Name: Luminita Alaric
Class: Spirit Wielder
Race: Dragonkin
Sex: Female
Background: Raised as a Warrior
Body = 30
(10, 16)
Mind = 10
(4)
Spirit = 50
(10)
Hit Points (HP) = 60
Pleasure to Orgasm (PP) = 50
Spirit Energy (EP) = 100
(30)
Speed = 35
Dodge = 8d10-1
(-3d10, -1)
Armor = 13 (7 Natural, 6 Armour)
(5, 2, 6)
Perception = 5d10
Stealth = 2d10
Grapple = 6d10+0
Spirit Ceiling = 21
(2, -1)
Resistances
Reflexes = 18
Focus = 11
Willpower = 25
Defensive Bonuses
Tumble Mod =
Bull Rush Mod =
Overrun Mod =
Orgasm Threshold = 2
Pleasure Resistance = 18
Fire Resistance = 20
Miscellaneous Bonuses/Penalties
+2 to Resistance checks against being knocked Prone.
+4 to Resistance checks against Charmed, Dominated, Paralyzed, Stunned, or Weakened.
+5 to Reflexes checks against being parried while using natural weapons.
+5 to Pregnancy rolls.
+5 to EP damage received.
+8 to PP damage received from significantly larger partners.
1.5x Corruption gain.
Reroll 9s on Stealth checks.
Experience = 0
Corruption = 0
Talents
Pain Resistant - Gain +5 Natural Armor.
Exceptional - Gain +8 Body
Exceptional - Gain +8 Body
Natural Warrior (Skill with Natural Weapons) - +3d10 attack with natural weapons. Gain 1 skill.
Natural Warrior (Skilled) - Gain 3 skills.
Dragonfire Adept - Gain 2+Spirit/20 Dragonfire Adept powers.
Massive Energy Pool - Gain +30 EP.
Skilled Wielder - Gain 2 Wielder Aptitudes and +1 Spirit Ceiling.
Skilled Wielder - Gain 2 Wielder Aptitudes and +1 Spirit Ceiling.
Mastery of Spirit (Spirit Wielder Inherent) - The character is better able to efficiently channel their power. They spend 1 less on summon and utility powers compared to non-wielders using powers, to a minimum of 3 EP. Their buffs costs 1 less EP to upkeep and 2 less to activate. Their damage and weapon powers except for Black Dragon are treated as if they had an extra 1 EP put into them for the purpose of how much damage they inflict.
Flaws
Easy to Hit - The character takes a -3d10 penalty to Dodge.
Obvious - The character rerolls 9s for Stealth checks.
Open Soul 1 - Take an additional 5 EP damage.
Prideful [RP] - More so than pride in herself, Luminita takes immense pride in her bloodline, and especially her Draconic heritage. She will not suffer any insults to her family, both the draconic and human sides of it, and will often respond violently if someone refuses to apologize for any such insults.
Fertile 1 - Receive +5 to pregnancy rolls.
Tainted Bloodline - Receive 1.5x as much corruption as normal.
Fetish (Size Difference) - Receive +8 PP damage whenever her partner is significantly larger than her (Which is going to be most people/creatures larger than the average human).
Mutated 4 - Gain 4 mutations.
Mutations 4/18
Claws - Claws sprout from the character's fingers, giving them natural weapons that deal +2 damage but also causing the character to take a -2 penalty on attack rolls made with weapons.
Dangerous Tail - The character's tail can be used to deal attacks. If so, it deals an additional +4 damage but takes a -2 penalty to the attack roll.
Horns - The character gets a horn or horns, usually but not always located somewhere on their head.
Greater Wings - The character's wings have grown enough that they can actually fly with them. The character can fly at twice their ground Speed.
Aerial Warrior - The character can fight effectively in the air, negating the Dodge penalty when they are in the air.
Natural Attack - The character has some sort of natural attack that allows them to deal a greater amount of unarmed damage than usual. Their unarmed attacks deal 2d12 + Body/3 damage, but no longer allow the character to benefit from the Unarmed Fighter Talent, though they may still use skills from it while unarmed.
Multiattack - The character may make multiple attacks with natural attacks. Each of their natural weapons may be used as a melee attack each round, but every attack for the round takes a -5 penalty to attack rolls, and for each attack beyond the second every attack takes an additional -5 penalty to their attack and damage rolls. Each attack must be made with a different natural weapon, but claws and wings may be used twice, and there is no upper limit. The multiple attacks granted by this mutation may not be used along with skills granting multiple attacks.
