Name: Euria
Class: Warrior
Race: Wilderhearted Nymph (Canine)
Sex: Female
Background: Member of the Winter Court
Body = 44
(8, 8)
Mind = 10
(4)
Spirit = 20
(4)
Hit Points (HP) = 59
Pleasure to Orgasm (PP) = 42
Spirit Energy (EP) = 47
Speed = 45
(10)
Dodge = 10d10+0
(1d10, -2)
Armor = 2
(2 Worn)
Grapple = 3d10+2
Spirit Ceiling = 9
(-1)
Resistances
Reflexes = 27
(5)
Focus = 15
(5)
Willpower = 19
(5)
Defensive Bonuses
Tumble Mod = +25
Bull Rush Mod = +5
Overrun Mod = +5
Orgasm Threshold = 4
Pleasure Resistance = 13
Cold Resistance = 30
Fire Resistance = 5
Electricity Resistance = 5
Miscellaneous Bonuses/Penalties
+2 Perception when hearing is involved.
+6 Perception when scent is involved.
+12 Perception to locate treasure.
+5 Dodge (In addition to DB) while using a shield.
+1d10+3 Dodge and +1d10 attack for a round after moving at least 10 feet.
+4d10 to grapple checks made to escape.
+12 to Resistance checks against attempts to control actions or affect the mind.
+4 to Resistance checks made to inflict Weakened or Paralyzed with piercing attacks (From weapon).
+5 to Resistance checks against Spells, Powers, and Succubus Powers (From shield).
+5 Willpower on Charm attempts.
-2 to Resistance checks to avoid being Blinded by bright lights.
-5 to Resistance checks against being Deafened, and against smells, inhaled chemicals, and pollen shots.
+15 to Pregnancy rolls.
+8 PP damage received from animals, bestial creatures, or other people with some bestial features.
Experience = 0
Corruption = 0
Talents
Druid - Gain 2+Spirit/20 Druid powers.
Perceptive - Gain +8 Perception.
Quick - Gain +10 Speed.
Natural Spirit Wielder: Rimewielder - Gain 2+Spirit/20 Boreal powers.
Skill with Shortened Polearms - Gain +3d10 Attack with shortened polearms.
Shield Fighter - May attack with both weapon and shield in the same round. Using a shield grants +1d10 Dodge, and an additional +5 if the shield isn’t used to bash. When using Defensive Fighting and making a shield bash attack, take only a -3 Attack penalty for every d10 traded with the shield.
Exceptional - Gain +8 Body
Stealthy - Gain +5 Stealth, and the ability to perform sneak attacks.
Wealthy - Gain 250 Denarii.
Skilled - Gain 3 Skills.
Skilled - Gain 3 Skills.
Resistant - The character gets a +5 bonus to all of their Resistances.
Natural Succubus (Succubus Magic) - The character gets any three succubus powers.
Flaws
Easily Aroused - Whenever the Aroused status would be gained, gain Horny instead.
Excitable - When PP falls below ½ of max, gain the Aroused Status.
Lustful (RP) - More likely to seek out or accept sex, and more likely to give in if being raped.
Fertile 3 - Receive +15 to Pregnancy rolls.
Tainted Bloodline - Receive 1.5x normal Corruption.
Fetish: Beasts - Receive an additional +8 PP damage from animals, bestial creatures, or other people with some bestial features.
Poor Grappler - Take a -1d10 Grapple penalty, Grapple only increases at 1d10 per 10 Body, and the bonus provided by the remainder is halved.
Weakness: Treasure - 1 in 4 chance of losing a turn in combat when spotting treasure. Shiny things are distracting.
Mutated 9 - Gain 9 mutations.
Mutations 9/18
Natural Attack - Unarmed attacks with natural weapons deal 2d12+Body/3 damage, and no longer benefit from Unarmed Fighter, but may use skills requiring it while unarmed.
Odd Skin - Tribal body markings.
Night Eyes - No penalties to perception in darkness, but -2 to Resistance checks to avoid being Blinded by bright lights.
Funny Ears - Wolf ears.
Tail - Wolf tail.
Fangs - Dog-like extended canines.
Pheromones - Take a -2 Stealth penalty, but friendly characters are more interested in sex.
Whip Tongue - Cause +2 PP damage with oral foreplay.
Soft Skin - Cause +2 PP damage with non-oral foreplay.
Tight - Cause +2 PP damage in penetrative sex.
Keen Ears - Gain +2 to Perception checks where hearing is involved, the ability to hear things at greater distances, and a greater ability to distinguish slight differences in sounds, but take a -5 penalty to Resistance checks to avoid being deafened.
