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[[File:Alishia_Mesbet_d'Orien.png|200px|thumb|Portrait provided by [http://eternity-waits.deviantart.com/ Mori C. McLamb].]]
 
 
 
Alishia is a player character in [[Morgrave High: Passing Marks]]
 
Alishia is a player character in [[Morgrave High: Passing Marks]]
  
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Sex: Female
 
Sex: Female
  
Age: 16
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Age: 15
  
 
Race: Human
 
Race: Human
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High School Archetype: One part Tomboy, one part Troublemaker.
 
High School Archetype: One part Tomboy, one part Troublemaker.
  
'''Theme Music:'''
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Theme Music
  
Momma Said Knock You Out by LL Cool J
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''-Momma Said Knock You Out'' by LL Cool J - [http://www.youtube.com/watch?v=Ktq5Q-a72Jc]
  
Spitfire by The Prodigy
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''-Spitfire'' by The Prodigy - [http://www.youtube.com/watch?v=4E4hCTrX7pw&feature=related]
  
Vital Force by Yoko Kanno
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Backstory: As a young, Dragonmarked scion of House Orien, Alishia's destiny was to master her innate gifts, learn all she could about the history of her august and noble House, and one day assume the responsibilities due an heir of Orien's nation-spanning guild of couriers and transportation networks.
 
 
Gold Fish by Yoko Kanno (Alishia/Sandovish theme)
 
 
 
'''Parents:''' Lord Jarrod and Lady Adreanna d'Orien
 
 
 
'''Backstory:''' As a young, Dragonmarked scion of House Orien, Alishia's destiny was to master her innate gifts, learn all she could about the history of her august and noble House, and one day assume the responsibilities due an heir of Orien's nation-spanning guild of couriers and transportation networks.
 
  
 
Of course, things would have gone smoother if Alishia hadn't found all of this to be ''incredibly'' dull. Business etiquette, international economics, ''courtly manners''...boring, all of it.
 
Of course, things would have gone smoother if Alishia hadn't found all of this to be ''incredibly'' dull. Business etiquette, international economics, ''courtly manners''...boring, all of it.
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Alishia Mesbet d'Orien, level 8
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Alishia Mesbet d'Orien, level 4
  
 
Human, Monk
 
Human, Monk
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FINAL ABILITY SCORES<br>
 
FINAL ABILITY SCORES<br>
Str 18, Con 11, Dex 20, Int 10, Wis 8, Cha 13.
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Str 17, Con 11, Dex 19, Int 10, Wis 8, Cha 13.
  
 
STARTING ABILITY SCORES<br>
 
STARTING ABILITY SCORES<br>
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AC: 26 Fort: 21 Reflex: 22 Will: 19<br>
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AC: 20 Fort: 18 Reflex: 19 Will: 17<br>
HP: 58 Surges: 7 Surge Value: 14<br>
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HP: 38 Surges: 7 Surge Value: 9<br>
Initiative: 9<br>
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Initiative: 6<br>
Passive Perception: 13<br>
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Passive Perception: 11<br>
Passive Insight: 13<br>
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Passive Insight: 11
Flurry of Blows: 11 damage against the same target as the original attack, 13 damage against a different target<br>
 
Resist Radiance 5
 
  
  
 
TRAINED SKILLS<br>
 
TRAINED SKILLS<br>
Thievery +14, Diplomacy +10, Stealth +14, Acrobatics +16, Athletics +13, Endurance +11, Intimidate +10
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Thievery +11, Diplomacy +8, Stealth +11, Acrobatics +14, Athletics +10, Endurance +7, Intimidate +8
  
 
UNTRAINED SKILLS<br>
 
UNTRAINED SKILLS<br>
Arcana +4, Bluff +5, Dungeoneering +3, Heal +3, History +4, Insight +3, Nature +3, Perception +3, Religion +4, Streetwise +5
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Arcana +2, Bluff +3, Dungeoneering +1, Heal +1, History +2, Insight +1, Nature +1, Perception +1, Religion +2, Streetwise +3
 
 
 
 
THEME<br>
 
Explorer:
 
*Level 1: You can tell which way is north, and you gain a +5 bonus to any skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark.  '''Explorer utility: Surefooted Stride''' (Move Action, move your speed and ignore difficult terrain.  Until the end of your next turn as long as you are in difficult terrain you gain a +2 bonus to AC and Reflex and you gain Combat Advantage against enemies in difficult terrain.)
 
 
 
*Level 5: You gain a +2 power bonus to Endurance checks. In addition, for the purpose of determining how far you and up to ten companions can travel in an hour or a day, treat the group's speed as the slowest member's speed + 1. While the group travels with you, its members also gain a +2 power bonus to Endurance checks.
 
