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RG for Music-Inspired Insanity
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<blockquote data-quote="Theroc" data-source="post: 4957495" data-attributes="member: 83115"><p>[code][B]Name:[/B] Shavallah Touranisha</p><p>[B]Class:[/B] Totemist</p><p>[B]Race:[/B] Duskling</p><p>[B]Type:[/B] Fey</p><p>[B]Subtype:[/B] Incarnum, Extraplanar</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Female</p><p>[B]Alignment:[/B] Neutral (Undecided)</p><p>[B]Deity:[/B] None</p><p></p><p>[B]Str:[/B] 16 +3 (10p.) [B]Level:[/B] 3 [B]XP:[/B] 3,000</p><p>[B]Dex:[/B] 16 +3 (10p.) [B]BAB:[/B] +2 [B]HP:[/B] 36 (3d8+12)</p><p>[B]Con:[/B] 18 +4 (10p.) [B]Grapple:[/B] +5 [B]Dmg Red:[/B] N/A</p><p>[B]Int:[/B] 10 +0 (04p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] N/A</p><p>[B]Wis:[/B] 10 +0 (02p.) [B]Init:[/B] +3 [B]Spell Save:[/B] N/A</p><p>[B]Cha:[/B] 08 -1 (00p.) [B]ACP:[/B] -2 [B]Spell Fail:[/B] N/A</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +4 +0 +3 +0 +0 +X 17</p><p>[B]Touch:[/B] 13 [B]Flatfooted:[/B] 14</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 3 +4 +7</p><p>[B]Ref:[/B] 3 +3 +6</p><p>[B]Will:[/B] 1 +0 +1</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Masterwork Spear +6 1d8+4 20-20x3</p><p>Manticore spines +5 1d6+1 20-20x2</p><p>XXXX +X XdXX+X XX-XXxX</p><p>XXXX +X XdXX+X XX-XXxX</p><p></p><p>[B]Languages:[/B] Common, Sylvan</p><p></p><p>[B]Abilities:[/B] </p><p>[I]Duskling[/I]</p><p>+2 Constitution, -2 Intelligence: The duskling race's innate connection to</p><p> incarnum grants them extraordinary health. Dusklings disdain strict</p><p> education and learning, though no one is certain whether this is a cause or</p><p> result of their slightly diminished reasoning capacity.</p><p></p><p>Duskling base speed is 30 feet. However, a duskling can invest essentia to</p><p> improve this speed. For every point of essentia invested in this racial trait,</p><p> the duskling's speed improves by 5 feet. (See Essentia, page 50, for</p><p> information about investing essentia.) This enhancement bonus applies</p><p> only when the duskling is wearing light or no armor and carrying no more</p><p> than a light load.</p><p></p><p>Fey (Extraplanar): As fey, dusklings are immune to effects that specifically</p><p> target humanoids, such as the charm person spell. As natives of an Outer</p><p> Plane, dusklings have the extraplanar subtype while they are on the</p><p> Material Plane (or any other plane besides the dusklings' home plane). This</p><p> makes them vulnerable to certain effects that might force them back to</p><p> their home plane. See the Duskling Planar Heritage sidebar for more details.</p><p></p><p>Fey (Incarnum): Dusklings are fey with the incarnum subtype (see page 169).</p><p></p><p>Low-Light Vision: Dusklings can see twice as far as humans in starlight,</p><p> moonlight, torchlight, and similar conditions of poor illumination. They</p><p> retain the ability to distinguish color and detail under these conditions.</p><p></p><p>Essentia Pool: A duskling's essentia pool is permanently increased by 1. If</p><p> she doesn't have an essentia pool, this trait grants her one with a single</p><p> point of essentia.</p><p></p><p>Automatic Languages: Common and Sylvan. Bonus Languages: Elf, Gnoll, Gnome, Goblin, and Halfling.</p><p></p><p>Favored Class: Totemist.</p><p></p><p>[I]Totemist[/I]</p><p>Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's</p><p> Handbook. You gain a +4 bonus on wild empathy checks made to influence</p><p> the reactions of magical beasts of the same kind as the beast associated</p><p> with the soulmeld bound to your totem chakra. Thus, if you have a basilisk</p><p> mask bound to your totem chakra, you gain the bonus on checks made to</p><p> influence basilisks.</p><p></p><p>Meldshaping: A totemist's primary ability is shaping incarnum soulmelds,</p><p> which are drawn from the Totemist soulmeld list (page 58). You know and</p><p> can shape any soulmeld from this list. Unlike the aligned forces of an</p><p> incarnate's melds, your soulmelds channel the bestial spirits of nature.