Clawed Feet - The character has claws on their feet. They cannot wear shoes, which doesn't really matter all that much mechanically, and can use them as natural weapons. They get a +2 bonus to Resistance checks made to resist being knocked Prone.
Talons - The claws on the character’s feet have become long and sharp enough to use in combat. Unarmed attacks with the claws on their feet gain a +5 bonus to damage, but they cannot move more than 10 feet in the same turn that they make such an attack unless they are flying.
Striking Wings - The character can use their wings as natural weapons, and even if they don’t have multiattack they can attack with both separately at a -15 penalty to attack. All attacks with wings take a -3 penalty to damage, and if uses as part of multiattack or flurry of blows it takes this penalty on top of that abilities penalty.
Storm of Claws - The character can take more attacks with their claws using multiattack, allowing them to take a total of 4 attacks using only their claws. They may still make other natural attacks as normal.
Special Mutations
Dragonblooded - The character has the blood of dragons flowing through their veins. They possess resistance to fire allowing them to resist the first 20 damage that any attack using fire might deal, are difficult to harm in general giving them 2 natural AV, and are difficult to cripple in battle or control, giving them a +4 bonus to any Resistance check against anything that would give them the Charmed, Dominated, Paralyzed, Stunned, or Weakened statuses.
Weapon Attack = 10d10+2 (
2) (13d10+5 with natural weapons, 15d10+5 with Dragon’s Ferocity).
Skills
Weapon Focus: Natural Weapons (Passive) - The character gets a 1d10 bonus on all attack rolls with a single weapon type and gets a +5 bonus to Reflexes checks to avoid being disarmed or Parried when wielding that weapon.
Natural Warrior (Passive) - The character is adept at using their natural weapons, giving them a +3 bonus to all attack and damage rolls involving natural weapons. In addition, any natural weapon attack that a character doesn’t use contributes a +5 bonus to the DC when they try to Parry, to a max of 4 sacrificed attacks.
Storm of Claw and Fang (Passive) - The character is adept at using their natural weapons for multiple attacks. Whenever using Flurry of Blows with natural weapons or Multiattack, they reduce the penalty to attack and damage rolls. When using multiattack, the penalties to damage are reduced to -3 attack and -3 damage per added attack respectively. When using Flurry of Blows with natural weapons, they trade a -4 penalty to attack instead of -1d10 for each extra attack, and the damage penalty is reduced to -3 for each extra attack.
Swooping Strike - The character may make a swooping attack as a full round action while flying. They must move their full flight movement in a straight line, but it may include vertical movement up and down so long as they don’t touch the ground. This attack gets a +2d10 bonus to hit and a +10 bonus to damage, but the character also takes a -10 penalty to Dodge.
Mauling Strike - The character attacks with multiple natural weapons as one attack at a single -10 penalty to attack and damage. They make only a single to-hit roll at the highest natural weapon attack value they have, but add both the dice and any bonuses from the specific natural weapon for all of their natural weapons to the damage roll. The AV of worn armor is doubled against attacks from this skill.
Power Attack = 10d10+0
Wielder Aptitudes
Dragonborn - The character gains a number of benefits when using Dragonfire Adept powers.
-Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose the Reflexes check, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Warding cannot negate it.
-Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold but deal X damage to the character, and Dragon's Pride may additionally be used even when Sealed for an additional cost of 4 EP. In addition, AV from Draconic Transformation may not be ignored.
-Attacks with Dragon's Ferocity can be made to deal an additional 4d8 Fire damage by paying 2 EP when it is activated, and Dragon's Ferocity ignores Fire Immunity and all resistance to fire.
-Dragon’s Breath also ignores all resistances to fire and treats Immunity to fire damage as if it were 20 resistance, and Warding cannot negate it.
Harmful Spirit - For any damage dealing or weapon powers used by the character, if any of the damage dice they roll come up as less than half of their max, they are set to half the max instead. In addition, the character may pay X/2 EP in order to ensure that they deal max damage on all damage dice on any attack, where X is the X EP input of the power.
Multifocused - The character uses their Spirit stat in place of Body and/or Mind when making attacks using spell attack or weapon attack rolls. They may also pay 2 EP to add Spirit/4 damage to any spell or weapon attack relying on Body, so long as that attack would already deal damage.
Soul Soldier - The character may use Weapon Spirit Powers twice in one turn and still get their attacks. They get the reduced penalties to fighting with two weapons as if they had the Two Weapon Fighting Talent. Weapon powers are treated as if 3 additional EP was put into X when they were activated, and attacks with weapon powers gain a 2d10 bonus to hit. In addition, the character may make up to three attacks with weapon powers as a standard action, splitting their attack bonus dice between each attack as they see fit while getting the base attack dice and any static bonuses to each attack.
