level casters have an even harder time bypassing the Spell Resistance.

Improved Critical: Unarmed - Slindis is skilled in unarmed fighting and has a better chance of delivering blows to vital areas.

Divine Grace: As a level 2 Paladin, Slindis has a boost to her saves based on her Charisma modifier.

Divine Health: As a level 3 Paladin, Slindis is immune to all diseases, no matter the source.

Aura of Courage and Good: A paladin's aura of good gives a +1 bonus to AC and saving throws to all allies within range, and their aura of courage gives a +4 bonus to saves versus fear. In addition, Slin's aura has been improved. Refer to the Paladin Aura enhancements for details.

Fear Immunity: As a Paladin, Slindis is immune to all fear effects.

Improved Unarmed Strike: While centered (unarmored, unencumbered, and wielding monk weapons), Slin's fists and feet are lethal weapons. Their current Base Damage before anything else is 2d8, or Stronger than a two-handed maul.

Ki Strike - Magic: As a level 4 monk, all of your unarmed melee attacks are empowered with ki and are considered magical for damage reduction purposes.

Fast movement: A Monk gains a cumulative 5% bonus to run speed for every three Monk levels, so Slindis has a 10% bonus to run speed. This bonus stacks with other run speed bonuses.

Immunity to sleep: All elves are naturally immune to all magical sleep effects.

Smite Evil: six times per rest period, Slindis may attempt to Smite evil with one normal melee attack. For details on the smite Slindis will be using, refer to Exalted Smite under the Paladin Special Attacks spoiler tag.

Handwraps: Turbulent Wraps [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00039_zpsf9c38d0f.jpg]

Outfit: +4 Windswept outfit of Alertness [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00032-1_zpsf3fe6270.jpg]

Trinket: Greater Nimble Trinket [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00006-1_zps1ba7bbf0.jpg]

Cloak: Charismatic + 4 Cloak of Resistance + 5 [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00007_zps66866dee.jpg]

Belt: Health + 6 Belt of Light Fortification [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00008_zps01ce565b.jpg]

Ring One: Wise + 5 Ring of Natural Armor + 5 [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00009_zps104976fc.jpg]

Gloves: Purple DragonSilver Flame Gloves [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00033-1_zpsa3ab9f9a.jpg]

Boots: Striding (+30%) boots of Swimming + 3 [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00011_zps4d3899b1.jpg]

Ring Two: Ring of the Buccaneer [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00012_zps26dbfd94.jpg]

Bracers: Armored + 6 Bracers of Greater Parrying [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00013_zps7fa2cef3.jpg]

Goggles: Blindness Ward Goggles of Battle Skill [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00015-1_zps5730b886.jpg]

Helm (Stats attached to Trinket for RP appearance purposes): Minos Legens [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00016-1_zpsd5fae393.jpg]

Necklace: Wise + 6 Necklace of Protection + 4 [http://i1226.photobucket.com/albums/ee403/TajuhDDO/ScreenShot00017_zpsdbc9ddae.jpg]

[COLOR=c20000]Ki Strike: [/COLOR]Fists of Iron: Expend 5 Ki to attack with +1 crit multiplier.

[COLOR=c20000]Ki Strike: [/COLOR]Void Strike I: Expend 5 Ki to deal additional d4 Force damage with an attack.

[COLOR=c20000]Ki Strike: [/COLOR]Winter's Touch: For the next 5 rounds any cold attacks on an attacked opponent deal 10% more damage. Uses 5 Ki.

[COLOR=c20000]Ki Strike: [/COLOR]Flowing Water Strike: You strike an opponent, backed with the power of the sea. Your attack will deal 2d6 additional cold damage.

[COLOR=c20000]Ki Strike: [/COLOR]Storm Strike: You strike an opponent, backed with the power of lightning. Your attack will deal 2d6 additional lightning damage at the cost of 5 Ki.

[COLOR=c20000]Ki Strike: [/COLOR]Strike of the Enduring: You strike an opponent, backed with the strength of the earth. Your attack deals 8 additional damage at the cost of 5 Ki.

[COLOR=c20000]Ki Strike: [/COLOR]Fires of Purity: You strike an opponent, backed with the power of flame. Your attack will deal 2d6 additional fire damage at the cost of 5 Ki.

[COLOR=c20000]Grandmaster of Flowers Strike: [/COLOR]Lily Petal: Project a bolt dealing 80-120 + 8-12 dmg per character level to one target. Costs 10 Ki.

[COLOR=c20000]Monk Stance: [/COLOR]Adept of Wind: The relentless storm focuses on movement and speed. Wind Stance grants +2 Dexterity, a 10% Enhancement bonus to melee and thrown attack speed, and grants a 5% chance to doublestrike with melee weapons, at the cost of -2 Constitution.

[COLOR=c20000]Monk Stance: [/COLOR]Adept of Rock: The unyielding mountain stance focuses on endurance and defense. Mountain Stance grants +2 Constitution, a 10% boost to AC, 8 physical resistance, and a +40% Insight bonus to melee threat generation, at the cost of -2 Dexterity and -10% movement speed. While in Mountain Stance, you gain 'Get Hit Effect: Gain 1 ki.'

[COLOR=c20000]Monk Stance: [/COLOR]Adept of Flame: The consuming flame focuses on an aggressive offense. Sun Stance grants +2 Strength at a cost of -2 Wisdom. While in Sun Stance you gain 'Hit Effect: Gain 1 ki.' and 'Critical Effect: Gain 3 ki.'

[COLOR=c20000]Monk Stance: [/COLOR]Adept of Rain: The eternal ocean focuses on redirection and the supernatural. Ocean Stance grants +2 Wisdom, +2% dodge, and +3 to all Saving Throws at a cost of -2 Strength.

[COLOR=c20000]Monk Prestige: [/COLOR]Monk Ninja Spy I: +2 Balance, Hide, Move Silently, +1d6 sneak attack, +1 passive Ki regen when sneaking.

[COLOR=c20000]Monk Prestige: [/COLOR]Monk Ninja Spy I Shadow Fade: You focus your Ki and draw shadows around you, becoming invisible and partially insubstantial. 25% miss chance due to incorporeality (stacks with Concealment). Counts as a dark move, costs 15 Ki.

[COLOR=c20000]Monk Philosophy: [/COLOR]Way of the Patient Tortoise I: +1 Concentration, +5 HP

[COLOR=c20000]Action Boost: [/COLOR]Paladin Armor Class Boost I: +5 boost to AC for a short amount of time, making Slin harder to hit.

[COLOR=c20000]Paladin Aura: [/COLOR]Paladin Courage of Good II: Your aura of courage provides an additional +4 bonus to saving throws against fear.

[COLOR=c20000]Paladin Aura: [/COLOR]Paladin Bulwark of Good III: Your aura of good provides an additional +3 Armor Class bonus.

[COLOR=c20000]Paladin Aura: [/COLOR]Paladin Focus of Good III: Your aura of good provides a +9 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.

[COLOR=c20000]Paladin Aura: [/COLOR]Paladin Resistance of Good III: Your aura of good provides a +3 bonus to all saving throws.

[COLOR=c20000]Paladin Prestige: [/COLOR]Paladin Defender of Siberys I: Protecting the weak from the depredations of the strong, you become a paragon of defense. This prestige enhancement grants you 2 additional Turn attempts.

[COLOR=c20000]Paladin Prestige: [/COLOR]Defender of Siberys I: Magic Circle Against Evil: You may expend a turn attempt to produce a Magic Circle against Evil effect on you and all allies within the circle. This effect grants a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from evil creatures. Targets are also warded from magic mental control and compulsions. Duration: 12 minutes.

[COLOR=c20000]Paladin Prestige: [/COLOR]Paladin Defender of Siberys II: This prestige enhancement grants you an additional Lay on Hands use per rest.

[COLOR=c20000]Paladin Prestige: [/COLOR]Defender of Siberys II: Improved Defensive Stance: You may expend a Paladin armor boost to become a bastion of defense, gaining a +4 Sacred bonus to Strength and Constitution, +15% maximum hit points, a +2 Sacred bonus on all saves, and a 20% bonus to Armor Class from armors and shields. While in this stance, you move 10% slower.

