Falconer

Melissa Daylenne's page

276 posts. Alias of Itzi.


Race

Game Concluded

About Melissa Daylenne

Basics:

Female Human Servant/Cook
Level 8
Rogue
Spellbinder
Blade

Age: 21
Height: 5' 6"
Weight: 140 lbs.
Hair: Red hair the color of copper hanging loose about her shoulders.
Eyes: Deep green eyes
Skin: Pale with visible freckles.
Languages: Common Tongue - R/W

Statistics:

Strength: 12
Agility: 14+1
Intellect: 10
Will: 12

Perception: 10
Defense 14+1
Health: 39
Healing Rate: 9+8

Size: 1
Speed: 10

Power: 2
Damage: 0
Insanity: 3
Corruption: 0

Race - Human:

Starting Attribute Scores Strength 10, Agility 10, Intellect 10, Will 10. Choose one attribute and increase it by 1.
Perception equals your Intellect score
Defense equals your Agility score
Health equals your Strength score
Healing Rate equals one-quarter your Health, round down
Size 1/2 or 1, Speed 10, Power 0
Damage 0, Insanity 0, Corruption 0
Languages and Professions You speak the Common Tongue, and you can either speak one additional language or add a random profession.

Level 4
Characteristics
Health +5

You either learn one spell or gain Determined.
Learn presence

Determined When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.

Professions:

Starting Professions - (2)

Servant
You work in a trade. You can recall information related to your trade and, if your trade involves manufacturing, you know how to produce goods related to your trade from raw materials.

Cook
You work in a trade. You can recall information related to your trade and, if your trade involves manufacturing, you know how to produce goods related to your trade from raw materials.

Background:

Equipment:

Cat's skull with tiny rubies in its eye sockets (+1 Agility)

66 gc
8 ss

Spells:

Spellbound Weapon Spellbinder Utility - 0
Target: One weapon you can reach
Duration: 4 hours
You imbue the target with magical energy that lasts for the duration. When you attack with the target weapon, you make the attack roll with 1 boon.

The target functions as your implement (see Chapter 7).

You can use an action to teleport the target to your hand provided the target is within 1 mile of you.

You can use an action to touch the target and remove all damage from it, even if it was destroyed, provided you have at least a fragment of it.

Tradition: Enchantment

Bewitch Enchantment Attack - 0
Target: One creature that can see you within long range
Make an Intellect attack roll against the target’s Intellect. On a success, the target is moved up to its Speed.
Attack Roll 20+: You also regain the casting of this spell.

Presence Enchantment Utility - 0
Duration 1 minute
For the duration, creatures that are ordinarily attracted to members of your kind make attack rolls against you with 1 bane.

Charm Enchantment Attack - 1
Target: One creature within short range that can see you
Make an Intellect attack roll against the target’s Will. If you or members of your group attacked the target since you last completed a rest, you make the attack roll with 1 bane. On a success, the target becomes charmed for 1 hour or until it takes any damage.
Attack Roll 20+: The target instead becomes charmed for 1d6 hours or until it takes any damage.

Tradition: Shadow

Nightfall Blade Shadow Utility - 0
Duration: one minute; see the effect
Wisps of darkness form a solid blade in your hand that remains for the duration or until it leaves your hand. The blade functions as an off-hand swift weapon with the finesse property that deals 1d6 damage. It deals 1d6 extra damage when you get a success on an attack roll against a target obscured by shadows or darkness.

Tradition: Transformation

Flowing Form Transformation Utility - 0
Duration: one minute
For the duration, you can move through spaces occupied by other creatures regardless of their Size.

Animal Shape Transformation Utility - 1
Duration: one minute
You assume the form of a medium animal, small animal, or tiny animal for the duration. If you assume the form of a tiny animal, you can gain one of the following traits: climber, flier, or swimmer.

Novice Path - Rogue:

Rogues always have a trick up their sleeves. Using a combination of luck and skill, rogues can usually find solutions to their problems. Their talents come from their ingenuity, cunning, training, and, of course, good fortune, all of which makes them adaptable to any situation.

Although many rogues come from criminal backgrounds, not all rogues are criminals. Rogues include anyone who benefits from trickery and can fit into every aspect of society. While some work as pickpockets in crowded marketplaces and bandits preying on caravans, others act as detectives solving crimes, forward observers gathering information for their allies, or spies ferreting out dark plots.

