Character: Iris Landsend

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Character: Iris Landsend

Post  FutbolDude21586 on Wed Mar 30, 2016 2:07 pm


Name: Iris Landsend
Player: Jim
Description: twin of Kara's character (Jasmine)
Iris stands, an operative term considering she rarely stands upright due to her lame leg, at under 5' tall, and is fairly waifish and looks to be under 100lbs. She's very soft-spoken and is always leaning against her staff, which glows with an odd white script, or her sister whom is never far from her side. When you get a good look at her, what you notice most about her is her bright red hair and pale, alabaster skin covered in freckles.
Max/Current HPs: 10/10
Max/Current APs: 12/12
Movement Speed: 2 (Base 4: Lame 1/2 speed)
Unspent XPs: 6

+2 Saves vs. The Great Plague

White Raven Amulet: While wearing this amulet, the wearer can (at any time) spend an AP to add her wisdom bonus to any roll (even after the roll has been made). It is of little worth to the ignorant or the foolish. Furthermore, when presented boldly, it counts as a sacred holy symbol that adds +2 to any roll made to actually cast a spell. 

Advantages 
-Wise: The character is sagacious and insightful. You gain a +2 bonus on all “knowledge” rolls (including folklore, heraldry, and religion) and a +2 bonus to all willpower-related rolls (including all attempts to resist mind control or intimidation).

-Extra AP: The character starts with 2 extra APs (that is, 12 instead of 10).

Hedge-mage: The character knows how to brew quasi-magical potions and elixirs as detailed in the equipment section. Other sorts of potions may exist as well, but are not available for purchase. A hedge-mage who discovers such potions, during the course of his/her adventures, can attempt to analyze and replicate them later on.

-Healing Magic, Basic: The character understands how to use basic spells associated with healing magic. In its simplest form, this allows the character to use her/his spellcraft bonus in place of the apothecary skill, when treating injuries, poison, or disease. It also allows the character to heal with the power of magic alone. As an action, target a living individual within 10 yards. If the target’s current HPs are less than 0, then the target is automatically restored to exactly 0 HP. The caster can then decide whether or not to spend AP; each AP spent restores an additional 3 HP to the target.

-Healing Magic, Aura of Benevolence: The character has learned to heal multiple targets at once. By spending an AP and using an action, the caster can heal everyone who standing next to her/him (if you’re using a battle grid, the healing aura fills an area that is 3 yards in diameter, centered on the caster). Each person in the aura recovers 3 HPs (or is restored to exactly 3 HPs, if they had less than 0 HPs to begin with). The caster can expand her/his healing aura by spending additional APs. For each additional AP spent, expand the size of the aura by 2 yards. Thus, spending two total APs would expand the aura to 5 yards in diameter, while spending three APs would expand it to 7 yards in diameter. The most AP that a caster can spend in this fashion is limited to half of the character’s normal AP maximum.

-Runecrafter: The character understands the ancient runic languages and knows how to inscribe mystical runes with arcane power... Modern runecrafters can use this ability to create magical scrolls and traps...


Disadvantage
-Lame: Your character has a bad leg. As a result, her/his base movement speed is halved.

Skills
-Apothecary: +2
The apothecary is trained to diagnoses and treat illnesses and poisons, as well as injuries. Under the care of a competent apothecary, patients recover HPs twice as fast while resting and get to add the apothecary’s skill rank to any rolls they make to recover from disease (assuming the apothecary has access to fresh herbs and minerals). An apothecary can also synthesize an antidote to a specific poison, with a high enough skill roll (the TN for which is determined by the GM) and the right supplies. Lastly, the apothecary skill can also be as an artisan skill, either to make money or to craft curatives.

-Defense: +2
Use the defense skill to protect yourself from physical attacks.

-Spellcraft: +2  +1 from staff
Use the spellcraft skill to cast spells. You can also use it as a “lore” skill when dealing with questions about magic (e.g. to identify a spell when you see it cast, to know the details about a specific spell, or to recall the history of a specific magic item).

-Language: +2
Characters are assumed to speak and understand their native tongue and/or the common language of the campaign. Each rank in the language skill allows the character to speak and understand another language. Depending on the campaign, other languages might include the national languages of foreign countries, the tribal languages of local barbarian tribes, the racial languages of nonhumans, or ancient and obscure languages known only to scholars. In most campaigns, player characters are also assumed to read and write whatever languages they can speak and understand. The character can also use this skill to identify the dialect or accent of a particular person or to decipher an obscure text (even if they are written in a language she/he doesn’t understand). A skill roll is needed with a TN based on the obscurity of the accent, dialect or writing (see lore skills, above, for guidelines on assigning obscurity-based TNs). Depending on the length of the text, deciphering it can take hours, days, or even longer.

-Lore (all, advantage Wise): +2
Lore skills are primarily used to see if the character knows something. The TN for the roll is determined by the obscurity of the information. The character can also add her/his skill bonus to rolls made to find the information, while conducting research in a library or scriptorium. No matter how high the player rolls, however, the character cannot know something that is impossible to know (the character cannot “recall” information, for example, if it is closely-guarded secret between two or three other people; nor can such information be discovered in a library, unless one of the secret holders happened to have scribbled it in the margins of a related book).
Religion: A character versed in religion is familiar with the beliefs and tenants of the faith. That knowledge can be used to identify holy symbols, religious figures, sacred holidays, and the like. It can also be used to answer questions about ethics and morality.

Languages: Common, Ancient, Gulmarian


Gear
-Staff (+1 spellcraft)
-Holy Symbol: Wodana 
-Light Armor: DR 2, padded
-Spell book
-Clothes
-Large sack
-waterskin (full)
-candle
-bedroll
-weapon care kit
-Rations for first adventure
-Wheelbarrow

-Notes from Shamans cave

Coins: 16


Last edited by FutbolDude21586 on Tue Aug 30, 2016 2:31 pm; edited 5 times in total
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Re: Character: Iris Landsend

Post  FutbolDude21586 on Wed Jun 22, 2016 8:01 pm

Max/Current APs: 12/12
Unspent XPs: 3

-Hedge-magic: The character knows how to brew quasi-magical potions and elixirs as detailed in the equipment section. Other sorts of potions may exist as well, but are not available for purchase. A hedge-mage who discovers such potions, during the course of his/her adventures, can attempt to analyze and replicate them later on.
Traded for "Familiar" with Mal's permission.

Runecrafter (16): The character understands the ancient runic languages and knows how to inscribe mystical runes with arcane power... Modern runecrafters can use this ability to create magical scrolls and traps...

Coins: 24
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Re: Character: Iris Landsend

Post  FutbolDude21586 on Sat Jul 23, 2016 3:29 pm

Unspent XP: 6
Coin: 13
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Re: Character: Iris Landsend

Post  FutbolDude21586 on Tue Jul 26, 2016 10:28 am

+2 Saves vs. Great Plague
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Re: Character: Iris Landsend

Post  FutbolDude21586 on Sun Aug 14, 2016 10:15 pm

DM:
Iris examines the White Raven Amulet. It's origins are mysterious, but Iris thinks it might be a holy symbol of Wodana; perhaps one belonging to a secret cult or long forgotten sect of mystics? As she handles the amulet, she begins to get a sense of it it's power.

OOC: While wearing this amulet, the wearer can (at any time) spend an AP to add her wisdom bonus to any roll (even after the roll has been made). It is of little worth to the ignorant or the foolish. Furthermore, when presented boldly, it counts as a sacred holy symbol that adds +2 to any roll made to actually cast a spell.
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Re: Character: Iris Landsend

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