[COLOR=c20000]Paladin Prestige: [/COLOR]Defender of Siberys II: Mass Shield of Faith: You may expend a turn attempt to produce a Mass Shield of Faith effect. This casts Shield of Faith on you and any allies within the area of effect. This spell helps you to avert attacks, giving a +4 deflection bonus to AC for 12 minutes at Caster Level 12.

[COLOR=c20000]Paladin strikes: [/COLOR]Paladin Divine Sacrifice II: This attack deals an additional 7d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful.

[COLOR=c20000]Paladin Strikes: [/COLOR]Paladin Exalted Smite II: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, a damage bonus of [(paladin level x3) +7], and +1 to your weapon's critical threat range and damage multiplier. Uses smites per day.

[COLOR=c20000]Racial Enhancement: [/COLOR]Racial Toughness II: Grants + 20 additional hit points.

[COLOR=c20000]Racial Enhancement: [/COLOR]Improved Jump II: Grants a +2 bonus to the Jump skill.

[COLOR=c20000]Racial Enhancement: [/COLOR]Improved Tumble II: Grants a +2 bonus to the Tumble skill.

[COLOR=c20000]Paladin ability booster: [/COLOR]Paladin Extra Lay on Hands II: You can call on your lay on hands ability 2 additional time per rest.

[COLOR=c20000]Paladin ability booster: [/COLOR]Paladin Extra Smite Evil III: You gain the ability to Smite Evil three additional times between each rest.

[COLOR=c20000]Paladin ability booster: [/COLOR]Paladin Extra Turning I: You gain 1 additional turn undead attempt per rest.

[COLOR=c20000]Class Enhancement: [/COLOR]Paladin Charisma I: Grants a +1 increase to your Charisma score.

[COLOR=c20000]Class Enhancement: [/COLOR]Monk Wisdom I: Grants a +1 increase to your Wisdom score.

[COLOR=c20000]Class Enhancement: [/COLOR]Paladin Toughness II: Grants + 20 additional hit points.

[COLOR=c20000]Turn Undead ability: [/COLOR]Paladin Divine Might II: Activate this ability to gain a +4 Sacred bonus to damage for one minute. Consumes a use of your turn undead ability.

[color=c20000]Inner Focus: [/color](Cooldown 3 mins) Instantly restore 25-125 Ki. Passive Bonus: You gain +10 maximum ki and +1 stacking spell resistance, and an additional +10 maximum ki and +1 stacking spell resistance for each level of Grandmaster of Flowers you have (so that should be +10ki, +1 SR).

[color=c20000]Centered Mind:[/color] Grants the Slippery Mind feat, allowing an extra saving throw versus enchantments. Also gain +1 to the DC of your tactical feats.

[color=c20000]Perfect Balance:[/color] Passive Bonus: +6 to Balance, Jump and Tumble and 3% Dodge.

[color=c20000]Enlightenment: [/color] Passive Bonus: +45 Ki and +6 Concentration. Gain +1 passive ki regeneration. +1 to Strength, Dexterity, Constitution, Wisdom.

[color=c20000]A Dance of Flowers:[/color] Passive Bonus: Unarmed Damage Die is increased by to 2d8

[color=c20000]Everything is Nothing:[/color] Slindis slams the ground with her fist to create massive shockwaves, paralyzing enemies in a wide radius for 6 seconds and dealing 1000 points of damage. Extremely strong willed enemies can reduce the frozen time period, but they still take the damage. Cost: 50 Ki.

 

Texas Joker 52

All hail the Pun Meister!
Jun 25, 2011
1,285
0
0
Main Characters Part II

Name and Number: Clydesdale, Bonnie: Convict #7660103-B51 (Psychiatrist's Note: Never refer to subject by given name.)

Known Aliases: B.C., Betty Carter, Bethany Connors, Bombshell Carrie.

Race: Human

Age: 27 Standard Terran Years

Gender: Female

Convict #7660103-B51, otherwise known as Bonnie Clydesdale or "B.C." as she prefers to call herself, is nothing short of a criminal psychopath, one that exhibits signs of kleptomania and an aversion to any and all forms of authority. The subject is also a compulsive liar, prone to elaborate and creative lies. "B.C." has shown that she is an intelligent individual that can both act with a certain level of civility when it suits her. While she seems able to empathize with others to some extent, as well as the ability to know the difference between what is both morally right or wrong, or what is ethical/unethical, she appears to disregard that on a whim.

After several sessions with the subject, as well as reviewing her case files and the accounts of her crimes (Which are myriad), I have come to the conclusion that her motives, regardless of the crime in question, ultimately come down to one thing: She was bored. The pattern is clearly there. Whenever boredom sets in, she decides to entertain herself with a twisted, criminal creativity, as shown by her long, laundry list of convictions. The fact that I had no idea one could "Conspire with Pigeons" in the first place, much less have it turn out so horribly attests to that. Ultimately, she has shown little remorse for anything she has done, be it murder, destruction of property, theft, etc.

She has little in the way of inhibitions or any form of personal modesty, though sex doesn't seem to be of particular interest to her from what I can tell. Any of her outrageous attempts at flirting seem to tie back to the same reasons behind her crimes, to entertain herself by garnering some kind of reaction. If it weren't for her ingrained criminal tendencies, I would almost say that she could be a model citizen, if rather free-spirited.

Bonnie Clydesdale, AKA B.C., stands at just above average height for a human female with fair skin and a rather curvy athletes build. Her hair is a dirty blonde, styled in waves that stop at her shoulder-blades in length, usually tied back into a tail, with one wave of hair that lays to the right side of her narrow face, partially covering her right eye. Facial features consist of prominent cheekbones, small upturned nose, pointed chin, thick lips, and a small beauty mark just below the outer corner of her left eye. Her eyes are wide and heavy-lidded, and appear to have artificial heterochromia: While her left eye retains it's natural shade of a pale green, the right is a bright, almost neon pink.

She has been recently spotted wearing the loosely-fitted bright orange prisoner jumpsuit that she was originally incarcerated in, zipped down to just below her belly button, revealing a green bikini top with a hot pink star emblazoned over the right breast, as well as wearing a pair of heavy combat boots with armored dark gray shin guards, likely stolen from a prison guard.

After her escape, B.C. has once again changed her appearance to evade authorities. While her physical build and skin tone are largely the same, her once-blonde hair is now dyed a pitch black and straightened, reaching the small of her back, with blunted bangs that stop just above her eyes, and her left eye is now covered by a pink contact lens that is only slightly off compared to her right eye.

She was last spotted wearing a black halter-top that stops just above her midriff, a cropped hot-pink synthetic leather jacket, and black leather gloves and pants. However, she is still wearing the same guard-issue combat boots and shin guards, though heavily polished.

"Beamer" Pistol: The latest in government-issue weaponry, the Confederate Handheld Charged Particle Pistol, or "Beamer" as it is more colloquially known by military and police forces alike, is a moderately powerful energy sidearm capable or piercing most forms of non-reflective physical armor*. Made with reliability in mind, the "Beamer" comes with a built-in miniaturized, high-output reactor, giving it effectively unlimited ammunition** with only a slight tendency to overheat given extended firing times.

With pinpoint accuracy in a compact, comfortable package with the Confederacy's iconic red paint job, the Confederacy's police and military forces can stop the bad guy's in style!

[small]* Reflective armor is capable of bouncing beam at dangerous angles, use with caution against shiny surfaces.

** Total shot count with internal reactor not actually infinite. If fired continuously, reactor will last for approx. 376 Terran years.[/small]

Dual MP7 SMGs: Stolen from the latest prison to try and fail to hold her, both Heckler & Koch MP7 Submachine Guns come standard with 40 round magazines and are capable of fully-automatic fire, suitable for laying down either suppressive fire or if used responsibly, accurate bursts of 9mm rounds. While effective against unarmored targets up to a medium range, it is wholly unsuitable against armored or long-range targets.