Level 1

Attributes: Agility, Will
Increase two by +1 each.

Characteristics
Increase Health by +3

Languages and Professions: Profession: Servant
You either add one language to the list of languages you can speak or add one common, criminal, or wilderness profession.

Nimble Recovery
You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.

Trickery
Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

Level 2

Characteristics
Increase Health by +3

Exploit Opportunity
Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.

Roguery Talent: Backstab +1d6
Once per round, when you attack with a basic or swift weapon and you made the attack roll with at least 1 boon, the attack deals 1d6 extra damage. If you choose this talent a second time, the extra damage increases to 2d6.

Level 5 - Expert

Characteristics
Increase Health by +3

Dirty Tricks
Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.

Rogue Cunning
You can use Trickery twice per round.

Downtime Activity: Cook
Gained a new profession.

Level 8 - Master

Characteristics
Increase Health by +3

Roguery Talent: Magic (Tradition: Shadow; Nightfall Blade, Animal Shape, Charm)
Choose a roguery talent.

Expert Path - Spellbinder:

Level 3

Attributes Agility, Intelligence
Increase two by 1

Characteristics
Health +3, Power +1

Magic: Enchantment: bewitch, presence
You discover a tradition or learn one spell.

Spellbound Weapon
You learn the spellbound weapon spell.

Level 6

Characteristics
Health +3

Magic: Transformation: presence
You discover a tradition or learn one spell.

Invest Power
You can use an action or a triggered action on your turn to invest greater power into the target of your spellbound weapon spell. Expend the casting of a rank 1 or higher spell. For 1 minute, eldritch flames dance across the weapon, lighting the area within 10 yards of it.

Until the effect ends, your attacks with the weapon deal 1d6 extra damage.

Level 9 - Master

Characteristics
Health +3, Power +1

Magic
You discover a tradition or learn one spell.

Magic Weapon
When you attack with a weapon under the effects of your spellbound weapon spell, you make the attack roll with 1 boon and your attack deals 1d6 extra damage.

Master Path - Blade:

Blades are master knife-fighters. Quick and precise strikes pierce their enemies’ defenses and deliver painful, bleeding wounds. Many blades have criminal backgrounds, developing their techniques after long use of these concealable weapons.

Level 7

Attributes: Strength, Agility, Will
Increase three by 1

Characteristics
Health +4

Languages and Professions: High Archaic
You can speak another language or add a profession.

Bleed
Your attacks with daggers, knives, and similar off-hand weapons can leave bleeding wounds. When the total of your attack roll is 20 or higher with such a weapon and exceeds the target number by at least 5, the target suffers a bleeding wound that lasts until the target heals damage or until a creature uses an action to stanch the wound, thus removing it. While suffering from the wound, the target is fatigued and takes 1d6 extra damage at the end of each round.

Level 10 - Blade

Characteristics
Health +4

Swift Blade
You can use a triggered action on your turn to attack with a dagger or knife.

Advancement Table - Reference:

1) Choose a novice path (Rogue).
2) Gain the Level 2 benefits for novice path (Rogue).
3) Choose an expert path (Spellbinder).
4) Gain the Level 4 ancestry benefits for Human.
5) Gain the Level 5 benefits for novice path (Rogue).
6) Gain the Level 6 benefits for expert path (Spellbinder).
7) Choose a master path (Blade).
8) Gain the Level 8 benefits for novice path (Rogue).
9) Gain the Level 9 benefits for expert path (Spellbinder).
10) Gain the Level 10 benefits for master path (Blade).

Attack Macros:

[dice=Tricky Spellbound Boons]2d6[/dice]

[dice=Dirty Trick Backstab Invested Knife Attack]1d20+5+X[/dice]
[dice=Dirty Trick Backstab Invested Knife Damage]5d6[/dice]

if attack roll is 20+ ...

[dice=Tricky Spellbound Boons]2d6[/dice]

[dice=Bonus Tricky Invested Knife Attack]1d20+5+X[/dice]
[dice=Bonus Tricky Invested Knife Damage]3d6[/dice]

When the total of your attack roll is 20 or higher with such a weapon and exceeds the target number by at least 5, the target suffers a bleeding wound that lasts until the target heals damage or until a creature uses an action to stanch the wound, thus removing it. While suffering from the wound, the target is fatigued and takes 1d6 extra damage at the end of each round.