</p><p></p><p>The Difficulty Class for a saving throw against a Totemist soulmeld is 10 +</p><p> number of points of essentia invested in the soulmeld + your Constitution</p><p> modifier. Your meldshaper level is equal to your totemist level. </p><p>A totemist can shape only a certain number of soulmelds per day. </p><p></p><p>Totem Chakra Bind</p><p></p><p>Totem's Protection: +4 bonus on saving throws against supernatural abilities of Magical Beasts.</p><p></p><p>Illiteracy</p><p></p><p></p><p></p><p></p><p>[B]Feats:[/B] </p><p>Point Blank Shot(level 1)</p><p>Precise Shot (Level 3)</p><p></p><p></p><p>[B]Meldshaping:[/B]</p><p>Can shape 3 melds</p><p></p><p>[B]Essentia:[/B] 3</p><p></p><p>[B]Commonly Shaped Soulmelds:[/B]</p><p>Manticore Belt(Totem)</p><p>Totem Avatar(Unbound)</p><p>Rageclaws(Unbound)</p><p></p><p>[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 6/3</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Spot 6 +0 +6</p><p>Listen 6 +0 +6</p><p>Knowledge: Nature 5 +0 +2</p><p>Ride 2 +3 +5</p><p>Survival 5 +2 +7</p><p></p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Masterwork spear 302gp 06lb</p><p>Chain Shirt 100gp 25lb</p><p>Club --gp 03lb</p><p>CLW Potion (X3) 150gp 00lb</p><p>Remove Fear Potion(x3) 150gp 00lb</p><p>Shillelagh oil(x3) 150gp 00lb</p><p>Magic Fang Potion(x3) 150gp 00lb</p><p></p><p></p><p>[B]Total Weight:[/B]68lb [B]Money:[/B] 1,698gp XXsp XXcp</p><p></p><p> [B]Light Medium Heavy Lift Push[/B]</p><p>[B]Max Weight:[/B] 76 77-153 154-230 460 1,150</p><p></p><p>[B]Age:[/B] 24</p><p>[B]Height:[/B] 5'04"</p><p>[B]Weight:[/B] 120lb</p><p>[B]Eyes:[/B] Violet</p><p>[B]Hair:[/B] Black</p><p>[B]Skin:[/B] Lightly tanned[/code]<strong>Appearance:</strong> Shavallah Touranisha was a wild-looking Duskling. Her natural beauty was somewhat tarnished by her unkempt habits, her hair thrown back carelessly. Violet eyes studied the environment assessing it for proper hiding locations for hunting, or escape routes. Her dress was rather plain, if perhaps considered inappropriate for proper cultures, too simple and revealing just a bit too much, though nothing truly was exposed. A light chain shirt garbed her form atop this, protecting her torso.</p><p></p><p>[sblock=Reference image]</p><p><img src="http://www.wizards.com/dnd/images/moi_gallery/91039.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />[/sblock]</p><p></p><p><strong>Background:</strong> </p><p>Shavallah could not remember much of anything from her home plane. They had traveled on years ago, the girl adapting to the wilds of wherever they roamed. However, once on the material plane, she had become lost and missed when the family moved on, being stuck. Rather than bemoan her loss, she focused on survival, pushing her emotions beneath as she hunted and worked for survival, channeling her frustration along with the spirits of the greats beasts to assist her. As time wore on, she occasionally sold the pelts of her prey to collectors for supplies. After a time, she had accumulated enough money that she felt perhaps she should investigate a new 'hunting' ground... the city.</p></blockquote><p></p>
[QUOTE="Theroc, post: 4957495, member: 83115"] [code][B]Name:[/B] Shavallah Touranisha [B]Class:[/B] Totemist [B]Race:[/B] Duskling [B]Type:[/B] Fey [B]Subtype:[/B] Incarnum, Extraplanar [B]Size:[/B] Medium [B]Gender:[/B] Female [B]Alignment:[/B] Neutral (Undecided) [B]Deity:[/B] None [B]Str:[/B] 16 +3 (10p.) [B]Level:[/B] 3 [B]XP:[/B] 3,000 [B]Dex:[/B] 16 +3 (10p.) [B]BAB:[/B] +2 [B]HP:[/B] 36 (3d8+12) [B]Con:[/B] 18 +4 (10p.) [B]Grapple:[/B] +5 [B]Dmg Red:[/B] N/A [B]Int:[/B] 10 +0 (04p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] N/A [B]Wis:[/B] 10 +0 (02p.) [B]Init:[/B] +3 [B]Spell Save:[/B] N/A [B]Cha:[/B] 08 -1 (00p.) [B]ACP:[/B] -2 [B]Spell Fail:[/B] N/A [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +4 +0 +3 +0 +0 +X 17 [B]Touch:[/B] 13 [B]Flatfooted:[/B] 14 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 3 +4 +7 [B]Ref:[/B] 3 +3 +6 [B]Will:[/B] 1 +0 +1 [B]Weapon Attack Damage Critical[/B] Masterwork Spear +6 1d8+4 20-20x3 Manticore spines +5 1d6+1 20-20x2 XXXX +X XdXX+X XX-XXxX XXXX +X XdXX+X XX-XXxX [B]Languages:[/B] Common, Sylvan [B]Abilities:[/B] [I]Duskling[/I] +2 Constitution, -2 Intelligence: The duskling race's innate connection to incarnum grants them extraordinary health. Dusklings disdain strict education and learning, though no one is certain whether this is a cause or result of their slightly diminished reasoning capacity. Duskling base