"Armageddon" Fragmentation Grenade Belts: The "Armageddon" Frag Grenade Belts, stolen alongside the MP7 SMGs, are usually given to either combat demolition crews, grenadiers or other military specialists that find they have a need for a copious amount of grenades while on-mission and/or need to destroy a hard target on short notice. The grenade belts come with a full ten grenades each, which can either be detached and thrown independently, or all ten can be "armed" as an improvised bomb, comparable to a modern demo charge unless any of the grenades have been used independently.

Bod-Mods: Bod-Mods are dangerous, and usually experimental, black market modification to one's body, occasionally on the genetic level, most often done by an unlicensed surgeon and physician. The effects can vary in effectiveness and purpose, and depending on the mod can either be purely internal, or have external modifiers as well.

All Bod-Mods are both highly illegal and present serious long- and short-term health concerns depending on the mod and the subject in question. Possession of one or more Bod-Mods is punishable by Confederacy Court.

C0N70R7-HF Bod-Mod: The C0N70R7-HF mod is meant to give the modified subject in question extremely heightened physical flexibility and agility, akin to an old Terran Contortionist. Only compatible for certain species, the HF version of the bod-mod is meant for homo-sapiens.

Potential health concerns include: Trying to fit into too-small spaces, broken bones while attempting to contort too far, and Human Pretzel Syndrome.

D34D-3Y3-HF Bod-Mod: The D34D-3y3-HF mod is designed to give enhanced awareness to the subject by modifying one or multiple eyes to see in a broader spectrum than would be natural for the subject in question, to see from a greater distance, as well as generally see in much greater clarity. The HF version of the bod-mod is meant for homo-sapiens and allows the subject to see in both the ultraviolet and infrared spectrums. Various colors are available at greater cost.

Potential health concerns include: Chronic migraines, sensitivity to light and public ridicule.

CUNN1NG-L1NGU4L-HF Bod-Mod: The CUNN1NG-L1NGU4L-HF mod is used to give various species a wider range to any and all kinds of vocal organs a wider range of vocalizations, as well as modifying the ear and the speech-center of the brain to make it easier to speak and hear a wide variety of different languages. As a side-effect, some species are capable of impersonating others of different races or even different genders. The HF version of the bod-mod is meant for homo-sapiens and allows the ability to speak most old Terran languages as well as most Confederate Species' languages, and gives the ability to modulate one's voice to sound like various races and genders given practice.

Potential health concerns include: Dry, itchy throat, excessive ear wax, deafness, inability to speak and diplomatic incidents.

Above-Average Weapon Proficiency: Bonnie Clydesdale is known for being reasonably proficient in most kinds of weaponry, whether they happen to be energy or ballistic arms, ranging from rifles and pistols to even explosives and knives. However, she is nowhere near proficient enough to be accurate with firearms at long ranges, seeming to be more specialized in short to medium range engagements. She has also been known to use improvised weapons with surprising effectiveness.

Analog and Electronic Infiltration: Due to various criminal activities that have involved breaking into or out of various secured locations, Bonnie Clydesdale has shown a surprising proficiency in both bypassing electronic locks and alarms of various types, but is also capable of old-fashioned lock-picking given some basic equipment.

Pick-pocketing: As to be expected of a criminal psychopath and kleptomaniac, Bonnie Clydesdale has shown to be an above-average pickpocket, able to steal valuables or other items that may interest her off of another person without being noticed by any but particularly perceptive individuals.

Acrobatic and Contortionist Abilities: Due to the C0N70R7-HF Bod-Mod, Bonnie Clydesdale is capable of impressive acrobatic feats as well as contorting her own body to an alarming extent, making her both extremely flexible and agile.

High-Clarity Ultraviolet and Infrared Vision: With the D34D-3y3-HF Bod-Mod, Bonnie Clydesdale is able to see perfectly in both Ultraviolet and Infrared to a surprisingly long-distance, and is able to pick out minute details because of it.

Vocal Impersonations and Multiple Languages: Thanks to the CUNN1NG-L1NGU4L-HF Bod-Mod, Bonnie Clydesdale is able to impersonate a wide range of voices, from male to female or even those of other species, and is able to speak a variety of Confederate Langagues as well as several Terran Languages, such as Japanese, German, French, Italian, Russian, and multiple Chinese Dialects.

Irrational Violent Anger Regarding Her Birth Name: Whenever referred to by her given name, Bonnie Clydesdale has been known to react with violent, often explosive, bouts of anger, usually directed at whomever is responsible for the perceived slight. The results are often fatal.

Disregard for Authority: Being something of a self-proclaimed anarchist, Bonnie Clydesdale is extremely averse to listening to anyone in a position of authority, especially if they appear to believe that they are in a position of authority over her, regardless of whether or not they actually are. As such, she has a tendency to act against authority figures for any number of reasons in a variety of ways ranging from doing the opposite of what they requested/ordered, playing potentially dangerous pranks on them, or simply neglecting to listen to them.

Boredom: Given her criminal history and the accounts that she has given regarding said history, Bonnie Clydesdale's biggest weakness is just being bored. To her, boredom is unacceptable and must be alleviated in any possible way, and she has shown a tendency of alleviating her boredom with criminal acts, from thievery to destruction of property, and she has no qualms against committing said acts against friend or foe alike. As the old Terran saying goes, "Idle hands are the Devil's workshop.", and a bored Bonnie Clydesdale may as well be the Devil's mass-production factory.

Average Human Strength and Durability: While the C0N70R7-HF Bod-Mod gives Bonnie Clydesdale enhanced agility and flexibility, her physical strength is completely unmodified, and she is just as vulnerable as any other human woman to gunshots, lasers, knives, magic, etc.

Sensitivity to Light: As a side effect of the D34D-3y3-HF Bod-Mod, Bonnie Clydesdale's right, modified eye is particularly sensitive to light, including ultraviolet and infrared light, making it much easier to blind that eye. While her left eye can be blinded as well, it cannot be blinded by ultraviolet or infrared light, and it is not highly-sensitive to light.

A Citizen of the Intergalactic Confederacy of Thoom, Bonnie Clydesdale, better known as "B.C.", was born to Sandra and Henry Clydesdale on the planet of Supervee the youngest of three children. While both Sandra and Henry ran a moderately successful small business, their daughter Bonnie was largely left unsupervised they were at work. Most records regarding Bonnie Clydesdale as a child or young teenager concern her online school's grades, which were only slightly above average as a whole.

However, accounts from her parents as well as her older brother, Marshall and her older sister, Tammy, have told us that even at an early age, Bonnie showed a proclivity for potentially dangerous pranks, destructive behavior, extravagant lies, and disregard for authority.

Her criminal record begins rather spectacularly at age 15, when Bonnie, now referring to herself as "B.C.", had stolen her first personal transport shuttle, using it to fly to the nearest space station in the orbit of Supervee. She encountered local law enforcement immediately upon docking, however she was both armed and ready for them. The resulting firefight killed several officers and injured quite a few more, as well as heavily damaging the main docking bay of the station itself. From there, she led officers on a chase throughout the station. After causing extensive damages to one third of the station, causing large portions to lose atmosphere, the station was evacuated, and Bonnie escaped in the confusion, stowing away on a cargo freighter, but not before leaving an improvised bomb on the station, which destroyed what was left after her initial rampage.

She was next spotted on the planet of Wygnis, several systems away, where she simply continued her first crime spree: Theft of starships, bank robbery, murder. After three years of evading police and even military forces, she was finally caught four years later while walking on clearly posted, restricted grass, just outside of a police precinct. Incarcerated in a maximum security correctional satellite, she only spent several months of her consecutive life-sentences before escaping via the warden's personal ship.

From there, B.C. was rarely seen on the same planet for more than several months at a time, and largely avoided any government controlled space stations, until an abrupt disappearance for over a year. However, several witness accounts have placed her during this particular time frame at Diablo Station, a pirate satellite that has little to no local law of it's own. These witnesses claim that she had been consorting with an illicit doctor, one Xelta Vor'Zuun, a Mantid Doctor and Geneticist that specializes in highly illegal bod- and gene-mods, explaining exactly where she was given her bod-mods.