Keen Nose - Gain +2 to Perception checks where scent is involved, and a better ability to pick up faint smells and distinguish scents, but take a -5 penalty to Resistance checks against smells, inhaled chemicals, and pollen shots.
Scent Tracking - Gain the ability to track creatures by scent, +4 to Perception checks relating to smell, and a +1 bonus to trade dice related to tracking.
Breeder - Half length pregnancies.
Chameleon Skin 3
Cloak - Replaces Chameleon Skin. May use the Distortion and Invisibility spells without making casting checks as a move action, but only at half effectiveness.
Special Mutations
Faerie - Gain 5 points of resistance to Cold and Electricity damage.
Ironbane - May not wield weapons made from iron or steel, and receive +8 damage from such weapons. Powers or Spells used may not directly affect iron objects. Contact with iron is painful, and significant contact causes 1-10 points of damage per round, based on the size of the area of contact.
Naturally Supernatural - Cause corruption as a Warped creature, and do not receive corruption from creatures without Corruptive.
Selective Fertility - The character can choose whether or not they have children. Whenever they could potentially become pregnant or impregnate another, they may apply either the Fertile or Infertile Flaws if they so desire, with the Fertile one ranging from 1 to 3 as desired. If set to Fertile, they may choose the number of children they can have if successfully impregnated. If they already have a Fertile Flaw from race or otherwise, they cannot become completely infertile, but they can set their own fertility down to the base of no bonuses or penalties (at least from their Flaws) and force successful impregnation rolls to roll twice, requiring that both results cause a pregnancy in order to succeed.
Weapon Attack = 8d10+4 (11d10+4 with Shortened Polearms, 10d10+4 with Shield Bashes)
Skills
Intercepting Strike - May sacrifice an attack with a shield or weapon to make a Feint as a prepared action when an opponent attacks. If the feint succeeds, the attack misses, they lose all other attacks for the round, and take a -10 Dodge penalty until their next turn.
Shield Barrage - Lose the ability to use Defensive Fighting and take a -1d10 penalty to Attack and Dodge for the round to gain a second attack with a shield and +2 Damage to shield bashes for the round.
Shield Specialization (Passive) - Gain +5 Dodge in addition to shield DB while using a shield. Gain +2d10 to attack rolls and +2 damage with shield bashes.
From Behind - May spend a move action and take a -10 Dodge penalty for the round to make a Tumble check against a single creature and any creatures adjacent to it. If successful, move behind the targeted creature, and any attacks made against that creature this turn are sneak attacks. If failed, fall Prone and the targeted creature may start a grapple or attack with a melee weapon as a free action.
Guileful Strike - May trade doubled damage from sneak attacks to force the targeted creature to make a Reflexes check or gain two status effects, chosen when the skill is activated: Blinded, Paralyzed, Prone, Stunned, or Weakened. Knocking the target prone deals 10 additional damage.
Evasion (Passive) - Gain +1d10 Dodge, +10 to Reflexes checks made to Tumble, and take no damage from dodges AoE attacks instead of ¼.
Thief (Passive) - Gain +3 Stealth, +5 to Reflexes checks made to Tumble, and gain +2 Trade dice in Disable Devices and Sleight of Hand.
Escape Artist (Passive) - Gain +4d10 to Grapple checks to escape grapples, submission holds, penetration, and bindings.
Skirmisher (Passive) - Gain +1d10+3 Dodge and +1d10 Attack whenever moving at least 10 feet that round. Gain +5 to Tumble checks and may move at full Speed while using Defensive Fighting or Full Defense.
Nose for Treasure (Passive) - Gain +12 to Perception checks made to locate treasure.
Strong Willed (Passive) - Gain +12 to Resistance checks against attempts to control actions or otherwise affect the mind (Including the Dominated, Charmed, and Horny statuses). Gain a +2 bonus to resisting EP damage.
Power Attack = 4d10+0
Wielder Aptitudes
Nature’s Ally
-Commune with Nature is a free action that costs 1 less EP.
-The range of Leaf Walk is doubled per point of EP both in and out of combat.
-When activating the Wild Shape power, the character may double the activation cost to gain the bonuses of 2 animal forms, with overlapping stats from the chosen forms giving a +5X bonus instead of a second useless +3X bonus.
Powers
Commune with Nature
Wild Shape
Leaf Walk
Frost Armor
Ice Lance
Polar Binding
Succubus Power Attack = 8d10+4
Succubus Powers
Charm - Pay 5 EP, choose a target within 30 feet, and one of:
-The targeted creature must win a Willpower check or become Charmed. If used in a grapple, this power may deliver it through a kiss counted as a foreplay attack, which deals normal foreplay PP damage and gives a +4 bonus to the power’s Willpower check. Normally undetectable.
