Lightning Strike



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Genealogy
PBP Character Created:
1st Feb, 2016 - 1:09pm

Last Updated:
10th Jun, 2016 - 1:30am

Player Member ID:
15427

Member Name:
Corinthi

Character ID: 201

Character's Game Master:
Thomaslee using the Ponyfinder system

Campaign:
Thomaslee's Ponyfinder RPG Rules, Create Character

Character Avatar

Familiar / SideKick
More info
Symbol / Sign:
Character Name:
Lightning Strike

Character Title:
The Wandering Blade

Character Class:
Magus Kensai

Character Status:

Follower

Character Alignment:
Lawful Good

Marching Position:
Head

Rival: ?

The Foe of Lightning Strike
Guardian: ?

The Vulnerable Keeps

Character Body
Base Theme / Style
Character Combat Info
HP: 54
AC: 21
Flat Footed: 14
Touch: 17
BAB: 3
Fort: 6
Ref: 3
Wil: 5
Initiative: +4
Character Description
Lightning is a proud unicorn male, standing tall, with sharp, angular features. His coat is white, while his mane and tail are long and block, with his mane fastened into a tall topknot with red, silken cord. Cold, calm, calculating eyes watch the world from a visage that seems detached and distant. He's fond of wearing a white robe with red trim over his armor, and carries a long, curved sword against his flank. His cutie mark is a red circle, within which is yellow bolt of lighting crossed with a curved blade.

While he seems often quiet and disaffected, Lightning Strike simply likes to think before he acts. While a talented warrior, he realizes that the best battles are those never fought, because no one has to lose. He is not as playful as a normal pony, but take joys in simple displays of beauty, quiet contemplation, and gardening.
Character History
Born of pony diplomats, Lightning Strike was raised in a distant land, far from Equestria. While his parents were diligent about instilling in him the importance of his own cultures values and mores, he learned more of a foreign culture, falling in love with tales of their wandering swordsmen, knights who stood against tyranny and bandits to defend the common folk from danger. He studied ancient arts of swordsmanship, blending it with his own unicorn magic to form a unique hybrid style that combined the elegance of the blade with his nature abilities to channel magical power.

Of course, his style, being new and strange to the locals, was subject to many challenges, some he lost and some he won. Lightning would likely have still be in that distant land, had he not fought a duel against the governor's son, leaving the boy with a nasty scar across his nose. To avoid punishment, he was sent to Equestria, a land so strange and foreign to him. Their clothes, their customs, even their food was so unusual, yet comforting in a strange way.

Since his return home, he's travelled Equestria exactly like the wandering warriors of his beloved tales, protecting the weak, defending the wounded, and trying to live up to a code of honor older than the world he knows.
Character Magick / Spells / Powers
Magus Spells
Prepared Zero Level: Usable at will: Arcane Mark, Detect Magic, Mage Hand
1st level: Can Prepare 5/day. Known: Shocking Grasp, Shield, Silent Image, Feather Fall, Enlarge Person, Expeditious Retreat, Grease, Vanish
2nd Level: Can Prepare 2/day. Known: Mirror Image, Frigid Touch, Bladed Dash, Glitterdust
Character Notes*
Other Important Combat Numbers

Concentration Check: +13
Attacks
Katana (One Handed): +11 1d8+7 damage 18-20 crit +4 to Confirm Criticals
Katana (Two Handed) +11 1d8+10 damage 18-20 crit +4 to Confirm Criticals
-2 to hit w/ spell combat

* The content here is exposed unless you get a Guardian to protect it.
Deity / Allegiance / Cult
Familiar / Side Kick / Craft
Character Equipment
Mithril Shirt (1100 gp)
+1 Katana (2350 gp)
Hair Tie of Great Intelligence +2 (+2 bonus to Profession:Gardening) (4000 gp)
Heward's Handy Saddlebags (2000gp)
4 Potions of Cure Light (200 gp)
Ioun Torch (75 gp)
Feather Token: Fan (200 gp)
Traveler's Any-Tool (250 gp)
Standard Adventuring Kit 30 (gp)
Backpack (2 lbs.); bedroll (5 lbs.); bell; winter blanket (3 lbs.); 10 candles (1 lb.); map case (1/2 lb.), 5 pieces of chalk; fishhook and line; flint and steel; grappling hook (4 lbs.); hammer and pitons x10 (7 lbs.); iron pot (4 lbs), 10 days Rations (10 lbs.); silk rope (50 ft., 5 lbs.); 5 Sacks (2.5 lbs); sewing needle & thread; spade (8 lbs.); signal whistle; soap (1 lb.); 5 torches (5 lbs.); 3 waterskins (12 lbs. Full); whetstone (1 lbs.). Spellbook.

295 GP of loose currency.
Character Storage
Was never one for keeping much that couldn't fit on person.
Game Master Notes*
Nice one Corinthi, your character is starting to take form, thank you for joining my game.

Last nag (warning): 10th Jun, 2016 - 1:30am

* The Game Master's notes to you are exposed, get a Guardian to protect it.
Character Item Location
Head:
Left:
Center:
Right:
Left:
Right:
Available Gems ?