After her year-long "hiatus" as she termed it, she started an ever-more ambitious crime spree, which includes the destruction of a second space station, as well as several crimes to which new laws were written to properly outlaw them, namely the "Conspiring with Pigeons" charge. She was eventually caught again after eight years of rampant crime and destruction by running into a military blockade outside of Supervee, after having visited her family. She is currently being transported by a long-range prison freighter called the CSS Bullsah, and is en-route to the double-max security prison station, Tartarus, the first double-max correctional facility of it's kind.

In no particular order:
-67 Counts of Murder, varying Degrees
-125 Counts of Manslaughter, varying Degrees
-32 Counts of Assault with a Deadly Weapon
-4 Counts of Assault with a Body
-Assault with a Fish
-42 Counts of Grand Larceny
-30 Counts of Minor Larceny
-4 Counts of Aggravated Dancing
-Unlicensed Nude Modeling
-14 Counts of Public Indecency
-Unlicensed Bootleg Manufacture
-Unlicensed Boot Manufacture
-Conspiring with Pigeons
-5 Counts of Conspiracy to Commit Murder
-677 Unpaid Parking Tickets
-676 Invalid Uses of Unpaid Parking Tickets
-35 Counts of Grand Theft Starship
-56 Counts of Piloting Without a License
-14 Counts of Piloting While Intoxicated
-5 Counts of Larceny While Intoxicated
-27 Counts of Public Intoxication
-24 Counts of Destruction of Public Property
-10 Counts of Destruction of Government Property
-2 Counts of Destruction of a Space Station
-13 Counts of Jaywalking
-4 Counts of Walking on Restricted Grass
-Possession of Illegal Body Modifications
-General Misuse of Humanity
-Tax Evasion
-5 Counts of Impersonating a Nun
-2 Counts of Impersonating a Police Officer
-Starting a Circus
-9 Counts of Email Spam
-2 Counts of Online Trolling
-Public Littering
-Loitering in a Non-Loitering Zone
-Removing the Federally Mandated Fire Safety Tag from a Space Bed
-Mail Theft
-2 Counts of Unauthorized Prison Escape

Name: Dunya Laurent

Titles: Archmage, The Black Magister, That Old Tart Who Will Never Kick The Bucket and Finally Die, Granny Dunya, Ancestor.

Origin: The Elder Scrolls V: Skyrim (Heavily Modded)

Race: Dunmer (Dark Elf)

Gender: Female

Age: 798 Years Old

With just a single glance, Dunya Laurent can be immediately recognized as an incredibly old woman. Her face, the dark gray skin now heavily wrinkled with age, radiates an odd combination of kindness and cunning with it's wide cheekbones and sagging cheeks, still-dainty nose and a chin that was pointed in youth, but softened in her twilight years. While her eyes are now almost perpetually squinting beneath sharp, slashing silver eyebrows, one can still see the occasional sparkle of of her blood-red irises, and her thinned and withered lips are usually curved upward in a subtle, mysterious smile.

Blessed with a head still full of silvered hair, she wears it in a long, loose braid that nearly reaches to her waist but is usually draped over one shoulder, with stray locks framing her face and the tips of her pointed ears poking out just underneath. Despite her slightly above-average height, time along with the unfortunate habit of carrying carrying far too many tomes at any given time has given her a stoop to her stature, and the rest of her body is long-limbed and slender, although it would be hard to tell while wearing her usually garb.

As one of the few Archmages to step down from the position at the College of Winterhold, Dunya holds pride in the title and dresses accordingly: Her Archmage robes are a slightly faded black with gold embrodery of Daedric script along the seams, short-sleeved, with the hem reaching just below her knees with slits from the waist to keep movement from being impeded, slightly baggy black trousers, a pair of cuffed brown leather boots as well as a pair of brown leather gloves, with the right being reinforced with several plates of Ebony armor, with the robes tied off with a deep indigo sash that is tied around the waist at the front and secured with a golden brooch in the shape of the College of Winterhold's Crest, an eye surrounded by five points.

Over that, she is most often seen wearing a heavy hooded cloak of black velvet, also embroidered with golden Daedric lettering along the hems, as well as in regular swirling patterns throughout.

Master Destruction Magic: Having studied the Destruction School of Magic for most of her nearly eight centuries of life, Dunya has mastered the intricacies of using all levels of destructive elemental magic with great effectiveness.

Inferno Magic: Dunya can generate and launch flames from her hands, or even exhale them from her mouth, either firing streams of fire or launching it as fireballs. She can control not only the intensity of the flames themselves, but also potentially making her coherent projectiles explosive. Any targets covered in her fire magic burn for some time, making it the equivalent of magical napalm.

Frost Magic: Much like fire, Dunya has fine control over creating solid spikes of ice or a spray of super-cooled air from her hands or breath. This has the effect of not only damaging her foes, but sapping away their physical stamina and slowing their movement slightly. While the size of any ice spikes she makes can vary, they are all launched with enough force to penetrate suits of plate armor and cause grievous wounds, and those covered with too much ice can find themselves frozen solid.

Storm Magic: One of Dunya's personal specialties is firing bolts of lightning from her fingertips. Particularly devastating against other mages, magical electricity can and will burn through both the body and one's connection to Magicka, draining it and leaving a mage vulnerable. From a constant arc of lightning between her and her target, to bolts of electricity that can jump from one nearby person to the next, if enough power is poured into the target they will inevitably be turned to ash.

Master Conjuration Magic: What one could consider her second "major" at the College of Winterhold, the School of Conjuration is another specialty of the retired Archmage. These spells range from summoning spectral weapons to her hand, to bringing Elemental Daedra from the planes of Oblivion to fight for her. Although some of her summons only remain for a limited time, a few are effectively permanent until banished, killed or dispelled.

All conjured creatures are non-hostile unless directed to attack by Dunya, or when attacked, and can be banished by her at will. She is capable of summoning and controlling two creatures at any given time.

Bound Sword: Summoning a spectral curved-sword wreathed in magical flames, the Bound Sword is Dunya's martial weapon of choice, which she uses to great effectiveness. It cuts deeply with every slash, and is even capable of penetrating plate armor with little difficulty. If she has any empty Soul Gems on her person, it can even steal and trap the souls of those it slays, if their soul can fit the gem. Daedra, meanwhile, are banished back to their own plane when struck with it. Being a Master Conjurer, Dunya's Bound Sword has no time limit and can be dispelled at will.

Flame Atronach/Thrall: When brought forth, a Flame Atronach is a feminine-looking Daedra made of fire and encased in charred, elaborate armor. They are capable of firing continuous streams of flame or long-range fireballs, and simply being near them can set fire to flammable objects. As they travel, they leave a small trail of flame wherever they go. Normally, Flame Atronach's can only maintain a form on the Material Plane for only a few minutes. They are also the weakest normal Atronach. But when summoned with additional magical energy, they become permanent Flame Thralls, which are stronger, burn hotter, and are more resilient than their temporary counterparts. When slain, the remaining magic in the Flame Atronach or Thrall will explode with great force, damaging those nearby.

Frost Atronach: Slightly stronger and more durable than the Flame Atronach is the Frost Atronach, a large, hulking golem made of hardened ice. Instead of hands, the right arm ends in a wicked point, while the left consists of a thick hammer. While they are incapable of ranged attacks, within melee combat they can overwhelm a target with brute, while the very cold they are surrounded by slows and saps their foe of strength. If killed , a Frost Atronach shatters and showers the nearby area in razor-sharp shards of ice. Frost Atronachs are particularly vulnerable to fire.

Storm Atronach: Unlike the Frost or Flame Atronachs, the Storm Atronach is the least humanoid, consisting of several large, floating rocks with a swirling storm cloud surrounding them. The most resilient of the three, Storm Atronachs use bolts of lightning against a target from a distance, which is sometimes powerful enough to jump to other nearby enemies. They are also held together by small arcs of electricity, which can potentially jump to those in close proximity and slowly sap away their Magicka. When slain, like the Flame and Frost Atronachs, the remaining electrical charge is immediately released in a blast of damaging lightning.

Adept Alteration Magic: Unlike the Conjuration and Destruction Schools, Dunya can only say that she dabbled in the Alteration School during her long tenure as Archmage. She also views Alteration Magic as more utilitarian, focusing on more useful, practical magic as opposed to defensive combat spells. Despite having a more tenuous grasp compared to her two main magical focuses, she maintains fine control over Alteration Magic, although she lacks sheer power behind it.

