micr0c0sm
First Post
Note: I found these images a while back, if it's yours I humbly ask permission to use them - if you request I will take them down immediately. I'm pretty sure it was off these boards so I'll try and find the owners ASAP.
Lore Scio
Appearance, Traits + Disadvantages
Smaller half-elf with some drow lineage visible. Is sufferring from amnesia as she currently does not know anything before being tortured by the Valuans. The amnesia has definately affected her personality - she takes little care for others (steals what she can) with no remorse and is very impulsive. Learns the location of a vault containing her equipment, but at arrival claims different equipment than what she really owns.
History
It's a mystery as to how she arrived on Arcadia- maybe the journey was the cause of her amnesia or maybe she was banished here. (One possibility is that she almost beat the last Fremen witch in a mageduel to save the race, but the witch cheated and baned her here). All she remembers is being tortured by the Valuans for an indeterminable amount of time. She spent all her time diligently planning her escape, only to have an oppurtunity come up that had nothing to do with the plan, that she took anyway. Her amnesia explains how new abilities pop up and her levels of monk while still remaining chaotic nuetral.
Goals
Find out who I am. Find out where I came from. Hurt Valuans.
Basic
Weapons and Equipment
Skills
Flaws, Traits, & Feats
Proficiencies and Class Abilities
New Weapon: Chakrum
Medium Exotic Weapon
1d8 slashing 20/x3 on critical
Special: A wielder may add her strength bonus to damage rolls with a chakrum
A weilder unproficient with the chakrum takes damage when catching it. Mercurial chakrum allowed.
Lore Scio
Appearance, Traits + Disadvantages
Smaller half-elf with some drow lineage visible. Is sufferring from amnesia as she currently does not know anything before being tortured by the Valuans. The amnesia has definately affected her personality - she takes little care for others (steals what she can) with no remorse and is very impulsive. Learns the location of a vault containing her equipment, but at arrival claims different equipment than what she really owns.
History
It's a mystery as to how she arrived on Arcadia- maybe the journey was the cause of her amnesia or maybe she was banished here. (One possibility is that she almost beat the last Fremen witch in a mageduel to save the race, but the witch cheated and baned her here). All she remembers is being tortured by the Valuans for an indeterminable amount of time. She spent all her time diligently planning her escape, only to have an oppurtunity come up that had nothing to do with the plan, that she took anyway. Her amnesia explains how new abilities pop up and her levels of monk while still remaining chaotic nuetral.
Goals
Find out who I am. Find out where I came from. Hurt Valuans.
Basic
Code:
[B]Lore[/B] - [I]Female Rog8/Mnk2/Ftr1[/I]
Str 16 AC - 26 (10 +3 dex +7 armor +4 shield +2 amulet +1 ring)
Dex 16 HP - 7d6 + 2d8 + 1d10 +17 (27-85)
Con 12 Init +3
Int 13 Fort +9
Wis 13 Ref +13
Cha 12 Will +8
Weapons and Equipment
Code:
[I]Weapons[/I]
aquilus agnito - Keen Guisarme +2 (+14/+9) (2d4+6) (19-20/x3)
novo ico - Mercurial Chakrum +1 (+12/+7) (1d8+5) (20/x4)
Unarmed Attack (+12/+7) (1d6+3) (20/x2)
Flurry of Blows (+10/+10/+5) (1d6+3) (20/x2)
[I]Equipment[/I]
Mithral Chain Shirt +3 (+7 AC, +6 max dex, 10% arcane failure)
Amulet of Natural Armor +2
Animated Shield +2
Ring of Protection +1
Deflecting Buckler +1
Ring of Feather Falling
Heward's Handy Havershack
Horseshoes of the Zephyr
Skills
Code:
[I]Skills[/I] (99 rog + 10 mnk +3 ftr +14 human)
Balance +10 (5 rank +3 dex +2 tumble)
Bluff +15 (14 ranks +1 cha)
Diplomacy +10 (5 ranks +1 cha +2 bluff +2 )
Disable Device +10 (9 ranks +1 int)
Disguise +5 (4 ranks +1 cha)
Escape Artist +9 (6 ranks +3 dex)
Hide +9 (6 ranks +3 dex)
Jump +9 (4 ranks +3 str +2 synergy)
Listen +9 (12 ranks +1 wis -4 flaw)
Move Silently +9 (6 ranks +3 dex)
Open Lock +9 (6 ranks +3 dex)
Ride +7 (4 ranks +3 dex)
Search +9 (8 ranks +1 int)
Sense Motive +9 (8 ranks +1 wis)
Sleight of Hand +9 (4 ranks +3 dex +2 synergy)
Spot +9 (12 ranks +1 wis -4 flaw)
Tumble +17 (14 ranks +3 dex)
Flaws, Traits, & Feats
Code:
[I]Flaws & Traits[/I]
Innattentive (flaw)
Detached (trait)
[I]Feats[/I]
Dodge (human)
Mobility(flaw)
Combat Expertise (fighter)
Stunning Fist (monk)
Combat Reflexes (monk)
Improved Trip (1st)
Improved Feint (3rd)
Defensive Throw (6th)
Elusive Target (9th)
Proficiencies and Class Abilities
Code:
[I]Proficiencies[/I]
Simple Weapon Proficiency
Martial Weapon Proficiency
Rogue Weapon Proficiency
Monk Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
[I]Class Abilities[/I]
Evasion
Flurry of Blows
Improved Unarmed Attack
Sneak Attack +4d6
Trapfinding
Trapsense +2
Uncanny Dodge
Improved Uncanny Dodge
New Weapon: Chakrum
Medium Exotic Weapon
1d8 slashing 20/x3 on critical
Special: A wielder may add her strength bonus to damage rolls with a chakrum
A weilder unproficient with the chakrum takes damage when catching it. Mercurial chakrum allowed.
Attachments
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