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06:42, 3rd May 2024 (GMT+0)

Adelaide



Character BIO


Name:Adelaide
Gender:Female
Age:200
Height:5'10'
Weight:125 lbs
Hair:Copper Blonde
Eyes:Green


What do people see when they glance at you?
A beautiful woman with copper-blonde hair and dazzling green eyes.  Most often she will be clothed in a plain, if modest dress suitable for work on the farm where she lives.  Exposed skin may reveal she also has a gold and red oriental dragon winding its way up her body, from her left foot leg to her right hand.

What will people find out if they ask around about you?
Adelaide is humble and kind, ready to help those in need.  She is rarely far from her love and wife, Ro.

What will people find out if they talk to you?
She's a bit shy with strangers, but quickly warms up to those who are kind and engaging themselves.  It does not take much to make her smile.  Do not mistake her kindness for weakness, however.  She will not stand for cruelty or intolerance of others.

What will people find out if they look into your past?
Adelaide spent years struggling to master the dragon spirit within her and the corruption that sought to turn her to evil.  She now serves Bahamut as his agent of life and good, opposing evil wherever required.




CHARACTER SHEET





Character Build Break Down


[Anchor RACE] -top-


Racial Write-up
Species:Dragon (+1 ECL)
03+3 Spot (Or, in this particular game, “Perception”) (3 CP).
01Speaks Draconic (1 CP).
06Occult Sense/Low-Light Vision (6 CP).
12Occult Sense/120′ Darksight (12 CP).
06Occult Sense/Blindsense 60′ (6 CP).
09Martial Arts/1d8 Natural Weapons (9 CP). As before, we don’t really care what body parts our dragon uses – bite, claws, tail, wings, tail spike, body slam, whatever – or what sequence it uses them in. The player can simply describe what it does as he or she likes. After all, it’s a dragon, with talons, spikes, fangs, sharp tough scales, great strength, and iron-hard flesh. It’s entire body is a weapon one way or another.
12Innate Enchantment: (12 CP): The local limit is 12 CP here – so we’ll have to settle for a few of the most vital ones.
**+2 to Enhancement Bonus to all characteristics save Charisma (7000 GP). That’s convenient, especially at lower levels, but won’t stack with most attribute-boosting items.
**+2d6 Hit Dice (Maximized) (1400 GP). Again, convenient at lower levels, but this will soon be swamped by level-based hit dice.
**Enlarge Self (1400 GP): +1 Size Category (+8 Str, -2 Dex, +4 Con, -1 Attack Modifier, -4 Skill Modifier, +2 Natural armor, Reach 10). This is THE cheap way to be larger – and requires using the Practical Enchanter version of Enlarge Self rather than the SRD version. Of course, the game master should also feel free to play up the characters massive food demands, inability to use many magical devices, the impossibility of getting into many buildings or through most doors, and all the other limitations that go with being the size of a horse.
**Personal Haste (1400 GP): +30′ Movement, +1 attack at full BAB when making a full attack. One of THE most helpful minor spells around. Fortunately, it’s short duration is offset by the use-activated aspect.
01Immunity/The XP Cost of Innate Enchantments (Uncommon, Minor, Trivial, 1 CP). This isn’t actually saving much – but having it in the racial template means that baby dragons are born with their natural magics, rather than having to pay XP to activate them later.
09Immunity to Antimagic and Dispelling vrs Innate Enchantments (Uncommon / Minor / Epic, 9 CP).
06Celerity/Additional Mode (Flight): Corrupted (Requires use of wings), Specialized: Poor Maneuverability (6 CP), 60′ total base (including the Personal Haste ability).
12Defender [(Level/5)+1] Natural Armor bonus to AC (12 CP).
03Universal DR 2/- (3 CP). “Universal” means that it applies to everything – energy and physical attacks alike. Dragons are just big and tough enough to ignore any number of minor scratches.
06Energy Infusion (in this case Fire, 6 CP).
03Immunity to Aging (Uncommon/Minor/Great, 3 CP: can expect to live for many centuries).
06Shaping (6 CP). Dragons are presumed to be magical enough to pull prestidigitation-level effects off at will – or they can Corrupt and Specialize this ability to allow them to use some minor special trick at whim. Since the player still wants a White Dragon, we’ll do just that to turn this into the “Icewalking” ability.
03Dragonfire, Specialized/only for cone energy attacks (3 CP). This gives us a base of a 30′ cone – although the user is welcome to spend a few more points to expand on that later on.
02Breath of the Dragon, Specialized and Corrupted/only to change to Fire, must be used (2 CP).
03Eye of the Dragon, Specialized/only to store energy from Pulse of the Dragon, only to power Dragonfire (3 CP). This ability allows a dragon to store a reserve of energy to power Dragonfire with – thus bypassing the usual 1d4 round delay on using their breath weapon. Sadly, the supply is limited, and requires days to recharge – but the trick can still be very VERY useful in a tight spot.
06Pulse of the Dragon (6 CP). This may have more uses later on – but for the moment it’s principle use is to charge the Eye of the Dragon power reserve.
06Heart of the Dragon (6 CP). This allows the user to shape cantrip-level effects from ambient magical energy – allowing the use of many small magical tricks. Of course, if you Specialize in a particular theme – in this case Conjuration – you can pull off level one effects.
06Blood of the Dragon, Specialized and Corrupted for Triple Effect/only to fuel Dragonfire, requires a wait of 1d4 rounds in between discharges (6 CP). Normally this is Charisma-based, but if the character has a lousy Charisma, Finesse (another 6 CP) may be used to substitute another attribute, such as Constitution.