Magelight: A very basic spell, Magelight creates a soft, glowing ball of light which can illuminate a small area, similar to a lantern or torch, and usually only lasting for around ten minutes. When a Magelight is conjured up, Dunya can either throw them to a surface, where they will stick for the duration, or they will simply float around her, or a willing target. If desired, they can be dispelled early by Dunya, or snuffed out physically by anyone else.

Telekinesis: Arguably the most useful in her arsenal of spells, Telekinesis allows Dunya to magically grab any object that is no larger than half her size, or no heavier than half her weight. She can then bring the object to her, manipulate it on an X/Y/Z axis, or throw it with some force. The furthest she can reach with her Telekinesis is a mere thirty feet away from her, and requires unbroken concentration.

Equilibrium: Less a spell and more a potentially incredibly dangerous magical technique, Equilibrium simply converts one's life energy into Magicka. The more life energy one has, the more magicka can be gained. While Dunya only resorts to this when the stakes are at their most dire and when her natural magicka reserves are completely drained, if over-exerted she can kill herself, using up her own life like a battery. The effects of Equilibrium are incredibly physically debilitating, and when overused, recovery afterward is painful and slow, or at worst, impossible.

Being the Archmage of the College of Winterhold comes with it's privleges, and Dunya took advantage of them. The Archmage Robes she wears, as well as several pieces of gear are enchanted as follows:

-Black Magister Shroud (Archmage Robes): Enchanted to give a Moderate Boost to the strength and efficiency of Conjuration and Destruction Magics

-Black Magister Boots: Enchanted to ground Dunya and give her a Moderate Boost to her Magical Resistance

-The Siphon (Blue Teardrop Amulet, Worn Around Neck): Enchanted to Greatly Boost Magicka Regeneration

-Void-drinker (Curved Ebony Dagger, Worn in Back Sheath): Enchanted to Absorb a Mild Amount of Magicka from Target.

She is also an incredibly experienced adventurer, and as such never goes anywhere without a pack of basic adventuring supplies, and her retirement is no different. Her satchel includes:

-10 Minor Healing Vials (Heals Very Minor Wounds)

-10 Minor Magicka Vials (Restores a Small Amount of Magicka)

-5 Healing Potions (Heals Minor Wounds)

-5 Magicka Potions (Restores a Moderate Amount of Magicka)

-1 Healing Philter (Heals Major, Non-Life Threatening Wounds)

-1 Magicka Philter (Restores a Large Amount of Magicka

-1 Panacea Vial (Cures all Natural Diseases)

-5 Potions of Cleansing (Remedies Common Poisons)

-Several Tomes (Potema's Chant, The Dragonblood, The Archon: The Founding of the College of Winterhold, and The Wanderer's Guide)

-A Worn Brass Compass

-Several old, rolled-up Maps of Tamriel, including specific Cyrodiil and Skyrim maps, along with a slightly charred one of Alinor

-Several Blank Scrolls and a battered wooden box containing her Scribe Tools

-Several Bundled Meals

-Two Bottles of Cyrodiilic Brandy

-Two Changes of Clothes

Expert Duelist and Swordswoman: While most mages would scoff at using anything beyond their own magical talents in battle, Dunya realizes the importance of having a martial skill to supplement her Destruction Magic. Most often seen with a blade in her right hand, she learned the intricacies of more practical fencing. This means that she can use a sword or dagger with both grace and precision to great effectiveness against most opponents. Rarely, she can be seen dual-wielding, but often only when her Magicka reserves are running low, or when a straight sword duel is called for.

Basic Blacksmithing and Gemcraft: Having spent her early formative years in and around a smithy, Dunya still retains some of the basics of forging either weapons or armor made from various materials, although the results are usually of a mediocre quality. However, during her time at the College, she had since learned how to apply those skills to creating new Soul Gems. With the right materials and tools, she can forge Soul Gems from Petty to Grand Quality. She can also create Black Soul Gems, although she will steadfastly deny that she could if pressed.

Master Enchanter: If given an article of clothing, jewelry or weaponry along with an appropriate filled Soul Gem, Dunya is capable of enchanting said item with any number of different magical effects, from those that boost a skill or aspect of the whomever wears said clothing, or a potent destructive effect like fire or potential paralysis to whoever is struck with said weapon. While very much a Magical Art and a source of study at the College of Winterhold, Enchanting is also very much a physical, hands on craft as opposed to some of the other more esoteric fields of study at the College.

Delicious Home Cooking: Being an Archmage is only one aspect of Dunya's life, with another being a doting grandparent, great-grandparent and so on. Having tackled the art of cooking and baking with a similar mindset to more arcane arts, she has become quite good at whipping up anything from sweet baked goods to savory, full-course meals, given the time, tools and ingredients. However, her prowess in the kitchen does not translate to Alchemy, a discipline that Dunya has had surprisingly little success with.

Centuries Catching Up:


 

Kalastryn

What is "normal?" Sounds dumb.
Legacy
Dec 18, 2012
454
0
1
Country
United States of America
Pending Character(s)

>Note: I have yet to use this character in the RP proper, but I do plan on using them some time in the future. Ergo, I'm getting a head start by writing up their character sheet now, rather than needing to worry about writing out a draft when I actually begin using them.

>Name: Lasiel

>Age: 26

>Race: Yuan-ti: Pureblood.

>Origin: Toril: The Underdark.

>Title: The Pure

>Class: Monk 11

>Alignment: Lawful Neutral

>HP: 79 (base 68; Constitution 11)

>Strength: 13

>Dexterity: 15 (+2 from racial bonuses)

>Constitution: 13

>Wisdom: 18

>Intelligence: 12 (+2 from racial bonuses)

>Charisma: 10 (+2 from racial bonuses)

>Clothing: Lasiel's clothes are made of very light, silky materials. She wears a snug, form fitting Gi which is navy blue in color. From over her shoulders, crossed over her chest and down to her hips are two sashes, both a dark red color. She most frequently has her black hair tied into a ponytail via a bandanna that, if she thinks it necessary, she can untie and use as a veil to cover her face.

>Appearance: Yuan-ti Purebloods like Lasiel are almost always of scaly skin, and have angular, snake-like faces. This... does not quite describe Lasiel. Her eyes are a solid golden yellow color, divided only by a linear black pupil. Her tongue is black and forked at the tip. Her canine teeth aren't long fangs, but they are still pointed sharp and venomous. Besides those serpentine features however, she could almost easily pass for a half elf, or at least a human with slightly pointed ears. Well, that is to say that there are very few areas on her body which actually have glistening bright green scales. Her inner thighs, stomach, shoulders, the backs of her hands, and cheeks have such scales, though everywhere else her skin is lightly tanned and of no difference in texture than yours or mine.

As for her measurements, she stands at roughly 5 feet, 10 inches tall. Her chest is... there. An A cup at best, but a better descriptor would be "flat as a board."

>Weapons: Lasiel always carries with her a mithral glaive with a pointed extended tang.[footnote]As in the tang (piece which affixes the blade with the handle) runs down the entire length of of the handle and pokes out of the base.[/footnote] She affectionately names this weapon "Justine." "Justine" is her weapon of choice, a 6 foot long spear with a blade on the end consisting of a single curved edge, and a spiked hook on the back side of the blade. The tip of the tang, which extends out through the base of the spear, has a thick spike, studded with other smaller points.

If Justine happens to be... "unavailable for use" she's none too poor a fist fighter, and would be similarly comfortable wielding anything of a similar length like staffs, spears, halberds and generally any other weapon classifiable as a pole-arm.

>abilities:

>Alternate Form: All Yuan-ti can assume the form of a snake, the size of which ranges from a tiny viper, to a large one. (Though, Lasiel isn't usually one to actually use this ability.)

>Venomous: Lasiel's serpentine features have their benefits. Though not so sharp as a cobra's fang, her canines do generate venom. If deemed necessary, she is not above biting an opponent to inflict them with poison, though she would usually rather coat her weapon in it before a fight if prepared.

