Shmoo {Character Sheet}

Health & Essence

HealthMental HealthEssence
1607040

Statistics & Untrained Skills

UTS = Untrained Skill

StatisticsStatUTS
Agility104
Channeling104
Crafting1-1
Fighting1-1
Guard20
Mechanical106
Mental106
Might106
Persona106
Thievery106
Vitality106

Expertise Skills

Expertise SkillTotal
Athletics16
Automation16
Hide16
Intimidate16
Perception16
Sleight of Hand16
Survival16
Archery16
One-Handed16
Dodge16
Unarmored7

Mentality

InsanityTotal
Difficulty Rating25
Stage10
Mental Damage1d12

Languages

Umish, Latlish, Vranic, Hotton, Runic, Vrothic, Ellarian

Vision

Normal, Night


Misc. Info

Size Category: Medium

Creature Category: Humanoid


Lifespan: Elder: 95 | Death: 102 (Immortal)
Height: 5’4″
Weight: 165lbs.


Combat

Combat Level: 10+

Defense

DR = Damage Reduction | Passive = Passive Defense

TypeProtectionPassiveDR
Dodge2d6+16 | Critical Defense: 10-12200

Attacks

Quicksilver Scimitars (2-1 Actions)

Upon a critical strike, the target must make an insanity check. Critical strikes deal an additional 1d8 bleed damage each round until cared for.The scimitars ignore armor and pass through like water, damaging the flesh of the target and leaving the armor unharmed.

The blades absorb essence, which nullifies energetic effects and fuels the blades’ own power. On successful strikes, the target takes essence damage equal to half the total damage of the attack. The essence that is absorbed can later be unleashed as fire/psionic damage. However, the essence is only stored in the blades for up to twenty-four hours.

AccuracyDamage & TypeRange/ReachCritical
171d6+2d12+2d8+10 Slashing/Fire/Psionic5ft.7-10

Paragon Reflex Bow (2 Actions)

AccuracyDamage & TypeRange/ReachCritical
171d6+2d12+11 Piercing300ft.8-10

Combat Misc.

Instincts

InstinctTotal
Guts10
Psyche16
Reaction15
Stamina10

Combat Misc.

TypeTotal
Actions5
Grapple10
Initiative15
Movement30ft.

Psychological Profile

StageDescription
1You listen, watch, and learn to better yourself and others.
2You mostly speak in third person.
3Servantius Wenches (leader of the Azkad Umraz) is a dear friend of yours.
4You love staring contests even when others don’t know they are playing.
5You have a ring, that you love more than anything in the world.
6Life is like a treasure chest; you never know what you are going to get.
7You’re a kleptomaniac. Stealing is just part of you.
8You question everything you’re told.
9Your bedroll is a shovel and you dig a shallow trench to sleep in every night.
10You know something/someone is always watching you.

Abilities

Twisted Lovers Ring

Alter Appearance

With a thought, Shmoo can alter his appearance into any other humanoid creature that is only one foot taller or shorter than his original height. He can increase or decrease his weight by only twenty pounds. Otherwise, he can alter his skin, eye, and hair color as he wishes. He can change into a completely different sub-species or species if he stays within the rules of the ring. This alteration is permanent until either the ring is removed, or he changes it.

Shimmer Stealth

This ring grants Shmoo the ability to use an altered version of the Stealth mastery as a free action. The cost of the ability is reduced to zero, and he automatically gains plus ten for an indefinite amount of time. This ability is, however, still a focus mastery.

Permanently Bonded

Regardless of how hard anyone tries, this ring cannot be forcefully removed from Shmoo. If he loses the finger, he wears it on, it will reappear on another finger or on his person. Should the ring be removed from his person by some unknown method, he always knows exactly where it is. The only way for the ring to be removed is for Shmoo to surrender it completely by willingly removing it himself.

If anyone other than Shmoo puts the ring on, they are instantly flooded with hundreds of thousands of memories. They take 2d20+20 mental health damage and their insanity stage instantly increases to stage ten. Mental health of survivors will permanently decrease by fifteen and they can’t recover beyond stage eight of insanity.

Unlock

Cost: 6 essence
Actions: 1

When Shmoo touches a lock he can force it to unlock but breaks the lock in the process.

Traits

All penances have been paid and all bonuses have already been applied.

Tight Fit

Perk

Any space that a creature of two size categories smaller than your current size category can fit into (or through), so can you.

Urchin

Perk

+1 hide and sleight of hand and they are lucky. You are lucky when gathering information from beggars and commoners.

Bonus

You are lucky when trying to find your way around cities (survival checks).

Young Thief

Perk

+1 to hide, sleight of hand, acrobatics, athletics, and automation.

Bonus

You gain the Thieves Mark mastery.

Lock Dancer

Perk

Gain the spell unlock as a special ability. Even though it is an ability, it still only requires one action to perform.

Runt

Perk

+1 to Hide and Dodge/Unarmored.

Bonus

Armor is 5% cheaper but has a -1 damage reduction, and the bonus can’t be removed.

Too Mad to be Insane

Perk

Gain +10 mental health.

Masteries

  1. Archery Weapons
  2. Assassinate
  3. Cloak & Dagger
  4. Dextrous Fighter
  5. Lethal Strike
  6. Locksmith Tools
  7. Night Vision, Rank 2
  8. Shadow Strike
  9. Silent Step, Rank 2
  10. Sneak Attack, Rank 3
  11. Stealth
  12. Thieves’ Mark
  13. Weapon Specialization (Bows)
  14. Wait, What?!
  15. Weapon Specialization (Short Blades)