Taiga

Seer of Life

Description:

CHARACTER INFO

Class/Aspect: Seer of Life
Level: 7
Boondollars: 500000
Template(s): Construct/Robot, Savant
Concatenation Oath: ADOWABLE
Epic Boon: None

ATTRIBUTES

Mangrit (MGT): 12 (1)
Acumen (ACU): 10 (
0)
Imagination (IMG): 20 (5)
Pulchritude (PLC): 16 (
3)

STATISTICS

Max HP: 58 (Bloodied: 29)
HP/Level: +5
AC: 25
Fortitude: 19
Reflex: 22
Will: 20
Resistances: Resist 4
Initiative: +10
Speed: 6

SKILLS

Acrobatics (Acu): 6
Athletics (Mgt): 7
Chumming (Plc): 7 (Construct/Robot) (ADOWABLE)
Healing (Img): 15 (Trained)
Insight (Plc): 13 (Trained)
Mysteries (Acu): 8 (Salamander Cultist)
Nature (Acu): 6
Perception (Img): 11
Science (Img): 15 (Trained)
Skaian Lore (Img): 11
Stealth (Acu): 6
Trolling (Plc): 11 (Construct/Robot) (ADOWABLE)

WEAPONRY

Weapon: Throwin’ Gun
Kind Abstratus: Gunkind
Category: Light Rangedkind
Range: 1
Precision: +3
Attribute: Acu/Img
Damage: 1d6/2d4
Auto-Parry: Yes

AFFRONTS/BLUNDERS

Sting of Sight – The attack deals 1d8 extra damage and the target loses its next Move action. (Grave Blunder: You take 1d10 damage and lose your next Move action.)
Vital Surge – One ally within 10 spaces of you regains hit points equal to twice your level. (Grave Blunder: You lose hit points equal to your level, and one enemy within 5 spaces gains temporary hit points equal to your level.)

TRAITS

See Right Through You: Gain a +4 bonus to Insight.
Wellspring of Life: Gain a +4 bonus to Healing.
Mental Fortress: Gain a +2 bonus to your Will
Piercing Intellect: Whenever you make a successful attack or skill roll against an enemy, you may grant a -1 penalty to that enemy’s attack rolls against you, which may stack up to a maximum penalty of -3. The penalty disappears at the end of the encounter.
Pacifying Aura: Whenever an enemy is adjacent to you, its damage rolls are reduced by an amount equal to your Pulchritude modifier.
Life’s Vigilance: For as long as you are not bloodied, you do not grant Combat Advantage.
Protect The Cute One: Allies do additional damage equal to half your level to enemies within 3 spaces of you.
Save Me!: One per encounter, an ally can shift to a space adjacent to you as a Free action and make an Opportunity attack against one enemy.
Charming Chumming: Gain a +3 bonus to Chumming, and take a -3 penalty to Trolling.
Too Cute For This: Your take a -3 to your damage rolls. You always deal at least 1 damage to targets.

AGGRIEVEMENTS

BASIC AGGRIEVEMENT
Standard action – At-Will
Melee- or Ranged-kind
Target: One creature
Attack: Mgt/Acu/Plc/Img + your level + weapon precision vs. AC
Hit: 1[W] + Mgt/Acu/Plc/Img modfier+ your level damage.
Special: The ability score used for attack and damage is determined by the Kind Abstratus in use.

VIGILANT OBSERVATION
Move action – At-will
Close Burst 2
Target: Three creatures in Burst
Effect: Until the end of your next turn, all targets take a -2 to all defenses and all attack rolls.
Special: You may not use this power again until the start of your next turn.

OBEY MY WILL
Standard action – At-will
Close Blast 3
Target: Three creatures in Blast
Attack: Img/Acu + your level vs. Will
Hit: 1[W] + Img/Acu modifier damage. If the target is subject to a Brutal Affront during this round or the next round, the target is immobilized (save ends).
Special: If you confirmed a Brutal Affront using this power, all targets lose their next Standard action.

EDUCATED GUESS
Immediate Interrupt – Encounter
Personal
Trigger: You or an ally fails a skill or attack roll.
Effect: You may immediately add a +2 power bonus to the triggering roll. If the roll still does not succeed, the target gains Resist 5 until the start of their next turn.

YOU’VE ACTIVATED MY TRAP CARD (Fraymotif)
Standard action – Encounter
Ranged or Melee-kind
Target: Three creatures in range
Attack: Img/Acu + your level + weapon precision vs. Reflex
Hit: 2[W] + Img/Acu modifier + twice your level damage, and all squares adjacent to and occupied by the target become Difficult terrain for enemies for the rest of the encounter.

GIFT OF REJUVENATION
Minor Action – Recharge
Personal
Effect: You gain an additional Standard action on this turn and 10 temporary hit points. One ally within 10 spaces of you gains Regeneration 5 until their hit points are fully restored.

SYLLADEX

Fetch Modus: Nondescript Modus

Strife Deck

Throwin’ Gun (Starting Weapon)

Exhibit A

???
Standard action – Encounter
Rangedkind
Target: One creature
Attack: Img/Acu/Plc + your level + weapon precision vs. AC
Hit: 1[W] + Img/Acu/Plc modifier + your level damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Exhibit B

???
Standard action – Encounter
Rangedkind
Target: One creature
Attack: Img/Acu/Plc + your level + weapon precision vs. AC
Hit: 1[W] + Img/Acu/Plc modifier + your level damage.
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it.