>Dark and low-light vision: Lasiel was born and raised of The Underdark. If the name itself isn't enough of a clue, it's not the most friendly of places. Nor is there very much light, being an underground expanse of caves. It does help to be born with eyes well made for seeing in the dark however. Midori can maintain her usual range of sight even if in very dim lighting conditions like torchlight, or even the dark of night. Furthermore, Lasiel has a natural, black and white night-vision and should there be a total lack of light, she can still see.

>One With the Blade: Lasiel is a monk and as a result she has certain capabilities when armed with certain ki weapons. These weapons are most commonly quarterstaves, nunchaku, kamas, shurikens, and unarmed. These are weapons which she can wield while "centered" which requires wielding those weapons, wearing no movement inhibiting armor or clothing, and not being encumbered by carrying something too heavy. However, Lasiel has trained to great extent with "Justine" and other similar pole-arms. One could say to a rather fanatic amount of specialization. As a result of this specialization she may remain centered with pole-arms such as glaives and halberds in addition to the above listed ki weapons.

>Immunity to natural diseases and poison: As an 11th level monk, Lasiel has gained control over her immune systems and can shrug off the effects of natural diseases and poisons. This wouldn't help with any sort of supernatural or magically generated disease or poison however. Still, bites from venomous snakes and spiders... catching the flu, or pneumonia... these are things which she does not need to fear.

>Monk related powers:

> Meditation: Monks rely on an energy known as ki to use all of their special combat abilities. Ki can be generated in combat by striking (or in certain circumstances being struck by) an opponent. Ki can also be generated by meditation. There is a specific threshold of ki which can be indefinitely stored via concentration, but this is almost always lower than the maximum ki a monk can use. If having built up ki beyond this threshold, the energy will start to dissipate at faster and faster rates the more Lasiel has at one time. Though this may be the case, ki does not inherently regenerate, even if below the threshold decided by Lasiel's concentration. By meditating, Lasiel can generate ki passively before or after combat.

> Wholeness of Body: Lasiel may meditate in complete stillness to heal herself for an amount equal to twice her monk level daily. She can spread this healing out over multiple uses if she so desires. Currently at monk level 11, she may only heal herself up to 22 points per day no matter how much she uses this ability.

> Path of equilibrium: At level 3, monks choose a specific philosophy. Most monks choose either the path of harmonious balance, or the path of inevitable dominion. Following these paths one may utilize fists of light or darkness respectfully. Lasiel does not believe in either path. Total peace is a pipe dream even for those who spend their lives pursuing it. On the other hand, she would not consider herself one to sow death wherever she treads. While there are times that violence is the easiest, if not the only solution, all things have a right to grow. This rejection of both extremes, but understanding of both paths and their values allows for a different path of balance. Instead of empowering her strikes with light or negative energy, she may instead use her ki to strike with either positive energy or additional raw force energy. Either strike costs 10 ki to activate. The positive energy fist counts as "light" for the purpose of finishers (later in the list) Where the raw force attack counts as dark.

> Deflect Arrows: So long as she has a free hand, Lasiel can deflect one ranged attack every six seconds. In order to do this she must be aware of the attack. (she cannot miraculously deflect bullets from unseen directions.)

>Unbalancing strike: Focusing her attacks onto specific joints a pressure points, Lasiel may render a humanoid opponent off balance and prone to being tripped or knocked over. This attack effectively reduces the opponent's balance by 10, and makes them prone to sneak attacks for six seconds. Lasiel has to at least have 10 ki to use this ability, which is then expended.

>Earth, Wind, Fire, and Water stances: The elemental stances that most monks learn. Lasiel prefers the Wind and Water stances. Wind stance focuses on speed. In battle, the victor is not always the one who strikes the hardest, but one who strikes first. This increases her Dexterity by 2 and rapid strikes allow her to attack more quickly. The disadvantage to this lighter, faster stance is that it sacrifices defense, reducing her Constitution by 2.

maintaining Water stance makes Lasiel more fluid of movement and calmer of mind. This stance trades physical power for for fluid motions which help her be more evasive and focused. This increases her Wisdom by 2 but she loses 2 Strength while maintaining this stance. She also receives a bonus to her fortitude, reflexes, and willpower. This also is the only stance in which she can passively regenerate ki at a rate of 1 per 10 seconds

Though not her most preferable stance, Lasiel could use Earth stance if she must for self defense. It's a slower, well fortified stance that leaves less room to be attacked than other stances, but is not as aggressive as wind or fire stance. She gains 2 constitution, and an increase to her AC (Armor Class. Essentially the combination of all defensive factors into a number one has to best on an attack roll to successfully hit their target) and taking attacks will generate ki as well as her attacks, but Lasiel moves much slower on the defensive. This results in generally slower movement and a penalty of 2 to her Dexterity.

Fire stance is not to Lasiel's preference either, but there is merit in it. While it doesn't make Lasiel faster, or more resilient, it is a highly aggressive stance wherein raw Strength and aggression is made focus. This stance has the benefits of placing extra strength behindLasiel's blows and generating extra ki from the attacks she lands, however this aggressive stance is not the wisest decision on a defensive when compared to the others.

> Earth, Wind, Water, Fire strikes: The elemental stances are not the only "elemental" abilities that Lasiel has. Lasiel may expend 5 ki to strike with additional damage based on raw physical power (Earth) Electricity (Wind) Ice (Water) or Fire (Fire... duh) chaining these abilities together would allow for certain additional attacks to be utilized which are her finishing moves.

Speaking of... there are certain combination attacks she can use which then enable Lasiel to use one of these powers at the cost of 10 ki before they have to be charged again. Using another special attack which would count towards a finisher dissipates the energy, but the energy can be recharged by continuing or following another sequence.

Fire>Fire>Fire> Breath of the fire dragon: Not as impressive as would be Angelus' own flaming exhalation by any stretch, but nonetheless lets forth a short flamethrower from Lasiel's palms.

Water>Water>Water> The Raging Sea: Like one attempting to swim against the ocean, your opponents move with great difficulty. This attack will cause an opponent to move and attack slower for 30 seconds. A fortitude save would prevent the effect.

Earth>Earth>Earth> The Trembling Earth: This attack has a +2 critical multiplier. This means that if Lasiel critically hits with this attack in particular, instead of only double damage, it deals quadruple damage. It would still have to be a critical hit to begin with for that to matter, however another effect is that it prohibits the use of spells for 30 seconds on a failed fortitude save.

Wind>Wind>Wind> The Gathering Storm: Reduces the targets accuracy in landing attacks (-2 to any attack rolls effectively)

Light>Light>Light> Healing Ki: Heals 10d4 hp in an area centered around Midori. She also benefits from that healing herself. No effect on Undead (no healing, but no damage)

Water>Light>Water> Aligning the heavens: This provides no benefit to Lasiel herself, but it can be used to make the spells of nearby allies 25% less costly (for our rule-set, recharge that much faster I suppose) for one minute.

Wind>Light>Wind> Dance of clouds: Foggy mist surrounds her and those around her, making it difficult to see the details of their bodies and make them harder to hit due to this concealment (20% harder actually, but I'll leave that to GM discretion) for one minute.

Fire>Light>Fire> Walk of the sun: Her and allies near her as she uses this ability gain a +2 to attack rolls (more accurate) Skill checks, and saves (more resilient) for one minute.

Earth>Light>Earth> Grasp of the earth dragon: Temporarily makes her and those around her as she uses this ability immune to being dazed, stunned, or put to sleep by any force. This lasts for (you guessed it) one minute.

Dark>Dark>Dark> Touch of despair: Striking an enemy with this ability inflicts a horrid curse on them. For the duration of this curse, any positive energy healing done to the target is cut in half, and they are 25% weaker to negative energy. This effect lasts until the target makes a fortitude save, which are allowed to be re-rolled periodically. Of course, making the save initially prevents this effect from being applied at all.

Earth>DarkEarth> Pain touch: Inflicts the target with a sickening degree of pain, they would move at half speed, and cannot cast spells for 60 seconds. Fortitude saves would prevent/end the effect.

WindDarkWind> Falling star strike: Failing their fortitude save, a target struck with this ability is blinded for 60 seconds. Fortitude save negates or ends the effect.