Soul’s Strength - The character's buff powers are more potent. Whenever a power would increase a secondary stat by a multiplier based on X
- Increase a single secondary stat's buff multiplier by 1 for free.
- Increase another secondary stat's multiplier by 1 for +1 upkeep. This can be done multiple times.
- Increase a single secondary stat's multiplier by 2 for +2 upkeep. This can only be done once.
- For buffs that increase a primary stat increase the multiplier by 2 for +1 upkeep.
For example: X becomes 2X, 3X becomes 4X, etc.
Efficient Wielder 2 - Spirit Power buffs activated by the character cost 6 less EP (minimum 0) to upkeep. This reduced upkeep may be traded in order to increase the bonus granted to any one stat by an active power by X. In addition, the character may change an active buff power to another one that they know as a free action by paying the activation cost of the new power plus one.
Powers
Draconic Transformation - Buff Power.
-The character spends X - 1 EP. They must also pay X - 4 EP upkeep. .
-The character gets a +2X bonus to melee damage, Bull Rush checks, Overrun Checks, Swim checks, and weapon and power attack rolls, a +X bonus to AV and Grapple checks, and a +X bonus to damage rolls with ranged weapons dependent on Body.
-The character may pay an additional 2 EP to grant themselves Flight at their Speed for the duration of the power without increasing its upkeep. When activating this power, they may also activate Dragon’s Ferocity and/or Dragon’s Pride as a free action.
Dragon’s Ferocity - Weapon Power.
-Weapon Power.
-The character pays X EP. In addition, they must pay 1 EP every round.
-The details of transformation are entirely up to the character to decide, but for mechanical purposes the weapons can reach no further than standard attack range. Successful attacks deal (1d10 + 2) * X + Spirit/4 damage.
-Every killing blow made with the summoned weapon heals the user for 2 + X HP.
-The character can attack in the same turn that this power is activated so long as they have used nothing else that takes up their standard action, but only using this power. This weapon counts as a natural weapon attack for all intents and purposes, and gets the attack bonus from the Talent if the character has the Skill with Natural Weapons Talent. For use with Multiattack, this power counts as claws and a tail for a total of three possible attacks.
Dragon’s Pride - Buff Power.
-Buff Power.
-The character pays X - 2 EP and X - 5 EP upkeep.
-The character gets a +2X bonus to Dodge, a +2X bonus to Perception and grapple rolls to escape, and a +X bonus to all Resistance checks and an additional +X bonus to defensive Resistance checks.
-Alternatively, this may be used to add a +X bonus to resisting pleasure damage, a +2X bonus to penetrative pleasure damage and a +X bonus to foreplay pleasure damage, and forces both the user and any partners to make a Willpower check against each other, at which the user gets a +X bonus, the loser of which takes Willpower damage equal to the difference that causes Aroused if they reach 0 and Horny if they reach 0 again.
-This power cannot be countered or dispelled, and is not deactivated by sealing effects, though a sealed creature still cannot use it.
Roar - Damage Power.
-The character pays X EP.
-All creatures within a radius equal to 5 feet plus an additional 5 feet for every 3 EP put into X of the character take (2d4-1)X damage. In addition, all creatures that take damage from this power take a -2X penalty to Dodge, Perception, Focus, and attack rolls until the end of the encounter, and must win a Reflexes check against a DC equal to 4X or become Deafened. Multiple Roars do not stack, only the highest penalty is counted.
-A character using this power may activate Dragon’s Ferocity in the same turn as a free action.
Dragon’s Breath - Damage Power.
-The character pays X EP.
-Choose one of the following ranges. All creatures caught within that range take (2d6 -1) * X Heat/Fire damage.
1) A 10 foot radius explosion anywhere within the character's line of sight.
2) A 120 foot long line originating from the character.
3) A 90 foot long 30 degree cone originating from the character.
4) A 60 foot long 60 degree cone originating from the character.
5) A 30 foot long 90 degree cone originating from the character.
-Alternatively, the character empowers a melee weapon or ammunition as a free action. A melee weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd6 + 2X fire damage. A character may enhance up to X units of ammunition, each of which gets a 2d6 bonus to damage. Enhanced ammunition becomes mundane again at the end of the encounter.
