Melody Jackson

Seafarer/Priestess of Avolonia/Fighter
Neutral Good
Hair Color:
Eye Color:
5ft 4in
Emerald Green
Stat Bonuses and Negatives:Str +2, Dex +4, Wis +2, Con +1
Hit Points86Defense+7 on D30
Level12/11/11Divine Resist+5 on D30
EXP11381/9182/9182Luck+3 on D30
EXP to Next15001/10501/10501Willpower+3 on D30
T.H.T.Attack: (+8)
Prayer: (+6)
Song: (+0)
Spell: (+0)
Melee DMG+2
(Armor & Weapons)
Dagger (d4)
Short bow with 20 arrows (d6)
Cutlass (2d10+5 +5 THT +5 water damage) The Cutlass is bonded to Melody and will return to her when called without fail. The Cutlass has 3 charges of invisibility per day.
Dagger (d4)
Holy Medallion - This beautiful platinum medallion is exquisitely crafted with the symbols of the gods. It seems to vibrate quietly when you touch its smooth surface. (+2 def, +2 prayer tht)
Natures pendent (silver pendent worth 100 gold, +5 Prayer THT)
Avolonia's Necklace: Upon will, the user can listen to the sounds of the sea.
Bracelet of telepathy: Platinum braclet hidden beneath a diamond gauntlet fashioning the crest of both the IronWing and Acadamy, allowing willed telepathy among wearers
Locking Gauntlets (Nulls weapon loss on a 1 or a 2)
Faragho/Jackson Telepathy Necklace:A small, beaded necklace fitted specifically to the wearer, a reflective metal caressing the surface of these beads. Around the front is a circular disk about the size of a nickel, one side bearing the Faragho family crest and the other side bearing the Jackson family crest. The Necklace permits telepathy in a special network permitted for the Faragho/Jackson families.
War Horse: a beautiful coal black mare, Storm, 30hp
Supplies: Saddle bag, saddle, stirrups, blanket, bradle and bit, reins, and Horse shoes
Pearl: Placed on a chain around neck, allows wearer to breathe under water
Thin Platinum chain (75% cold soak) with three charms: the Faragho crest (+5 WP), Jackson crest (+5 DR), and Flitternet crest (+5 luck).
[Guild Items]
Weapon Belt that makes it impossible for any but the owner to remove a weapon from the belt. The belt also gives +1 attack
The Sailor's Shoppe
Unnamed atm: Pirate Ship/Galleon, grade 1, 25 cannons, 50,625 structure points, 50% soak
[Animal Ally]
White Tiger "Bella" (39 HP, d6 Melee Scratch, 20 THTs and Saves, Two attacks per round)
9,339,740 Gold
Music box w/ruby lining in gold(worth 100 gold)
(Languages)Common, Celestial, Elven, Fae, Sign Language (due to prev life exp), Drelven Sign, Giant
(Skills, Trades, Talents, etc)
Master Shipwright
Master Engineer
Master Tailor
Master Cook
Journeyman Carpenter
Fighting on horseback
Balance: Rouge keeps their balance on tight ropes, high beams, and uneven floors. (+3 to dex roll)
Direction sense: wisdom check rolled at +1 . Uses terrain stars and such forth to determine what direction he is headed.
Speed: The ability to move with greater speed. +1 to defence, +2 to all rolls concerning speed
Swimming: Character can swim well, trained swimmer. Gives +2 to Str checks whilst swimming.
Greater Disarm: With a Dex roll, the rogue attempts to knock their foe's weapon tumbling for d3 rounds. One use per battle.[Disarm required]
Greater Ambidexterity: the ability to fight at a greater level with both hands. +3 to defence and one extra attack per round. [Ambidexterity required]
Silent Casting: Magicker can cast spells without chanting, though hand gestures are still needed
Evasive swordsmanship: +2 to defense. [Requires Speed]
Mental Casting: Magicker can cast spells without speaking or gestures. [Silent Casting Required]
Torrent crest: fades within 2 days of getting it,to be placed on the right biscep. This allows telepathic communication within memebers of Torrent. The tattoo allows the wearer to open a portal that takes 1d3 rounds to open to right outside The Temple of Avolonia in Crimson Bay.
Avolonia's Emblem: symbol of Avolonia with moving waves on left hip +2 wis (already factored in)
Right Shoulder: Galleon with water dragon on mast (Faragho crest emblem) crossed by a sword +2 str (factored in already)
Right Ankle: Two interlocked wedding bands, crossed by the name Reipin +2 con, 10 hp (already factored in)
[Racial Abilities]
Humans earn 1 extra stat points per every 10 levels.
Humans take one extra talent at every 5 levels.
Humans earn one extra Trade point every 5 levels.
Humans learn one more language every 4 levels.
[Class Abilities]
At level 2 They may begin the process of Weapon Specialization: A fighter becomes skilled in a weapon, giving them a +2 tht to hit and a +2 to damage. They start with a specialization with one melee weapon and gain specialization every five levels. (Cutlass)
A fighter is educated in the weakness and immumities of his opponents. An intellegence roll will reveal any weaknesses an opponent happens ((For example a fighter would know a vampire takes double damage to holy magic on a successful intell roll))
A fighter becomes the master of readying his weapons at a moments notice. This gives the fighter a +5 to initiative. A fighter can also specialize an armor. This takes away the evade penalty.
A fighter becomes skilled in the use of shields. They learn to hit around the bulk of the metal. Their penalty to hit decreases by half (rounded down).
+2 Against Disease
+2 to all rolls while over a body of water
Ability to recognizes alignments of things or people at sea as an Int check at +2 per 2 levels
Able to sense natural weather changes at sea well in advance of the change
The Seafarer can speak to intelligent aquatic life
The Seafarer now is so at home at sea that he is in his element. He will have max defense while at sea.
The Seafarer can tie a knot that only they or another Seafarer of equal or higher level at an INT check know how to untie.
Healing Sphere
Empathy Sphere
Priests of this sphere can sense motive and alignment rolled as a prayer.
They also get an animal companion
Elemental Sphere
Priests of this realm get a +3tht to saves against elemental attacks as well as a 15% natural soak against elemental attacks.
Travel Sphere
Priests of this realm can:
Move Silently
Pick Pocket
Pick Lock
Disable Device
(20% at level 1 +5% every two levels there after)
Melody has the talent \'Alternate Communication\', due to previous experiences
(Prayers, Songs, Spells)