With a total cost of 121 CP that would be a +3 ECL race – but fortunately, the entire package is Specialized; the user is a blatantly non-human dragon, is subject to powerful draconic instincts, craves treasure, has valuable magical body parts, has to deal with rivals and dragon-hunters, is vulnerable to anti-dragon weaponry, radiates magical power and an aura that disturbs people and animals, can’t wear most armor or use a lot of other magical devices, has automatic alignment tendencies, and has to deal with any other being-a-dragon problems that the game master feels like applying. That brings it down to 60 CP – and +1 ECL.






[Anchor CP] -top-


Character Points
480Base Level 19Level 0 = 24, Level 1 = 24
060FeatsLevels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19
010DisadvantagesHistory (Backstory), Obligations (), Insane ()
038DutiesAdeliade is expected to devote time to serving Bahamut's will
588TOTAL

[Anchor CPE] -top-


Character Point Expenditure
152L1-19 d12 Hit Die
114Warcraft +19
006Collegiate Education (Fast Learner, specialized for skills, +2 additional skills per level)
006Intellectual Savant (Adept: Diplomacy, Escape Artist, Perception, Surival)
171Exceptional Resistances (Resist +57, F+19, R+19, W+19)
006Luck w/ Bonus Uses +4, specialized only for saving throws for reduced cost
012Gifted Bloodline (Innate Enchantment 12 CP)
006Gifted crafter (Create Relics w/ Double Enthusiast, specialized and corrupted - only for personally powered relics reliant on the double enthusiast points)
018Improved Augmented Bonus - Add Strength to Constitution for purposes of Hit Points
003Extended Breath Weapon (increases range to 60')
009Shapeshift (Humanoid only, 3 CP) + Bonus Uses +4 (6 CP)
018Leadership, corrupted and specialized, must befriend the individual in RP and may only have one, for increased power - Follower is -1 ECL below character ECL. Emperor's Star x2 - adds one Positive Level (see page 86) to all your followers. You must describe where, exactly, they gain the CP bonus, and it must be the same for all of them.
038Skill Points 38
559 of 588Total spent