-The targeted creature must win a Willpower check or become Horny for 2 rounds, and directs the affected creature to only desire the power’s user. Lasts an additional round for every 5 points the check is won by. Easily detectable, even if it fails.
Siren Song - The character can, at any time, cause all creatures able to hear them (or see them if fluffed as a dance) focus solely on them. Each time this is used a Resistance vs Willpower check is made against the character if the affected creatures wish to try to ignore the effect. Each failed check causes affected characters to gain a +4 bonus (cumulative) to the next Resistance check; succeeding resets the bonus but doesn't remove already accumulated effects. If affected characters fail a first check they take a -10 Perception penalty for the purposes of opposing enemy stealth checks made by creatures other than the character using this power. Characters with the -10 Perception penalty who fail another check caused by Siren Song become Stunned. Characters who have been Stunned by Siren Song who fail a check become Charmed. Using this ability takes up the character's turn, and if the character stops using this ability for more than one round then all effects caused by it end. A character may use this ability as a move action, but if they do it cannot cause additional Resistance checks or provide additional penalties beyond maintaining the affected creature's attention on the character.
Apparent Innocence (Passive) - The character is less likely to be attacked by hostile creatures. If in a group, the character will usually be the last one to be attacked unless they obviously display that they're the thread. If alone, creatures will not (usually) attempt to kill the character, and will instead attempt either to knock the character out or rape them. This has no effect on non-intelligent creatures or on PCs, and characters that display plainly that they are a threat will be treated as such. In addition, the character gains a +5 Resistance bonus when attempting to Charm a target.
Incredible Stamina (Passive) - The character can have 2 additional orgasms before gaining an instance of the Weakened status because of them, may choose to automatically ignore the first 5 PP damage that they would take every round even if they aren’t resisting pleasure via Willpower, and have the amount of EP that would be drained from them through PP damage that they take reduced by 5.
Selective Fertility - The character gains the Selective Fertility Special Mutation. This power also allows the character to choose to gain or remove the Potent, Breeder, Connection, or Fertile Mouth mutations at any time for 2 EP per mutation per hour. A character must be Warped or above, or have the Demon or Faerie special mutations already in order to select this succubus power.
Pleasure Damage
Penetration = 2d8+17
(2)
Foreplay = 2d4+13
(2)
Inventory
Jade Spear (+3 Attack, +5 Spell/Power Attack, 3d8+26 Damage, +4 to Resistance checks to inflict Weakened/Paralyzed, One Handed.)
Material: Spellforged Jade -
Gain +5 to Attack rolls for Spells and Powers as well as the weapon, and deals +5 Damage. If rolling for Sentience, roll again if it did not become sentient.
Tip: Debilitating -
Gain +4 to Resistance checks made to inflict Weakened or Paralyzed with a piercing attack with this weapon, but -2 Attack.
Enchanted: Additional Damage Dice -
Additional 1d8 Damage dice.
Black Oak Shield (DB = 18, EV = 0, Bash Damage = 3d4+17, +5 Resistance vs. Spells, Powers, and Succubus Powers.)
Material: Black Oak -
Gain +2 DB, -1 EV, and +5 to Resistance checks against spells, powers, and succubus powers. If rolling for curses, roll again if the first does not produce a curse.
Chameleonskin Armour (AV = 2, EV = 1, TP = 30, DU = 2, +8 Stealth)
Material: Chameleon Skin -
Gain +8 Stealth, but -4 AV.
2 Bone Javelins (4d6+11 Damage, 25 feet, Thrown Weapon.)
Morning After Potion
15 Denarii
Loot: 9 Old Coins, Green bottle of unknown Violet Liquid, Frost Gem, 3 pieces of Raw Moonstone, Cracked Geode crystal, 2 Darkhearts, oak box covered in rotted velvet, small sack of old coins, tarnished silver chain and white gold pendant set with a carved black onyx, smoked wooden totem of a snarling bear's head, sword with a silver hilt and glowing blade.
Trades
Perception - 5d10+8
(8)
Stealth - 5d10+12
(5, 3, -2, 6)
Acrobatics - 5d10
Animal Husbandry - 2d10
Disable Devices - 4d10
(2d10)
Herbalism - 2d10
Language - 5d10
Navigation - 3d10
Reading/Writing - 2d10
Sewing - 2d10
Sleight of Hand - 2d10
(2d10)
Tracking/Woodcraft - 3d10+1
(1)
Bio/Description
Character Image
Euria stands at a fairly average height of 160cm (or 5’3”) and possesses a lithe build, with only a hint of defined muscle visible on her body. