Aasimar

Zandora's page

200 posts. Alias of Zanbabe.


Full Name

Zandora

Race

Nephilim Adventurer (Human Bloodline) 1 | HP 12/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6 | Luck 9/9 |

Classes/Levels

Weapon Skill 35 (+3) / Ranged Skill 40 (+4) / Physical Prowess 40 (+4) / Agility 40 (+4) / Intelligence 30 (+3) / Willpower 50 (+5) / Fellowship 30 (+3) [+10 to affect disposition / +10 if attracted]

Gender

CG Female

Size

Medium

About Zandora

Nephilim Adventurer (Human Bloodline) 1 | HP 14/14 | Armor 5 | Healing 4/4 | Initiative/Movement 4 | Action Points 6/6 | Luck 9/9

WSk 35 (+3) [15 points]
RSk 40 (+4) [20 points]
PhP 40 (+4) [20 points]
Agi 40 (+4) [15 points +5 from human bloodline]
Int 30 (+3) [10 points]
Wil 50 (+5) [10 points +10 from angelic heritage +10 chastity]
Fel 30 (+3) [10 points, conditional modifiers +10 to affect disposition, +10 if attracted]

Luck 9 beginning +2/level (-1 per level from unlucky disadvantage)
Money 300 silver to start and + 200 xlevel from Rich as Sin advantage
Dodge = Agility / Parry = Weapon Skill

Movement 4 (Agility mod)
Healing Limit 4 (Physical Prowess mod)
HP = 14 (10 + Physical Prowess mod) [earn HP equal to Physical Prowess mod each level]
Initiative = 1d10 +4 (Agility mod)
Reputation = 3 (Fellowship mod)
+6 Reputation (Ured) (from solving that mystery)
+1 Reputation (Adventurer's Guild) (mystery)

=== Weapons ===

<>Melee<>

Mace Damage 1d5+7 (AP 3 / Slots 2)

<>Ranged<>

Ring (magical focus / weapon) Damage 1d5+4 (AP 3 / Slot 1 / Range 55 meters)

=== Armor ===

Leathers AC Bonus 1 (Slots 3)

Armor = 5 (1 armor +4 Physical Prowess mod)

Advantages and Drawbacks:

=== Advantages ===

Attractive [You are physically attractive. It can occasionally help with interactions, although sometimes it can bring unwanted attention. Effect - Add a +10 to social interactions with those that find you attractive. If you roll a 100 while using this trait the target may become obsessed]
Refined [You are socially gifted, either educated or simply gifted in choosing the right words at the right time for the best outcome. Effect - You gain a +10 to social interactions to positively affect someone's disposition, such as trying to convince them you're trustworthy or negotiate.]
Rich As Sin [You have a wealthy backer. Maybe it's someone who sees something special in you. Maybe it's your dad. But somehow you always have cash on hand to get the best of what you need.
Effect - Gain an additional 200 silver pieces at character creation, and at each level up receive an additional sum equal to your level x 200.
Special: ​You cannot take the 'Poor as Dirt' drawback with this.]

=== Drawbacks ===

Focused Foci [When casting you must have a Magic Foci. Effect - You are unable to use Magic Talents without a Foci.]
Potion Allergy [For some, potions can be as much a pain as a boon. Effect - When an alchemical potion is consumed by the person, they suffer one of the following effects for 1d5 hours:
1 - Reduce Physical Prowess by 1d10
2 - Reduce Agility by 1d10
​3 - Reduce Intelligence Wisdom by 1d10
4 - Reduce all damage the character unleashes by 2.
5 - Reduce Speed by 1m
6 - Reduce Perception by half.
7 - Cannot use any abilities that require AP to maintain.
8 - Reduce AP by 1
9 - Take 1d10 damage
​ 10 - Nothing Happens. This Time.]
Unlucky [Occasionally the dice just hate you. The ricochet hits you and never your teammates. Fortune tellers give you a funny look.
Effect - You gain one less Luck point at each level, including first.]