Exhibit A Mk. II

???
Standard action – Encounter
Rangedkind
Target: One creature
Attack: -2 vs. AC
Hit: 1[W] damage
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it. The target is Stunned until end of your next turn.

Exhibit B Mk. II

???
Standard action – Encounter
Rangedkind
Target: One creature
Attack: -2 vs. AC
Hit: 1[W] damage
Effect: You immediately switch to the weapon this power is attached to upon using this power if you are not already using it. The target is Stunned until end of your next turn.

Armor Tab

Light Clothes (Starting Armor)

Fashion A

Fashion B

Fashion B Mk. II

Fashion C

Trinket Tab

Trinket 1

???
Minor action – Encounter
Personal
Effect: You can see information about one enemy within 10 squares of you, such as weaknesses, resistances, hit points, and other relevant information. The depth of information revealed is determined by your GM. You must choose what this Trait will reveal before using it. You may purchase this Trait multiple times to reveal multiple kinds of information each time.

Trinket 2

???
Minor action – Encounter
Personal
Effect: You can see information about one enemy within 10 squares of you, such as weaknesses, resistances, hit points, and other relevant information. The depth of information revealed is determined by your GM. You must choose what this Trait will reveal before using it. You may purchase this Trait multiple times to reveal multiple kinds of information each time.

Common Tab

MAGIC 8 BALL
Green (1)
Minor Action – Personal
Effect: Gain a +1 item bonus to a single dice roll you make before the end of your next turn. You may add the bonus after seeing the final dice score but before knowing the action’s results.

TEDDY BEAR
Green (1)
Immediate Interrupt – Personal
Trigger: Your hit points have been reduced to 0.
Effect: Triggering attack has no effect on you, and you gain +2 to all defenses until the end of your next turn.
Special: You may not use the Teddy Bear again until the next in-game day or real-world game session, whichever comes first.

FLARP MANUAL
Green (2)
Minor Action – Ranged 10
Target: One creature you can see
Effect: The target takes a -1 penalty to a Defense score of your choice (save ends).

SALAMANDER CULTIST
Green (3)
Minor Action – Personal
Effect: You gain concealment until the beginning of your next turn.

PUNCH DESIGNIX
Green (4)

PAINTING OF A HORSE ATTACKING A FOOTBALL PLAYER
Yellow (5)
Free Action – Personal
Trigger: You are about to make a roll.
Effect: Roll a d10. If you roll evens, the triggering roll gains a +3 bonus. If you roll odds, the triggering roll takes -3.

HOLOPAD
Yellow (6)

Collectibles

FLARP Manual
A level 2 player can collect the FLARP Manual. You gain a +2 bonus to Skaian Lore checks related to Underlings.

Salamander Cultist
A level 3 player can collect the Salamander Cultist. You gain a +1 bonus to Mysteries and once per encounter one of your Companions may use one of your Aggrievements in place of one of their own. This does not expend that Aggrievement, only the action they used to use that Aggrievement.

Punch Designix
Alchemy Boon - Card Recycle: Choose one item you have Alchemized. You may destroy this item permanently and it is no longer a part of your tabs. If you have created items that were Upgraded from this item, you lose those items. If you destroy an item using this effect, you gain an extra .5 Alchemy Points for this level.

Holopad
Alchemy Boon - Preview Item: The Upgrade trait now costs -1 instead of -.5.

Miscellaneous Items

None

OTHER INFO

CONSTRUCT/ROBOT (Exclusive Template)

  • You no longer need to eat, drink, or breathe. You also gain a +1 bonus to Fortitude.
  • Depending on your form and design purpose, you may be either coldly intimidating, easily capable of strenuous physical labor, or have advanced built-in cogitator arrays. You may choose to apply a +2 bonus to your choice of Trolling, Athletics, or Science. You take a -2 penalty to Chumming.
  • You can never gain the benefits of a Second Wind or any other forms of Hit Point restoration in battle, although you may still benefit from temporary hit points and may auto-repair yourself to full HP at the end of hostilities just as other characters do. While dying, you may always choose to take the better of your rolled death saving throw or an automatic ‘5’ on the d10 roll.
  • You gain Resistance 2 to all damage. At 4th level this changes to Resist 3, at 6th level to Resist 4, and at 9th level to Resist 5.
  • If you ‘die’ and your remains can be recovered, a competent ally may restore you to life (assuming they possess the proper tools and resources) with a hard Science check (or a series of lesser checks and more time spent at the task).
  • If you wish you may exchange one of your Class’s starting Aggrievements for Vice Grip:

VICE GRIP
Standard action – At-Will
Melee 1
Target: One creature
Attack: Mgt or Acu + your level vs. Reflex
Hit: 1d10 + twice your level damage, and the target is immobilized and grants combat advantage until the end of your next turn. If you leave a space adjacent to the target the effect immediately ends.

SAVANT (Common Template)

  • Alchemy comes easily to you, and you can come up with item combinations that others might not have considered. At each level, you gain one half of a point more Alchemization points then you normally would. Therefore you’ll have 1.5 alchemy points at 2nd level, 2.5 at 3rd level, etc.
  • An open mind can be a dangerous thing. You take a -2 penalty to Will. Whenever you are dazed, you take a -2 penalty to attack and skill rolls for as long as the effect lasts.
Bio:

Character Name: Taiga (?)
Chumhandle: ?
Species: Unknown
Age: Unknown
Gender: Unknown
Location: Unknown
Moon: ?

“Your name is ???. You like….

What will you do?"

Taiga

Bewbstuck Fabio_Sampson