Fire>Dark>Fire> Karmic Strike: Lasiel leaves herself completely open to attack. However, the intention is to strike when the enemy is most vulnerable, the exact same moment they strike her. In addition to the 10 ki required for this counterattack, Lasiel loses 20 hp. However... landing the counterattack guarantees that it will be a critical threat. (confirming critical hits is basically just rolling your to hit roll again and if the second roll counts as a hit, then the critical hit counts. Personally... it's a bit tedious. If you land the first, you'll probably land the second. Consider this meaning a guaranteed super punch in exchange for getting hurt in layman's terms)

Water>Dark>Water> Freezing the lifeblood: While it only works on humanoid targets (two arms, two legs, one head, basically not a dog or something else) this strike targets a joint or pressure point along the body. Upon impact, the target feels unbearably cold as they are paralyzed for 60 seconds or until they make a fortitude save.

>Ultimate ability[footnote]One of her most powerful abilities, which she doesn't use lightly. It's only slightly less costly than any of the finishing moves listed above, but it's a risk/reward ability she won't use lightly for a cost of 25 ki[/footnote] Kukan-Do: Locking gazes with a single opponent, Lasiel can render the both of them unable to move until the target either makes a will save to look away, Lasiel looks away, or one minute passes. This deals no damage whatsoever, and activation would require the two to already have eye contact (and anything that would prevent the two from seeing each other would get in the way of it. Like if one was blind, or one had concealment from fog or darkness) however while they are both immobile, neither are invincible. Using this, Lasiel can essentially single out one opponent and remove the both of them from the fight for as long as deemed necessary (though of course, with enough willpower the target can break free, and it lasts a minute at most.)

>weaknesses

I do realize that we already have two characters in the RP that have monk abilities. etc. and I do realize that they are generally rather powerful characters insofar as versatility. The above list speaks a lot about Lasiel's strengths to have so many abilities, but please don't be wary of having so many abilities. Do let me know if this character is too similar or if there are any adjustments you'd have me make, and I will certainly consider the feedback. Enough talk, let's get into how one can get under Lasiel's skin... figuratively and literally.

>Icy Veins: Lasiel is cold blooded. While this may make situations such as finding places that are exceptionally warm very pleasant, she's highly susceptible to cold things. Be they a weakness to ice based magic, or exceptionally cold environments slowing her movements, if it's cold and she's not at some risk of heat stroke, it's not good for Lasiel.

>Phobia of Snakes: While of somewhat serpentine descent herself, Lasiel is absolutely mortified of all things that slither, be it vipers, nagas, or whatever else might spring to mind to fit the description Lasiel's reaction to their presence can be described as no less than panic. [footnote]Phobias really are no joke for sure. As a person with arachnophobia and melissophobia (fear of spiders and bees/stinging insects respectively) I can tell you that if I walk into a cobweb, or even see a spider I'll do whatever I can to avoid the situation. Heck, I've even gone completely different routes through my own house to avoid a spider when I know it's there. Whenever I see a wasp I begin to feel really, really hot. Like my skin is boiling, and I just completely freeze on the spot until it flies away. Phobias are fears yes, but much more. It can be an irrational fear to the point where you perceive it at a level of a risk to your life. There's no explaining it. No rationalizing it. The fact remains however that responses to one's phobias can be horrible things triggered by brain chemistry you can't turn off. I'm honestly surprised there are so few characters with this sort of thing as a listed weakness.[/footnote]

>Darkvision: Lasiel is very well adapted to the sunlight after having lived for a while outside the Underdark. That said, when ones eyes are biologically attuned to favor seeing in the dark bright lights are very glaring. Sudden bright flashes like that of a camera, flashbang, or any other ways of suddenly confronting Lasiel with a brighter light than the rest of the environment can temporarily render her completely blind.

>Becoming Un-centered: For monks the state in which they are "centered" relies on a number of things. They must not wear heavy clothing or armors. They must not be encumbered by carrying too much weight. They have to use a specific set of weapons. Violation of even one of these conditions will place the monk out of center. While in that state, all of the monk related abilities Lasiel has are unusable. The effect of any stance she was in is immediately gone, she can't deflect any attacks with "Deflect Arrows," She cannot generate any ki or use any abilities or attacks that require it's use. There is no meditation for healing or generating ki. This means that all of the combos and finishers Lasiel uses, Kukan-do, everything granted by her monk training will not work if she is out of center. This is easily the biggest weakness she has, as even while remaining centered, some sacrifices are made. She couldn't wear a bulletproof vest even if she wanted to because of how much it would restrict her by losing her centered state. Effectively, targeting this weakness by weighing her down (or somehow robbing her of enough strength that what little she already carries weighs too much for her) or if she's forced to wield a weapon she cannot be centered with, everything in the "Monk Related Powers" section is neutralized.

>Background:Lasiel was born in the Underdark. Specifically the Middledark, roughly 4 miles beneath the bright, wide world above. Among the Yuan-ti, she is a pureblood, even more so than most other purebloods she knew. So suffice to say, she lived far from a charmed life. Oh? Were you expecting something else? To be expected I suppose. The term "pureblood" is deceptive to those unfamiliar with Yuan-ti culture. You see, before man had walked Toril and by extension the Underdark, there were five "Creator Races." From these creator races sprang forth most if not all life currently inhabiting Toril, and the Yuan-ti are no exception. The serpentlike Sarrukh, native of Abeir-Toril before the two worlds were divided into Abeir and Toril respectively, experimented upon the scaly, reptilian animals and monsters of Abeir-Toril. They changed these creatures into sentient, scaly beings such as the Yuan-ti. The Yuan-ti in particular were created by experiments of breeding man and serpent. Why is this important? The Yuan-ti respect their creators, one could even say they revel in how tainted their bloodlines have become. The more serpentine features a Yuan-ti possesses, the more they are worth to Yuan-ti society. Therefore what you may expect of a social structure of "Purebloods" "Half-bloods" and "Abominations" is turned on it's head. While the most abominable of the Yuan-ti with few humanoid features left are the most respected, and half-bloods hold a middle ground in such regard, that leaves the Purebloods with little to taint their blood, resembling more greatly their human ancestors, as the bottom of the hierarchy.

Don't be hasty in the assumption that Purebloods are without worth. Many of them are used as diplomats and... infiltrators to the Yuan-ti. Though, even though what class they fall into is decided by their bodies, it doesn't mean they could be a little higher, or a little lower in their group via personal achievement and skill. The real catch for Lasiel then... is that she was not skilled at all in the art of diplomacy, and merely passable at going around unnoticed. So, she was made a slave to a half-blood by the name of Nezhara.

Nezhara was just barely evaluated as a half-blood herself really, her serpentine tail in place of legs, slit eyes, forked tongue, and cobra hooded head were enough to separate her from the lowest of the hierarchy, and though she would still bow before an "abomination" she at very least relished the fact that Purebloods would always need to show her the respect of being their superior. Midori was hardly alone in service to her as a result, weaving extravagant clothing for her mistress day in and out until her hands were sore.

Lasiel is a bit closed to telling the reason why, what it was that pushed her to do what she did...though one night, she stole Nezhara's most prized possession and ran from that cesspool of a "home." Though she's very open about what happened afterwards. Whilst on the lamb, and barely old enough to be considered an adult, she reached the world above. The surface of Toril that is. She wandered until eventually collapsing in the cold of the mountainous Storm Horns. When she woke, she was in a warm bed, in a monastery she would come to call home. The monks there had far removed themselves from most of society at the highest point of the Storm Horns, the Thunder Peaks. She came to live with them at first if only out of necessity. Being cold blooded would make the trek down the mountains bear the same result as what landed her there without supplies to keep her warm. She spent a good 7 years not only living with the "Order of Impasse," but filling her days with learning their philosophies and training in their martial artistry. The Order of Impasse had a very unique view of the world compared to your average layperson. The most pure form of good, was still not good. Evil was intolerable, but there was truly no absolute evil. What one perceives as chaotic, unruly, and destructive yet still has a purpose- a reason why such acts defied reason. Laws were never absolute either. There was never a law which could not be circumvented if for the sake... of balance. Balance in all things. If the gods of their realm had ever truly defeated all evils, then the countless flawed beings who had ever been selfish, or made decisions which harmed others would be slayed as well. It was their belief that in the grand scheme of things even evil had a place in their world. Their necessity? To stalemate those who believed themselves as absolute good and even though evil, safeguard what of the world they themselves did not destroy indirectly. Chaos, insanity, riots... these gave purpose to law. A reason it needed to exist and assert control.