speed is 30 feet. However, a duskling can invest essentia to improve this speed. For every point of essentia invested in this racial trait, the duskling's speed improves by 5 feet. (See Essentia, page 50, for information about investing essentia.) This enhancement bonus applies only when the duskling is wearing light or no armor and carrying no more than a light load. Fey (Extraplanar): As fey, dusklings are immune to effects that specifically target humanoids, such as the charm person spell. As natives of an Outer Plane, dusklings have the extraplanar subtype while they are on the Material Plane (or any other plane besides the dusklings' home plane). This makes them vulnerable to certain effects that might force them back to their home plane. See the Duskling Planar Heritage sidebar for more details. Fey (Incarnum): Dusklings are fey with the incarnum subtype (see page 169). Low-Light Vision: Dusklings can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Essentia Pool: A duskling's essentia pool is permanently increased by 1. If she doesn't have an essentia pool, this trait grants her one with a single point of essentia. Automatic Languages: Common and Sylvan. Bonus Languages: Elf, Gnoll, Gnome, Goblin, and Halfling. Favored Class: Totemist. [I]Totemist[/I] Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's Handbook. You gain a +4 bonus on wild empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on checks made to influence basilisks. Meldshaping: A totemist's primary ability is shaping incarnum soulmelds, which are drawn from the Totemist soulmeld list (page 58). You know and can shape any soulmeld from this list. Unlike the aligned forces of an incarnate's melds, your soulmelds channel the bestial spirits of nature. The Difficulty Class for a saving throw against a Totemist soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your totemist level. A totemist can shape only a certain number of soulmelds per day. Totem Chakra Bind Totem's Protection: +4 bonus on saving throws against supernatural abilities of Magical Beasts. Illiteracy [B]Feats:[/B] Point Blank Shot(level 1) Precise Shot (Level 3) [B]Meldshaping:[/B] Can shape 3 melds [B]Essentia:[/B] 3 [B]Commonly Shaped Soulmelds:[/B] Manticore Belt(Totem) Totem Avatar(Unbound) Rageclaws(Unbound) [B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 6/3 [B]Skills Ranks Mod Misc Total[/B] Spot 6 +0 +6 Listen 6 +0 +6 Knowledge: Nature 5 +0 +2 Ride 2 +3 +5 Survival 5 +2 +7 [B]Equipment: Cost Weight[/B] Masterwork spear 302gp 06lb Chain Shirt 100gp 25lb Club --gp 03lb CLW Potion (X3) 150gp 00lb Remove Fear Potion(x3) 150gp 00lb Shillelagh oil(x3) 150gp 00lb Magic Fang Potion(x3) 150gp 00lb [B]Total Weight:[/B]68lb [B]Money:[/B] 1,698gp XXsp XXcp [B]Light Medium Heavy Lift Push[/B] [B]Max Weight:[/B] 76 77-153 154-230 460 1,150 [B]Age:[/B] 24 [B]Height:[/B] 5'04" [B]Weight:[/B] 120lb [B]Eyes:[/B] Violet [B]Hair:[/B] Black [B]Skin:[/B] Lightly tanned[/code][B]Appearance:[/B] Shavallah Touranisha was a wild-looking Duskling. Her natural beauty was somewhat tarnished by her unkempt habits, her hair thrown back carelessly. Violet eyes studied the environment assessing it for proper hiding locations for hunting, or escape routes. Her dress was rather plain, if perhaps considered inappropriate for proper cultures, too simple and revealing just a bit too much, though nothing truly was exposed. A light chain shirt garbed her form atop this, protecting her torso. [sblock=Reference image] [IMG]http://www.wizards.com/dnd/images/moi_gallery/91039.jpg[/IMG][/sblock] [B]Background:[/B] Shavallah could not remember much of anything from her home plane. They had traveled on years ago, the girl adapting to the wilds of wherever they roamed. However, once on the material plane, she had become lost and missed when the family moved on, being stuck. Rather than bemoan her loss, she focused on survival, pushing her emotions beneath as she hunted and worked for survival, channeling her frustration along with the spirits of the greats beasts to assist her. As time wore on, she occasionally sold the pelts of her prey to collectors for supplies. After a time, she had accumulated enough money that she felt perhaps she should investigate a new 'hunting' ground... the city. [/QUOTE]
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