Talent Breakdown:

=== Starting Talents ===
2 Combat (Warrior-Other Weapons-Foci Talents-Rings, Magic-teleportation-Blink)
2 Social (Utility Magic-Imbue magic / Adventuring-Knowledge magic)
Unarmed Strike

=== Racial Talents (Nephilim) ===

Angelic Heritage [+10 Willpower, Healing talent (Cure)]
--Chastity [+10 Willpower]
--Gluttony [Craft Food]

=== Archetype Talents (Adventurer) ===

2 Combat (telekinetic hurl / teleporting assault)
1 Social (Perception)
1 Armor (light)
1 Weapon (blunt)

Talents:

Blink (Willpower, 5 AP, 2 round cooldown) [Add 20% to dodge for 2 rounds.]
Rings [Rank 1: Grants proficiency with the use of Ring Foci.]
Craft Food (Physical Prowess +5 from Cooking Kit) [Rank 1: Create a sumptuous meal with the effect listed in one of the ingredients being granted to those that partake. These meal last until the next meal is consumed. A max of three meals can be made with these benefits a day.]
Cure (4 AP, no cooldown) [Rank 1: Heal the target for 1d10 plus half your level (minimum 1).]
Imbue Magic [costs 3/4 price of item, willpower test, range touch]
Knowledge: Magic [Understand spells and rituals with Intelligence checks and no penalties.]
Light Armor [Rank 1: Grants proficiency]
Light Blunt Weapon [Rank 1: Grants proficiency]
Perception (Intelligence, passive) [Rank 1: +5% to all perception tests.]
Telekinetic Hurl (Willpower, attack spell, 4 AP, 1 round cooldown, range 20m) [Toss a small item - a rock, coin or another small item - with enough force to inflict significant damage. This attack inflicts 1d10+2 damage. This ability does not work on living, undead or sentient creatures.]
Teleporting Assault (Willpower, AP 2 +attack action) [Rank 1:
After each attack Teleport to another location within 5m. This increases the AP cost for the attack by +2, but also adds a -10% penalty to Dodge or Block the attack - it's hard to tell where the next blow is coming from.]
Unarmed Strike (4 AP) [Unarmed Attacks inflict 1d5 damage plus Physical Prowess bonus.]

Equipment:

Bedroll [1 slot / 5 silver]
Cooking Kit (+5 Craft Food) [5 slots / 35 silver]
Cooking Supplies: Chicken (+5 ranged), Beef (+5 melee), Apples (+5 healing), Cinnamon (+1 AP), Cardomon (Heal a number of hit points equal to level for 2 AP once per meal. This does not count against the normal healing limit.), Dark Chocolate (+5 crafting) [1 slot (per 5) / 30 silver (5 each)]
Grooming Kit [2 slots / 10 silver]
Improved backpack (increases slots by 20) [70 silver]
Leathers [3 slots / Starting Equipment (free/35)]
Light Clothing (shifting colors shed light as a torch) [80 silver]
Mace [2 slots / Starting Equipment (free/70)]
Ring (magical foci/weapon) [1 slot / 120 silver]
Ring of Shift (Reward from Test of Endurance) [Move 1m without spending any AP. This can remove you from a binding or grapple.]
Silk rope [2 slots / 50 silver]

Cash on Hand: 150 Silver

Starting Money: 500 Silver
Initial Gear: 400 Silver
Total slots used: 17
Slot capacity = 40 (20 (half PhP) +20 Backpack)

Background:

--Rich / Noble / Attractive, a little selfish, a little naive about being superior, standoffish because she thinks everyone sees her for those things rather than personality, humor, etc.
–-Poor at relationships because she has had a tendency to be blunt and honest rather than smoothing things over, which she has improved on, but she just gave up on trying a while back... too hard to figure people out. She prefers fiction to reality, and chooses not to get too wrapped up in the non ideal world. Instead she makes better use of her time (or so she prefers to tell herself) studying magic.

Notes:

Teleportation Stuff:

combat talents --> magic talents --> enhancement magic --> teleportation
Teleport (9 AP), Blink (5 AP), and Gate (20 AP).

social talents --> utility magic
Long Ranged Teleportation (20 AP)

combat talents --> magic talents --> magical styles --> battlemage
Teleporting Assault (normal attack AP +2).

Raise Attributes:

combat talents --> general talents
Attribute Increase (by 5 / once every 5 levels), improved attribute increase (by 10 / once every 5 levels)

_________

The Festival is simple. Throughout the city there are seven tests. You need to best at least four of them. Take your party, or form one if you need, and head out. There's a map showing the location of four of the tests, which I strongly suggest you all check out -

The Test of Skill is in the Guildhall

Test of Diplomacy is in the Merchant's Quarter

Test of Valour is by the Northern Gatehouse

Test of Cunning is in the docks

The Test of Grace and the Test of Knowledge you'll need to find, as part of the test.

The Test of Survival will find you.

Bring four of the seven tokens from these tests back to the Guildhall and you win membership. Bring more to get noticed. The Festival begins when the bells strike Noon and ends at the next Sunrise. Good luck."