Post by Gaizer on Mar 5, 2012 0:39:11 GMT -5
Name:Nash HP: 160
Race: Primordial (Water)
Points:0 stat points, 0 skill points, 0 ability points, and 1 trait choices.
Items:
Stats:
Primary: Spiritual
Secondary: Physical
Tertiary: Mental
Abilities:
6/6 Spiritual:
5/5Physical:
3/3Mental:
Skills:
Traits:
Special:
Physical:
Spiritual:
Mental:
Race: Primordial (Water)
Points:0 stat points, 0 skill points, 0 ability points, and 1 trait choices.
Items:
- Ioun's Eye: 360° Vision
- Red Ruby Crystal: Increases all effect rolls by 3
- Hard Core: Can transmute water under my control to hard water at will.
- Ring of Air Elementals: Extra lightning spells, flight, 1/2 damage from lightning, control air elementals.
- Tensor's Blade: +5, apply Spirit to melee. (broken)
- Orb of frost:Cold Aura, shut down fire and bonus Ice damage
Stats:
Primary: Spiritual
- Power:100
- Control:50
- Reserve:50
Secondary: Physical
- Strength: 100
- Dexterity: 40
- Constitution:50
Tertiary: Mental
- Intelligence: 100
- Wits: 40
- Willpower: 50
Abilities:
6/6 Spiritual:
- Water Magic: D12 L7
- Ice Magic:D12 L7
- Persona: D8 L7
- Regenerative Aura: L6
- Lightning Magic: D12 L7
- Familiar: D12 L6
5/5Physical:
- Water bending: D12 L7
- Water form:D12+4 L7
- Fencing style: D12 L4
- Stone Form: D12 L1
- Band: L6
3/3Mental:
- Photokinesis: D8 L4
- Summon water elemental: D12+4 L2
- Hydro-kinesis: D8 L7
Skills:
- Alchemy:Master
- Search:9
- Perception:15
- Spell-craft:12
- Lore: monster:16
- Decorative Cake Baking: 11
- Lore: The planes:7
- Animal husbandry: 11
Traits:
Special:
- Flow Like water: after successfully defending with water bending, I get an extra turn.
- Try Harder: If a water ability would fail, I may put Hydrokinesis on maximum cooldown to reroll.
- Erosion: When an enemy uses a defensive ability against water magic they must roll flat. If they fail, so does the defensive ability.
- Eternity's Chill: When anything I make using Ice magic is damaged/destroyed it reforms immediately.
- Electrifrying!: Apply lightning magic to all physical action/reactions. Body is electrified.
Physical:
- Extra Physical Ability X3 / 30 Power, 30 Control, 30 Reserves
- Grit (Can ignore one physical attack per combat) 24 constitution, 22 strength, 18 dexterity, 18 willpower, 16 wits
- Conditioning (Reduce cool downs by one) 15 constitution, 15 strength, 13 dexterity, 14 control
- Ambidextrous (no offhand penalty)
- Crown of Thorns (Add strength to hit points) 26 strength, 24 constitution, 20 dexterity, 20 willpower, 18 wits
- Combat Reflexes (Always act in the surprise round) 7 dexterity 7 strength, 6 control
- Masochism (Roll wound checks twice and take the greater) 35 constitution, 33 strength, 31 dexterity, 26 willpower, 22 wits
Spiritual:
- Extra Spiritual Ability X3 / 30 Power, 30 Control, 30 Reserves
- Strong Soul (Add reserves to hit points) Power 23, Control 23, Reserves 22, Wits 16, Willpower 15
- Innocence (Ignore one spiritual attack per combat) Power 21, Control 20, Reserves 19, Intelligence 17, Wits 15
- Better Lucky (Upon scoring a critical all your bonus dice add plus 3) Power 14, Control 13, Reserves 11, Wits 10
- Sha Kai Jin (Heal hitpoints on successfully defending against magic or a spiritual attack) Power 9, Control 9, Intelligence 7
- Pray (After making a successful action the next healing or defensive ability you use is an automatic critical, once per combat) Power 3, Willpower 2
- Soul (Always revive with one hit point at the end of combat) Power 6, Control 6, Intelligence 4
- Forced Defenses (Always know an opponents attack for purposes of being able to counter spell) Power 5, Control 4, Reserves 4
- Rin Pyo To (Can substitute 1 physical check with the equivalent spiritual check per combat) Power 2, Wits 2
- RAAHHHH! (Roll all exhaustion checks twice and take the greater) Power 30, Control 27, Reserves 26, Intelligence 22, Wits 20
- Retsu Zai Zen (After scoring a critical you receive 90% damage reduction for the turn) Power 17, Control 16, Reserves 16, Intelligence 15
- Righteous Fury (Being lowered to 25% hit points makes your next attack a critical) Power 18, Control 17, Reserves 17, Wits 14
- Prodigy (A successful critical gives you a free spiritual action) Power 35, Control 33, Reserves 31, Intelligence 26, Willpower 18
- Battle Aura (On a successful defensive action you can roll flat, if that is successful your opponent is given a fear debuff) Power 8, Control 8, Reserves 6
Mental:
- Extra Mental Ability X3/ 30 Intelligence, 30 Wits, 30 Willpower
- Mind over matter (Add willpower to hit points) Willpower 23, Intelligence 23, Wits 22, Power 16, Reserves 15
- Adaptive Defense (Gain a commutative plus 3 every time you use the same defense in a fight) Willpower 6, Intelligence 5, Power 5
- Weary (Add 10 to rolls against feints or deception) Control 3, Wits 2
- Combat Rush (Restores one cool down upon defeating an enemy) Willpower 9, Intelligence 9, Power 7