No Gem Activated. This means your Character does not have the possible 'edge' over other Characters. Activate a Gem to get the advantage.
Personal Rival: ?
At some point in this Character's life a foe became known - the history behind this rival can be written here.
Character Stats
Ability Scores

Strength: 10 (0)
Dexterity: 15 (+2)
Constitution: 15 (+2)
Intelligence: 22 (+6)
Wisdom: 12 (+1)
Charisma: 11 (0)

Skills (Class Skills are followed by an Asterisk * )

Acrobatics(Dex) rank 0 Skill 2
Appraise(Int) rank 0 skill 6
Bluff(Cha) Rank 0 Skill 0
Climb(Str)* Rank 0 Skill 0
Craft(Int)* Rank 0 Skill 6
Diplomacy(Cha) Rank 0 Skill 0
Disable Device(Dex) Rank 0 Skill 2
Disguise(Cha) Rank 0 Skill 0
Escape Artist(Dex) Rank 0 Skill 2
Fly(Dex)* Rank 0 Skill 2
Handle Animal(Cha) Rank 0 Skill 0
Heal(Wis) Rank 0 Skill 1
Intimidate(Cha)* Rank 0 Skill 0
Knowledge Arcana(Int)* Rank 5 Skill 14
Knowledge Dungeoneering(Int)* Rank 1 Skill 10
Knowledge Engineering(Int) Rank 1 Skill 7
Knowledge Geography(Int) Rank 1 Skill 7
Knowledge History(Int) Rank 1 Skill 7
Knowledge Local(Int) Rank 1 Skill 7
Knowledge Nature(Int) Rank 1 Skill 7
Knowledge Nobility(Int) Rank 1 Skill 7
Knowledge Planes(Int)* Rank 1 skill 10
Knowledge Religion(Int) Rank 1 Skill 7
Linguistics(Int) Rank 1 Skill 10
Perception(Wis) Rank 5 Skill 7
Perform(Cha) Rank 0
Profession(Wis)* Gardener Rank 5 Skill 12
Ride(Dex)* Rank 0 Skill 2
Sense Motive(Wis) Rank 0 Skill 1
Sleight of hand(Dex) Rank 0 Skill 2
Spellcraft(Int)* Rank 5 Skill 14
Stealth(Dex) Rank 0 Skill 2
Survival(Wis) Rank 0 Skill 1
Swim(Str)* Rank 0 Skill 0
Use Magic Device* Rank 5 Skill 8


Feats and Abilities

Ponykind (Unicorn) Racial Traits:
Type: Fey (ponykind)
Ability Scores: +2 Constitution, +2 Intelligence, and -2 Dexterity
Medium: Ponies are medium size and gain no bonuses or penalties due to their size.
Fast Speed: Ponies have a base speed of 40 feet, and a bipedal speed of 20 feet.
Low-Light Vision: Ponies see twice as far as humans in conditions of dim light.
Unicorns with Intelligence scores of 11 or greater gain the following spell-like abilities (caster level is equal to character level): Unseen Servant 2/day Light 3/day (must target horn) +2 to Concentration checks when casting defensively
Unique Destiny: Ponies select one extra feat at 1st level.
Fingerless: See fingerless rules.
Quadruped: Due to being four-legged, ponykind receive +4 racial bonus to their Combat Maneuver Defense against trip attacks and +50% carrying capacity.
Languages: Ponies begin play speaking Common and Sylvan. Ponies with high intelligence scores may choose any bonus language but secret languages, like Druidic.


Traits:

Magical Lineage (Shocking Grasp): Reduce Metamagic Costs for Shocking Grasp by 1.
Exile: +2 Initiative

Feats:
Practiced Horn Magic: Wield One Handed Weapons Substituting Intelligence for Strength
Weapon Focus (Katana): +1 to hit with Katana
Quick Draw: Draw or sheathe weapon as free action.
Advanced Horn Magic: May Create 2 mental 'hands'.
Emergency Reposition: When you are attacked, you may, as an immediate action, move up to fifteen feet in any direction. The attack that prompted it suffers 50% concealment miss chance. If it was an attack that does not suffer miss chance and you are still in range, it takes effect normally. You may use this up
to your constitution modifier times per day. This movement counts against any movement in your following turn.
Intensify Spell: +1 level metamagic. Expand max damage of a spell by 5 dice.

Class Abilities:

Weapon and Armor Proficiency

A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice. A kensai is not proficient with armor or shields and suffers normal arcane spell failure chance when casting magus spells while armored.

Canny Defense (Ex)

At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type.

Arcane Pool (Su) 7 Points

This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

Spend 1 Arcane Pool to add +2 enhancement to weapon for one minute. Can trade enhancement to add dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal qualities to weapon.

Spell Combat: As a full round action, may cast a standard action spell and take a full attack. All Attacks take a -2 penalty.

Spell Strike: When casting a touch spell, may deliver the spell with a free action attack with weapon.

Magus Arcana
Arcane Accuracy: As a swift action, spend 1 Arcane point to gain +Int Bonus to hit as an insight bonus.

Perfect Strike (Ex)

At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.

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