Relics (4 max)
1) Open09 
2) Open09 
3) Open09 
4) Open09 

[Anchor MAGIC]  -top-
Racial Innate Enchantment (11,500)
7,000+2 to Enhancement Bonus to all characteristics save Charisma (7000 GP). That’s convenient, especially at lower levels, but won’t stack with most attribute-boosting items.
1,400+2d6 Hit Dice (Maximized) (1400 GP). Again, convenient at lower levels, but this will soon be swamped by level-based hit dice.
1,400Enlarge Self (1400 GP): +1 Size Category (+8 Str, -2 Dex, +4 Con, -1 Attack Modifier, -4 Skill Modifier, +2 Natural armor, Reach 10). This is THE cheap way to be larger – and requires using the Practical Enchanter version of Enlarge Self rather than the SRD version. Of course, the game master should also feel free to play up the characters massive food demands, inability to use many magical devices, the impossibility of getting into many buildings or through most doors, and all the other limitations that go with being the size of a horse.
1,400Personal Haste (1400 GP): +30′ Movement, +1 attack at full BAB when making a full attack. One of THE most helpful minor spells around. Fortunately, it’s short duration is offset by the use-activated aspect.
11,200 of 11,500 allowed

Innate Enchantments (11,500)
2,000Portable LairSpacewarp with built in Compact (x10 casting time to activate; must 'dig' to reach; -1 level: Reduced Range; -1 level) and Supportive (contains edible moss, lake greens, and fish; +1 level)
1,400Naturally Defensive L1 (+4 Bonus to Armor AC)
1,400Impervious L1 (+2 Resistance Bonus to all Saves)
  
  
  
  
4,800TOTAL

[Anchor BIO]  -top-



Character BIO


Name:Adelaide
Gender:Female
Age:200
Height:5'10'
Weight:125 lbs
Hair:Copper Blonde
Eyes:Green


What do people see when they glance at you?
A beautiful woman with copper-blonde hair and dazzling green eyes.  Most often she will be clothed in a plain, if modest dress suitable for work on the farm where she lives.  Exposed skin may reveal she also has a gold and red oriental dragon winding its way up her body, from her left foot leg to her right hand.

What will people find out if they ask around about you?
Adelaide is humble and kind, ready to help those in need.  She is rarely far from her love and wife, Ro.

What will people find out if they talk to you?
She's a bit shy with strangers, but quickly warms up to those who are kind and engaging themselves.  It does not take much to make her smile.  Do not mistake her kindness for weakness, however.  She will not stand for cruelty or intolerance of others.

What will people find out if they look into your past?
Adelaide spent years struggling to master the dragon spirit within her and the corruption that sought to turn her to evil.  She now serves Bahamut as his agent of life and good, opposing evil wherever required.


[Anchor ABILITY]  -top-



STAT BLOCK



Ability Scores (Medium)
StatTotalBaseModifiers
STR20 (+5)16+2 Enhancement, +2 (Level)
DEX20 (+5)14+2 Enhancement, +4 (Level)
CON16 (+3)14+2 Enhancement
Ability Scores (Large)
StatTotalBaseModifiers
STR28 (+9)16+2 Enhancement, +8 (Size), +2 (Level)
DEX18 (+4)14+2 Enhancement, -2 (Size), +4 (Level)
CON20 (+5)14+2 Enhancement, +4 (Size)
 
INT14 (+2)12+2 Enhancement
WIS14 (+2)08+2 Enhancement, +4 (Level)
CHA14 (+2)14 
NOTE: Stat boosts every even level L2 WIS +2,




[Anchor SAVES]  -top-

Saving Throws
SaveTOTAL Medium/(Large)BASESTATMODIFIERS
Fortitude+24 (+26)+19+3(+5)Resistance +2
Reflex+26 (+25)+19+5(+4)Resistance +2
Will+23 (+23)+19+2(+2)Resistance +2
NOTE: Luck 5/day - May declare a natural '20' without a roll, OR after making any save roll, you may re-roll before results declared but must take the reroll result
[Anchor COMBAT]  -top-