No light is perfect, for they cast shadows. Shadows are not intolerable, there is goodness in them, all shadows spawned by light.

It was upon this philosophy that Lasiel meditated, entranced and still. Even as the very world around her changed. No... her world did not change, she simply was not in her world anymore...
 

Sithmorack

May the Flames fade...
Mar 19, 2012
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Sithmorack's Character Sheets Part 3: Discord

[hr]

Theme: https://www.youtube.com/watch?v=27dfqU_NyeE

Identification: RL-1035

Real Name: [REDACTED]

Gender: Male

Home Planet: [REDACTED]

Rank: Sergeant First Class

Affiliation(s): First Order, Final Order, Sith Trooper, 3rd Legion/Revan's Legion

Quote: [color=FF2012]"All war is based on deceit and self-awareness. Most soldiers lack both. That is why they are not generals."[/color]

Origin: Star Wars

Species: Human

Race: Caucasian

Age: [REDACTED]


Physical: Stands at 6'3" (6'6" in armor)

Weapons:

Thermal Detonators: A grenade-like explosive with far more explosive capabilities than their lesser cousins.

G11-X: A variant rifle and evolution from the F11. It features rapid-fire and an unusual under-barrel that fires three consecutive explosive rounds per barrage.

Bacta Stim: Bacta is a more or less common liquid made throughout the galaxy known for its healing properties. When injected into a person, it stimulates cell regeneration, repair, and growth to extreme levels.

Armor:

Sith Trooper Armor: The red armor of the Sith Trooper isn't just for show. The standard First Order trooper armor is a vast improvement over the stormtroopers of old. Now that armor has been perfected into the red Sith Trooper armor. It has built-in temperature control, it's sealed for breathing in space, it can withstand high temperatures and explosions, it's nigh impervious to slugthrowers of lower calibers, and has an interface that monitors vitals, radar, and more.

Enhancements:

Physically Enhanced: The Sith legacy that the trooper's army is based upon means that they seek victory over all else. All Sith Troopers go through the process of being physically enhanced through experimental chemicals/drugs and cybernetic enhancements. The first and most notable is that a trooper's height is increased.

Increased Endurance: 1035 can handle pain levels beyond that of a normal human. Not only that his body's cybernetics makes his skin more resilient, small arms fire will only penetrate his skin after a sustained assault.

Increased Stamina: 1035 can fight for prolonged durations before tiring.

Increased Dexterity: The trooper can move at roughly twice the speed of a normal human when necessary.

Increased Strength: A Sith Trooper can lift a car or easily crush a man's neck with his bare hands.

Energy Conversion and Improved Metabolism: 1035 has a decreased need for sleep and food thanks to his enhancements.

Pain Receptor Manipulation A.K.A. Mind Control Resistance: The Final Order has trained its troops to never question orders or to betray the Final Order. This was taken a step further when tinkering with their cybernetics. Whenever signals and chemicals in the brain give off the notion that Sith Troopers are not fully in control their pain receptors are enhanced and activated. This causes the trooper to feel a tremendous amount of pain and force out any foreign control. This was done in order to combat Jedi manipulation.


Skills:

Final Order Training: Trained since he was young, this trooper has received only the finest skillset. He would put regular First Order troopers to shame with his accuracy and training.

Mental Fortitude: All Sith Troopers have enhanced fortitude and willpower to combat Jedi manipulation.

Weaknesses:

Bound to Obey: 1035 has been trained his entire life to obey the Final Order. He will follow most orders blindly once he has established who is in charge.

Only Human: Underneath the cybernetics and armor, 1035 is still human. Oxygen and food sustenance is still needed to survive.

Background:

RL-1035 was raised within the First Order, more specifically a sect of it that would later become the Final Order under the direct control of [REDACTED]. All Sith Troopers were abducted as infants or children at birth to be raised as soldiers. This is true for RL-1035 as well. He spent his childhood fighting, killing, and training. He was raised on Sith teachings and was practically raised to fight and kill.

During its final days, the Sith Troopers fought an armada of Resistance soldiers and sympathizers. RL-1035 was among those troopers. He still recalls exiting the dropship on the top of a modified star destroyer and blasting Resistance soldiers down. The smell of blood... The sight of fleets too large to count... His fellow troopers falling... Then everything went dark... He wasn't sure what happened but when he awoke, the battle was over and he was left alone in a strange and unfamiliar world.

Sith Troopers inherit their origins from the legacy of the Sith and serve them fanatically. All troopers are trained from a young age to be soldiers and to be utterly loyal. This is the same for RL-1035 as he now searches for a new master while seeking vengeance for his old master.

Personality: Blunt and goal-driven. 1035 does not care that he doesn't have a name and shows little to no empathy for incompetence or those that get in his way.

Alignment: Lawful Neutral (with a lean towards evil)

Text Color: FF2012

Theme: https://www.youtube.com/watch?v=W6YRW1nyGaY

Name: Unknown

Gender: Male

Home Country: Poland

Speech: The Stranger is unable to form words and is effectively mute.

Affiliation(s): None

Quote: "..."

Origin: Darkwood

Species: Human Unknown

Race: Caucasian

Age: Unknown


Physical: The Stranger stands at 6'8" and wears a raggedy brown trenchcoat with a collar that hides most of his face. He wears a matching wide-rimmed raggedy hat. His eyes, when visible, are a murky grey color. The skin that is visible is a pale leathery complexion and is horribly scarred. His compatriot the "Wolfman" once said, "just remember to hide that disaster of a face..."

Weapons:

Handgun: A standard 9mm handgun of unknown make.

Shotgun: A standard 12 gauge shotgun.

The Stranger's Axe: Whether it was always slightly different or if it became that way after the blood it bathed in is up for debate. Either way, it seems frighteningly efficient at cutting through things it shouldn't.

Molotovs: Standard issue molotovs.

Flamethrower: The weapon he used to hopefully kill it. This weapon seems to burn with an unnaturally hot flame.


Powers:

Increased Endurance: It will take more than grievous bodily injury to put him down.

Increased Strength: The Stranger could crush a man's skull with his bare hands though he usually prefers his axe.

No Need for Sleep: The Stranger does not require food nor rest.

Returning: Death cannot keep the Stranger for long. By the next sunrise, he will return as if tied to this world by... Something else.

The Connection: His mind cannot be tampered with. It belongs to another.

Skills:

Crafting: The Stranger is known for being able to fashion crude and often strange equipment from seemingly worthless junk.

Weapon Proficiency: Is capable of wielding most common firearms and melee weapons with ease.

Weaknesses:

Shattered Mind: The Stranger is prone to breakdowns. May suffer from multiple personalities.

Losing Battle: It scratches at the borders of his mind; slowly creeping inward every day.

Background:

In a small town located somewhere in Poland something strange occurred. It was as if the forest around them sprang to life. Trees grew in a day, poisonous mushrooms littered the ground, and all exits to the town were cut off. But this was the beginning of worse to come.

Over time madness set in. Many seemingly lost their mind and murdered each other. Some simply wandered off into the woods, saying that the trees "spoke to them." They were never heard from again.

But yet worse was to come. Monsters appeared in the woodlands. Horrid beasts and madmen ran amok, killing everyone in sight. Still, there was worse to come. Sights not meant for mortal eyes formed in the isolated woods. Horrid abominations that would drive sane men mad and kill the rest.

The Stranger once had a family... He can't remember them anymore. What he does remember is the forest, the creatures, and the source of it all.

What lay for him in the heart of that forest will forever haunt him. But he burned it all away, burned them all away. The last thing he remembered was being enveloped in flames and then waking elsewhere...

With his newfound freedom, he set to begin exploring the world he was once locked away from.

Personality: Quiet, reserved, driven. Will not hesitate to kill but does not enjoy it either.

Alignment: Neutral

Text Color: B86800