  
  
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* Human: Mark of Passage
 
* Human: Mark of Passage
 
* Level 1: Unarmored Agility
 
* Level 1: Unarmored Agility
* Level 2: Action Surge
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* Level 2: Action Surge (Retrained from Improved Initiative)
 
* Feat User Choice: Versatile Expertise (Ki Focuses, Unarmed)
 
* Feat User Choice: Versatile Expertise (Ki Focuses, Unarmed)
 
* Level 4: Brawling Warrior
 
* Level 4: Brawling Warrior
* Level 6: Skill Power (Agile Resolve)
 
* Level 8: Crashing Tempest Style
 
  
  
 
POWERS
 
POWERS
* Melee Basic Attack (+13 Attack versus AC, 1d8+8 damage)
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* Bonus At-Will Power: Crane's Wings
* Bonus At-Will Power: Crane's Wings (+12 Attack versus Fortitude, 1d10+9 damage)
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* Monk at-will 1: Dragon's Tail
* Monk at-will 1: Fallen Needle (+12 Attack versus Reflex, 1d10+9 damage)
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* Monk at-will 1: Five Storms
* Monk at-will 1: Five Storms (+12 Attack versus Reflex, 1d8+7 damage)
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* Monk encounter 1: Open the Gate of Battle
* Monk encounter 1: Open the Gate of Battle (+12 Attack versus Reflex, 2d10/3d10+9 damage)
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* Monk daily 1: Spinning Leopard Maneuver
* Monk daily 1: Spinning Leopard Maneuver (+12 Attack versus Reflex, 2d6+9 damage)
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* Monk utility 2: Scrambling Climb
* Explorer utility: Surefooted Stride
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* Monk encounter 3: Enduring Mountain
* Skill utility 2: Agile Resolve
 
* Theme utility 2: Stag's Bound
 
* Monk encounter 3: Eternal Mountain (+12 Attack versus Fortitude, 2d8+7 damage)
 
* Monk daily 5: Supreme Avalanche Combination (+12 Attack versus Fortitude, 3d10+9 damage)
 
* Monk utility 6: Quicksilver Motion
 
* Monk encounter 7: Arc of the Flashing Storm (+12 Attack versus Reflex, 2d10+9 lightning damage)
 
* Abberant Mark encounter: Dark Conduit (+12 Attack versus Fortitude, 2d6+7 damage)
 
:'''Dark Conduit'''
 
:''Clouds of animate darkness roil around your foes both close and far, your power drawing<br>
 
:''you from one cloud to the other in the blink of an eye.''<br>
 
:'''Encounter, Arcane, Implement, Necrotic, Shadow, Teleportation'''<br>
 
:'''Standard Action, Area burst 1 within 10 squares'''<br>
 
:'''Special:''' As a Free Action, as the cost for using this power, you must spend one<br>
 
:healing surge and expend the use of one of your encounter attack powers.  You gain no<br>
 
:hitpoints from the healing surge and lose the use of that encounter attack power until you<br>
 
:would normally regain it.
 
:'''Target:''' Each creature in the burst<br>
 
:'''Attack:''' Dexterity vs. Fortitude<br>
 
:'''Hit:''' 2d6+7 necrotic damage, and the target is blinded (save ends).<br>
 
:'''Miss:''' Half damage.<br>
 
:'''Effect:''' Each creature adjacent to you takes 10 necrotic damage, and you can teleport to an unoccupied square in the burst.
 
  
  
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* <u>Basic Aeronautics:</u>  You are considered qualified to pilot an airship. You gain a +2 bonus to checks made to navigate while on a ship, or to checks made to cause a ship to go faster.<br>
 
* <u>Basic Aeronautics:</u>  You are considered qualified to pilot an airship. You gain a +2 bonus to checks made to navigate while on a ship, or to checks made to cause a ship to go faster.<br>
 
* <u>Unorthodox Combat Techniques:</u>  When you spend an action point to gain an extra action, you gain +1 to all attack rolls until the end of your turn.
 
* <u>Unorthodox Combat Techniques:</u>  When you spend an action point to gain an extra action, you gain +1 to all attack rolls until the end of your turn.
* <u>Litany of the Pattern:</u> Once per day, when performing a ritual you know with a component cost of 100gp (+10Gp per character level) or less, you may perform that ritual without expending any components.
 
* <u>Obscure Languages:</u> Gain the ability to read, speak, and write one language (Goblin).
 
 
 
RITUALS<br>
 
* Portal Jump
 
  
  
 
ITEMS<br>
 
ITEMS<br>
Monk Unarmed Strike, Cascading Strikes Ki Focus +2, Boots of the Fencing Master (heroic tier), Safewing Amulet +1, Agile Resolve Vestments (Cloth) +1, Iron Armbands of Power (heroic tier), Arcane Signet Ring, Fine Clothing, Identification Papers with Portrait, Silk Rope (50 ft.), Backpack (empty), Grappling Hook, Chest (empty), 1 Potion of Healing, 2 Potions of Poison Resistance, 3 Doses of Clearwater Solution, Thieves' Tools, 150gp worth of arcane ritual components, 4 Sunrods (6 total), Fetching Magic Rainbow Stole (overall +2 to AC, Radiant Resistance 5), Adamantine Knuckle-Dusters (+2 Ki Club), 370gp
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Monk Unarmed Strike, Magic Ki Focus +1, Acrobat Boots (heroic tier), Safewing Amulet +1, Arcane Signet Ring, Fine Clothing, Identification Papers with Portrait, Silk Rope (50 ft.), Backpack (empty), Grappling Hook, Chest (empty), 2 Potions of Healing, 2 Potions of Fire Resistance, 165gp

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