COMBAT BLOCK (Medium)
Hit Points (Medium)406L1-19 d12 (228) + Con (3x19=57) + Str (5x19=95) + Immortal Vigor (12 + 14)
Initiative+3Dex (3)
Armor Class28 (T:20,F:23)Base (10), Dexterity (5), Armor (4), Defender (4), Deflection (5)
COMBAT BLOCK (Dragon - Large)
Hit Points (Large)532L1-19 d12 (228) + Con (5x19=95) + Str (9x19=171) + Immortal Vigor (12 + 26)
Initiative+2Dex (2)
Armor Class28 (T:18,F:24)Base (10), Dexterity (4), Armor (4), Defender (4), Natural (2), Size (-1), Deflection (5)
 
SpeedWalk 60', Fly 60' (Poor)Ground 30' + Enhancement 30'
VisionLow-Light, Darkvision 120', Blindsense 60'Race default


 
COMBAT (Medium)  
Melee+24STR (+5), Warcraft +19
Ranged+24DEX (+5), Warcraft +19
 
To Hit+24/+19/+14/+9 
Damage1d8+5STR (+5)
 
COMBAT (Large)  
Melee+27STR (+9), Warcraft +19, Size -1
Ranged+22DEX (+4), Warcraft +19, Size -1
 
To Hit+27/+22/+17/+12 
Damage1d8+9STR (+9)


[Anchor SKILLS]  Skills and Languages-top-

Skill Points:
Intelligence 14 (2)
Fast Learner (2)
Gain 4 per level.
Purchased 38

Adept: Diplomacy, Escape Artist, Perception, Surival
Acrobatics, Climb, Diplomacy, Escape Artist, Perception, Surival and Swim

Adventure Skills (76 Ranks)
Skill NameUntrainedKey AbilityTOTAL=Rank+Modifier+Misc-Armor Penalty
ClimbYesStr+09=Rank 00 (00)+Str+9+ - 
SwimYesStr+09=Rank 19 (19)+Str+9++3 Class- 
AcrobaticsYesDex+25=Rank 19 (19)+Dex+4++3 Class, -1 Size- 
Disable DeviceNoDexn/t=Rank 00 (00)+Dex+4+ - 
Escape ArtistYesDex+25=Rank 09 (19)+Dex+4++3 Class- 
FlyYesDex+20=Rank 19 (19)+Dex+4++3 Class, -2 Size, -4 Poor- 
RideYesDex+04=Rank 00 (00)+Dex+4+ - 
StealthYesDex+00=Rank 00 (00)+Dex+4+-4 Size- 
Knowledge (arcana)NoIntn/t=Rank 00 (00)+Int+2+ - 
Knowledge (dungeoneering)NoIntn/t=Rank 00 (00)+Int+2+ - 
Knowledge (local)NoIntn/t=Rank 00 (00)+Int+2+ - 
Knowledge (nature)NoIntn/t=Rank 00 (00)+Int+2+ - 
Knowledge (planes)NoIntn/t=Rank 00 (00)+Int+2+ - 
Knowledge (religion)NoIntn/t=Rank 00 (00)+Int+2+ - 
SpellcraftNoIntn/t=Rank 00 (00)+Int+2+ - 
HealYesWis+02=Rank 00 (00)+Wis+2+ - 
PerceptionYesWis+24=Rank 09 (19)+Wis+2++3 Class- 
Sense MotiveYesWis+02=Rank 00 (00)+Wis+2+ - 
SurvivalYesWis+24=Rank 09 (19)+Wis+2++3 Class- 
BluffYesCha+02=Rank 00 (00)+Cha+2+ - 
DiplomacyYesCha+24=Rank 09 (19)+Cha+2++3 Class- 
DisguiseYesCha+02=Rank 00 (00)+Cha+2+ - 
IntimidateYesCha+02=Rank 00 (00)+Cha+2+ - 
Use Magic DeviceNoChan/t=Rank 00 (00)+Cha+2+ - 
Background Skills (2 per level = 38 ranks)
Skill NameUntrainedKey AbilityTOTAL=Rank+Modifier+Misc-Armor Penalty
AppraiseYesInt+08=Rank 3 (3)+Int+2++3 Class- 
ArtistryYesInt+08=Rank 3 (3)+Int+2++3 Class- 
CraftYesInt+08=Rank 3 (3)+Int+2++3 Class- 
Handle AnimalNoCha+08=Rank 3 (3)+Cha+2++3 Class- 
Knowledge (engineering)NoInt+08=Rank 3 (3)+Int+2++3 Class- 
Knowledge (geography)NoInt+08=Rank 3 (3)+Int+2++3 Class- 
Knowledge (history)NoInt+08=Rank 3 (3)+Int+2++3 Class- 
Knowledge (nobility)NoInt+08=Rank 3 (3)+Int+2++3 Class- 
LinguisticsNoInt+08=Rank 3 (3)+Int+2++3 Class- 
LoreYesInt+08=Rank 3 (3)+Int+2++3 Class- 
ProfessionNoWis+08=Rank 3 (3)+Wis+2++3 Class- 
PerformYesCha+09=Rank 2 (2)+Cha+2++3 Class- 
Sleight of HandNoDexn/t=Rank 0 (0)+Dex+4+ - 
[Anchor Language]  -top-

