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03:25, 27th April 2024 (GMT+0)

Amy

Amy, Level 1 Hengeyokai Ardent
Age: 16, Height: 5' 0", Weight: 100 lb.
Initiative +2, Perception 13, Insight 20, Low-light vision

Mantle of Clarity: You and each ally within 5 of you gain a bonus to defenses against AoO equal to your Wis mod (3). Also, each ally within 5 of you gains +2 bonus to insight and perception.

HP 24; Bloodied 12; Surges 8; value 6
AC 15; Fortitude 12, Reflex 13; Will 15
Resist N/A
Speed 7 (Human, Hybrid, or Animal form), Climb 3 (Animal form only)
Power Points: 2
[M] Basic Attack (Standard; At-Will) * Melee or Ranged
Weapon
Longsword: +2 vs. AC; 1d8-1 dmg
Longspear: +1 vs AC; 1d8-1 (REACH)
[M] Focusing Strike (Standard; At-Will) * Melee Weapon
Augmentable, Psionic, Weapon
+6 vs. AC; 1d8+4 dmg and you or one ally within 5 squares of you can make a saving throw.
Augment 1
Hit: As above, and if the saving throw is against a charm or a fear effect, it gains a power bonus equal to your Wisdom modifier.
Augment 2
Hit: 2d8+4 damage, and you and each ally within 5 squares of you can make a saving throw.
[M] Ire Strike (Standard; At-Will) * Melee 1
Augmentable, Psionic
Target: One enemy
Effect: One ally adjacent to you can make a melee basic attack against the target as a free action, If the attack hits. the target has vulnerable 2 to all damage until the end of your next turn.
Augment 1
Effect: As above. but the vulnerability is only to psychic damage and equals 1 + your Charisma modifier (4). (Total: vulnerable 5 psychic)
Augment 2
Effect: One ally within 5 squares of you can use a free action to shift to a square adjacent to the target and then make a melee basic attack against It. If the attack hits. It deals 1d8 extra damage to the target, and the target has vulnerability to all damage equal to 1 + Charisma modifier (4) until the end of your next turn. (Total: Vulnerable 5 all)
[P] Nature’s Mask (Minor; At-Will) * Personal
Polymorph
Effect: You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check. None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You cannot speak. You otherwise retain your game statistics.
You gain a movement benefit based on your form.
Badger: You gain a burrow speed equal to half your speed.
Carp, Crab: You gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater.
Cat, Monkey, Raccoon Dog, Rat: You gain a climb speed equal to half your speed.
Crane, Sparrow: Your land speed becomes 1, and you gain a fly speed of 6.
Dog, Fox, Hare: Your speed increases by 2.
Special: You can use this power only once per round.
[P] Psionic Image (Minor; At-Will) * Close burst 5
Illusion, Psionic
Target: One or more creatures in burst
Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst. The image lasts until the end of your next turn.
[P] Sensing Eye (Minor; At-Will) * Personal
Psionic
Effect: Choose one square you can see that is within 5 squares of you. Until the end of your next turn, you can determine your line of sight from that square.
[C] Thought Projection (Minor; At-Will) * Close burst 5
Psionic
Target: One or more allies in burst
Effect: You convey either an image or a message of 10 words or fewer to each target.
[C] Ardent Alacrity (No Action; Encounter) * Close burst 5
Psionic
Trigger: You are bloodied by an attack
Target: Each ally In burst
Effect: Each target can use a free action either to shift 1 square or to move half his or her speed.
[C] Ardent Surge (Minor; At-Will) * Close burst 5
Healing, Psionic
Target: You or one ally
Effect: The target can spend a healing surge and regain 1d6 additional hit points.
level 6: 2d6 additional hit points.
level 11: 3d6 additional hit points.
level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.