-Level 1-
Cure Small wounds: curing d6+1 (per 2 levels, 3rd level is d6+2, so one cannot go above +4)
Bless/Purify water: 20ft circle, (Holy water attacks are ranged 30ft doing d6 damage, or 2d6 damage to all undead)
Sense Magic: (60ft circle)
Detect Poison: (30 ft Sphere)
Detoxify Wounds:(one target per round)
Minor Blessings: gives one subject per 2 levels of priest 5 extra hp for d6 rounds.
-Level 5-
Cure Medium Wounds: curing 2d8+1 (per 2 levels, 7th level is 2d8+2 cannot go above +4)
-Level 8-
Cure Heavy Wounds:, curing 3d10+1 (per 2 levels 10th level is 3d10+2 and so on) the ability to cure diseases, remove scars, and cure mental illnesses.
-Level 10-
Regenerate/Resurrect: lost limbs, they also get the ability to Resurrect fallen warriors. (Body with a head and heart required). Priests at this level can also redeem a characters soul, washing away their sins. (Examples, fallen knight, a druid that is cast out for crimes against nature) Priests at this level also get 'Divine Freedom'. This ability allows a Priest to break a Necromantic soul bind over a character. The Necromancer makes a willpower save to resist the Priest. Necromancer must be lower level then the Priest attempting to break the bind
-All levels-
Turn Undead: cast as a prayer with an additional +1 tht (Range 20ft cone)
Twisted Heart: A prayer that sends gutwrenching sorrow to the target, causing them to loose thier next d4 turns per 4 levels of the caster
Calm : This prayer of comfort that can subdue a creature for d4 per 5 levels of the caster.
Animal Compassion: This allows the priest to shift into feral form for d6 rounds/ 4 levels of the caster Giving them Melee bite dmg of 2d4+str bonus, and melee claw damage of 2d6+str bonus.
Pain: An internal jolt of seering pain racks the targets nerves, causing d6+wisdom damage per 2 levels of the priest.
Waterwalk: When casted, a priest can walk on water, ice, or even walk ontop of mist for 10/ft per every 2 levels of the priest.
Ice Spear: This prayer creates a 10 ft Javilen of pure ice that hurls itself towards its target, up to 30 ft, for d6+wis bonush damage for ever 2 caster levels.
Firewave A wave of fire that rises from the earth, awashing an area of 10ft X 10ft, burning everything within the area for 2d8+wis bonus /4 levels of the caster.
Whipping Winds: This small summoned cyclone can drop down upon a creature. The winds are so strong the target cannot attack, cast, or evade for d4rounds /5 levels of the caster.
Jump: This prayer allows the priest to teleport 5ft/4 levels of the caster. If used to evade an attack, the attacker gets a divine resist save.
Portal: This prayer allows the priest to open a portal to a destination up to 100 miles away /2 levels of caster. The portal is accurate within 100 miles of the intended destination.
Stuberfuge: This fast talking prayer befuzzles the target, stupifying them for d4 rounds/ 5 levels of the caster. The stupified creature cannot attack, or cast, only evade and save.
Displacement: When casted at the target, the structure of its body is semi-phased, wracking them with unbelevable agony, causing d8+wis bonus damage / 2 levels of the priest.
Character Description:
Melody is a petite young girl with curly raven hair and emerald green eyes. She has a dazzling smile and sweet voice which is often only heard when she laughs as she doesn\'t speak because she is deaf.
Character History:
Born in a small village, she was the only survivor because she was deaf when a curse hit her home. Found by adventurers from Crimson Bay, she was taken in by Eric and Demara and became their first child and their only human child. She was raised as one of their own and considers them her parents and considers Reipin her best friend often sneaking conversations with him through her telepathic jewelry.

Copyright 2003-2005 toKerry Allen
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