killingtodeath: (Default)
level 0
Flare
Open/Close
Touch of Fatigue
Ray of Frost

level 1
Burning Hands
Grease

level 2
Gust of Wind
killingtodeath: (Default)
lvl 0

acid splash (2)
ray of frost

lvl 1

summon monster
color spray
killingtodeath: (Default)
Player Info
Name: Alli
Age: 27
Contact: you know how to find me
Characters Already in Teleios: Helen Magnus, Faye Chamberlain, the Ninth Doctor
Reserve: here


Character Basics:
Character Name: [REDACTED] "Stiles" Stilinski
Journal: [personal profile] killingtodeath
Age: 17
Fandom: Teen Wolf
Canon Point: 4x1
Debt:
GRAND TOTAL: 50 years (various breaking and entering, assault, lying, stealing, etc)


Canon Character Section:
History: Here

Personality:
Despite being a sarcastic doofus, Stiles is really smart. He's not Lydia Martin smart (which is really fucking smart) but even she tells him that he's smart enough to figure it out, that he's always the one to figure it out. He tends to hide all that under the classic "class clown" exterior, which is a giant defense mechanism for him not being one of the cool kids and feeling like he has to compensate by being funny.

Fiercely loyal, Stiles has jumped into danger on countless occasions for his friends, including those that have supernatural strength and speed on their side. People need him? He's there.

s a r c a s m <- He uses it. Often and liberally. Even in the most dire of scenarios, while facing the most dangerous of people or creautures, there's always time for sarcasm.

Stiles doesn't really know how to flirt with girls. He tends to just bluntly sort of ask if someone would be interested in him (guys or girls. he's just curious what people think of him!). He's had a crush on Lydia since they were in third grade, but slowly, he's been learning how to interact with her in a way that doesn't leave him slack jawed at her mere presence. They're friends now! And he still wants to be more than that, but friends is nice. He can be guilty of coming off a little friendzone-y but as time goes on, he's just obviously glad to have Lydia want him around. He hasn't pushed her once to be more over the course of their friendship.

Because of his ADD problem, Stiles can get too far ahead of himself, which ends up getting him into trouble and makes him back track often to go actually solve the problem he was working 8 steps ahead of himself to fix. He's slowly growing up and getting better and thinking things through beforehand but it's a process. It doesn't help much that most of the time, the problems he's trying to solve involve someone's life on the line, so he's got an issue with not wanting them to die...

Things sort of shifted for him after the Nogitsune took hold of his body. Stiles felt what it was like to be powerful, to be fearless, to be in control. He admits to Malia once that part of him enjoyed it, and found that control was overrated. This was also a point where Stiles realized that he doesn't need crazy powers to be part of the pack. He had them and they weren't worth it.

It's also after the Nogitsune event that Stiles finds himself edging towards a romantic situation with Malia. It's still new. He's still figuring it out as he goes, but so is she, and that's okay with him. It's better for him at this point to be with someone that doesn't have it all figured out, someone that he can make mistakes with and stumble with.


Powers/Abilities: Annoying Derek Hale. Detective-ing (sort of). Finding trouble. Sarcasm extraordinaire. He's smart! And he's a pretty fast talker. Stiles manages to be a giant dork and incredibly endeaering all at the same time. Sarcasm is his weapon and he weilds it well. He has no supernatural abilities. He is not a teen wolf.

Appearance: like this jackass

Samples:
Actionspam Sample: here


Prose Sample: here
killingtodeath: (Default)
Charismatic Hero lvl 9/Wizard lvl 3


STR 8
DEX 14
CON 12
INT 16
WIS 13
CHA 17

Action Points: 45

Occupation: Student

HP: 65
Current HP: 65
AC: 17

Init +6

Bluff 13+3+5(fast talk)+1+2+2= 26
Computer Use 9+3 = 12
Concentration 2+2 = 4
Craft
Decipher Script
Diplomacy 13+3+5(fast talk)+2+1+2 = 26
Disguise 7+3+2 = 12
Gather Information 6+3+2 = 11
Gamble 3+5(fast talk) = 8
Handle Animal 4+3 = 7
Intimidate 10+3 = 13
Knowledge (arcane lore) 4+3 = 7
Knowledge (pop culture) 6+3+1competency = 10
Knowledge (streetwise) 6+3 = 9
Perform
Profession
Research 9+2 = 11
Sense motive 6+1 = 7
Spellcraft 9+3 = 12

Base Attack +5

Fort +6
Ref +9
Will +11

WEAPON

Bat +1 spell storing -- +9 -- 1d6-1 -- x2 -- default stored spell: scorching ray
Excalibur -- +7 -- 2d6+1 -- x2


Feats
Simple Weapons Proficiency
Trustworthy - +2 on diplomacy and gather information
Lightning Reflexes +2 on reflex saves
Iron Will + 2 will save
Heroic Surge: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Weapon Finesse (BAT): With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Deceptive - +2 on bluff and disguise
Improved Init - +4 on init
Toughness - +3 HP
Weapon Focus (BAT) - +1 on attacks with bat
Negotiator - +2 to diplomacy and sense motive
Persuasive - +2 to bluff and intimidate
Firearms Proficiency
Point Blank Shot
Iron Will +2 will save

FAMILIAR

Owl +3 spot checks in shadows

Talent

Fast-Talk: The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

Dazzle: The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.

To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.

This talent can be selected multiple times, each time worsening the dazzled penalty by –1. This is a Mind-Affecting ability.

Taunt: The Charismatic hero has the ability to temporarily rattle a target through the use of insults and goading. The target must have an Intelligence score of 3 or higher to be susceptible to a taunt, must be within 30 feet of the hero, and must be able to hear and understand the hero.

To taunt a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the taunt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target becomes dazed (unable to act, but can defend normally) for 1 round.

A taunt can be played on an opponent any number of times. This is a Mind-Affecting ability.

Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.

The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.

An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.

A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).

SPELLS PER DAY

Level 0 - 4
Level 1 - 2
Level 2 - 1

Profile

killingtodeath: (Default)
killingtodeath

November 2015

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