Mantle of Clarity: The target gains a +1 bonus to all defenses until the end of your next turn.
Special: You can use this power twice per encounter, but only once per round. At 16th level. you can use this power three times per encounter, but only once per round.
[M] Recursive Emotions (Standard; Daily) * Melee Weapon
Psychic, Psionic, Weapon
+6 vs. AC; 1d8+4 psychic dmg
Miss: Half damage.
Effect: Target takes ongoing 5 psychic damage (save ends) Whenever the target makes a saving throw against this effect, one enemy you can see takes psychic damage equal to your Wisdom or Constitution modifier, and one ally you can see regains the same number of hit points.
Alignment: Good; Languages: Common, Elven
(* = Trained in that skill)
1 Acrobatics, 0 Arcana, -2 Athletics, 11 Bluff*, 9 Diplomacy*,
3 Dungeoneering, 0 Endurance, 3 Heal, 0 Hist, 10 Insight*, 4 Intimidate,
3 Nature, 3 Perception, 0 Religion, 1 Stealth, 9 Streetwise*, 3 Thievery
Str 08(-) Dex 14(2) Wis 16(3)
Con 12(1) Int 10(0) Cha 18(4)
Equipment: S.A.K., Hide Armor, Longspear, Longsword, MONEY: 30gp


Rituals: None.

Feats:
01) Wild Talent (Psionic Image, Sensing Eye, Thought Projection)

Future Feats:
Heavy Blade Expertise? Alertness? More Wild Talents? Melee Training?

Background Benefit: Blessed
Add Insight to class skill list
+2 Insight (Chose this)


Character description/personality:
Amy is an even-headed girl who has all the same desires and feelings of a teenager, but feels heavy responsibility on her shoulders. She believes she was born with her abilities because it is her destiny to use those abilities to help everyone. Because of this, she is constantly questioning if she is using her time correctly to maximize how much she is, in fact, helping the world. As a result, under her apparent even-headed facade lies an arrogant girl who believes she understands people better than they understand themselves or others. She also believes herself more powerful than anyone around her, because hers is the power of the mind and of emotion.

Combat tactics:
Amy actually has two weapons so she can enter combat two different ways. Her spear is so she can reach the otherwise unreachable while her other allies flank enemies. However, her longsword is there for more finesse and accuracy. As this illustrates, Amy knows the power of the group and uses her allies to as full of effect as possible. Her powers are centered around this by making sure her allies stay healthy (to survive the fight) and making the enemy vulnerable (to make the enemy less likely to survive the fight).

Character background:
Amy was born to a pair of rat hengeyokai. But unlike most of her kind, Amy was born in her hybrid form. This was seen as a sign that she was special somehow and sure enough, it was soon discovered that the baby had psionic power. She had a human's childhood (albeit, if a human was raised among the reclusive hengeyokai) but with the psionic and shape-changing abilities through that childhood, the girl was all too confident in herself. By 12 years old, she was already using her power to manipulate those around her and become "in charge" of her environment. But she was still a child and her plans were easily seen through by the much more experienced adults. She was sent to a hermit specialist in the field of psionics who was asked to train her and give her the self control needed to not become a menace, but rather an aid to the world. Nobody but Amy knows what happened during those years, but Amy left there a much more mature girl. She had graduated just in time as her wanderlust hit and now she goes to explore the world and seek her place in it.



Racial Traits
Average Height: 4´ 10˝–5´ 6˝
Average Weight: 100–140 lb.
Ability Scores: +2 Dexterity; +2 Wisdom or +2 Charisma
Size: Medium (human or hybrid form)
Speed: 7 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 to a skill determined by your animal form.
Animal Form: Select your animal form: badger (Endurance), carp (Endurance), cat (Acrobatics), crab (Intimidate), crane (Nature), dog (Insight), fox (Stealth), hare (Athletics), monkey (Athletics), raccoon dog (Stealth), rat (Thievery), or sparrow (Perception).
Elusive: You have a +1 racial bonus to Reflex.
Fey Origin: Your ancestors were animal spirits native to the Feywild. You are considered a fey creature for the purpose of effects that relate to creature origin.
Beast Nature: You are considered both a magical beast and a humanoid for the purpose of effects that relate to creature type.
Shapechanger: You have the shapechanger subtype.
Language of Beasts: While you are in animal or hybrid form, you can communicate with any natural or fey beasts that share your animal form or a form that is closely related (for example, a dog hengeyokai can communicate with a wolf). In human form, you can understand these beasts but cannot directly communicate with them. You can communicate simple concepts and commands to such creatures, but they are under no compulsion to obey you, and their knowledge is restricted by their experience and mobility. Beasts you talk to are not necessarily friendly; your DM may require skill checks to influence their attitude.
Nature’s Mask: You have the nature’s mask power.