Pleasure Damage
Penetration = 2d8+10
Foreplay = 2d4+8
Inventory
Leather Armor (AV = 6, EV = 1, TP = 30, DU = 2 )
Ryluth’s Horn (+2 to Melee Damage rolls.)
A fragment of the tip of the horn of Luminita’s father, broken off during the battle in which he was slain and his soul locked away. Luminita carries it as a constant reminder of her mission.
14 Denarii
Attacks
Claws (14d10+5 Attack, 2d12+19 Damage) (
2)
Tail (14d10+3 Attack, 2d12+21 Damage) (
2)
Talons (14d10+5 Attack, 2d12+22 Damage) (
2)
Wings (14d10+5 Attack, 2d12+14 Damage) (
2)
Dragon’s Ferocity (16d10+5 Attack, X[1d10+2]+20 Damage) (
2)
Trades
Perception: 5d10
Stealth: 2d10-9
Acrobatics - 5d10
Language (Crolian) - 5d10
Lore (Dragons) - 4d10
Mathematics - 2d10
Medicine - 2d10
Reading/Writing - 3d10
Tracking/Woodcraft - 3d10
Bio/Description
Character Image
Of the Dragon Ryluth’s children, Luminita is the youngest, and the runt of the litter in many ways. Standing at a mere 148cm (or 4’10”) and both short and slim, she is quite small even by human standards, although a closer look reveals the results of her physical training in a well-toned body. Her tan skin, long silver-grey hair, and red eyes, especially when combined with her draconic features, give her a very exotic look among the native Crolians. Her fingers and toes end in short claws, a pair of draconic horns grow from the sides of her head, and both a tail and large wings grow from her back. Her wings can fold enough to avoid being overly obtrusive, but have a very wide wingspan when fully extended, enough to allow her true flight.
Luminita is the youngest child of the Dragon Ryluth, and the human Lavinia, a former Crolian knight. She had two elder siblings: Her brother Arythas being the eldest and her sister Narith three years younger than him, with Luminita herself four years younger than Narith. Compared to her much more physically-endowed siblings, Luminita was always the small one. Despite her obvious draconic features, she seemed more human than dragon, her small, almost frail frame poorly suited to combat, despite all of her attempts to emulate her siblings, who both trained as warriors like their mother before them, and were served well by their natural strength.
Eventually, she began to discover that she had other ways to bridge the gap between them. While rigorous training and physical activity in her youth had left Luminita with an admirable level of fitness, and surprising strength for someone her size, but she still couldn’t come close to matching her elder siblings. Despite her progress, she simply couldn’t match them in strength, and she performed poorly with weapons. Over time, however, she discovered a reservoir of power she had never tapped into before, drawing upon the power of her draconic ancestry to empower herself far beyond what she had been able to accomplish prior.
She didn’t have the chance to truly master these powers before everything about her life was turned on its head, however. She never did learn their reasons, or what they were after, but an odd group, the sort often referred to as ‘adventurers’, barged their way into their home. When Ryluth told them all to stand back and allow him to answer this insult, neither Luminita nor her siblings or mother thought anything of it. After all, he was a true dragon, against mere mortals he might well have been invincible.
They had underestimated these adventurers however, all of them had. In his pride, Ryluth had never even entertained the thought that he might be defeated, and even if his body was slain, he would not truly die. He was caught by surprise, however, when they fought with far more skill and power than he expected, and managed to mortally wound his physical body, and simultaneously sealed his soul within an artifact they had brought with them for that very purpose.
When what had transpired finally set in, Luminita was the first to strike back at the attackers, savagely attacking with claws, tail and wings, but she was quickly beaten back once she’d lost the element of surprise. She still hadn’t learned to utilize her powers well, and even wounded and exhausted from their battle with Ryluth, the adventurers far outstripped her in skill. At some point her siblings had joined the battle, but Luminita soon fell, wounded and exhausted to the point of losing consciousness through overuse of her powers. When she finally awoke, having been left for dead, she found her mother and brother slain, her sister simply missing, and her home vandalized and plundered.
She had never caught the names of any of the attackers, but she had seen their faces, and she would never forget them. Once she’d recovered from her own wounds, and buried her mother and brother, there was only one course left for her to take: Vengeance. She would find them, and she would visit upon them exactly what they had to her family. She might even find some clue as to what had become of her sister, and if she was lucky Narith might yet live. If she could find the vessel in which her father’s soul had been sealed, it was possible that he might be restored as well. First, however, she had to find them, and unless the adventurers had chosen to boast of their deeds, finding them by description alone would not be easy.
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