Languages
R:Draconic
R:Common
1)OPEN
2)OPEN
3)--
4)--
5)--



[Anchor GEAR]  -top-


Gear/Equipment:
CostItem
2,500Ring of Sustenance
50,000Ring of Protection +5


[6 blank lines suppressed]

[Anchor HISTORY] -top-


Character fluff / backstory / details





#
# Mythic Ability
#

Role: Guardian
Bonus Hit Points (20):Whenever you gain a guardian tier, you gain 5 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.
Guardian's Call:Sudden Block (Su): As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally’s AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
Path Ability:At 1st tier and every tier thereafter, select one new path ability from the guardian path abilities lists or from the universal path abilities lists (see page 50). Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them
Guardian 1:Empathic Healing (Su) (Mythic Adventures pg. 27): You can expend one use of mythic power to transfer up to 10 points of damage per tier from a touched ally to yourself, healing the target and damaging you. This transferred damage bypasses all effects that reduce or negate hit point damage (such as damage reduction). Alternatively, you can expend two uses of mythic power to transfer an ongoing disease or poison from a touched ally to yourself, which halts ongoing effects on the target from that aff liction and requires you to attempt any remaining saves against it. If you're immune to the disease or poison, transferring it to yourself destroys the affliction.
Guardian 2:Draw Fire (Su) (Mythic Adventures pg. 27): As an immediate action, when an ally within 30 feet is targeted with a ranged weapon attack, you can have that attack target you instead. If you would normally be out of range for that attack, the attack is able to hit you as if you were at maximum range. You can use this ability without using an immediate action by expending one use of mythic power.
Guardian 3:Pack Wild Shape (Su) (Mythic Adventures pg. 29): When you use the wild shape class feature, you can also transform allies when you change shape. When you use wild shape, you can expend one use of mythic power to select a number of willing allies equal to your tier. These allies take the same animal form as you do, with the same abilities as yours. Divide the duration of that use of wild shape evenly (rounded down) among yourself and the affected allies. The transformation ends for everyone when you return to your normal form or use wild shape again. An ally can end its own transformation early as a standard action without affecting the duration for you or other allies. You must have the wild shape class feature to select this ability.
Guardian 4:Mythic Companion (Su) (Mythic Adventures pg. 29): Select one animal companion, cohort, eidolon, familiar, or bonded mount. That creature can use the surge ability a number of times per day equal to your tier. Its surge ability uses the same bonus die type as you do when you use your surge ability.




Ability Score:Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.
Mythic Feat:Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill (Ex):Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su):Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su):You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex):(+4) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex):At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Power:Longevity (Su) (Mythic Adventures pg. 50): Upon taking this ability, you can no longer die from old age. If you have penalties to your physical ability scores due to aging, you no longer take those penalties. You still continue to age, and you gain all the benefits to your mental ability scores.
Mythic Feat 1:Convert to 6 CP
Mythic Feat 2:Convert to 6 CP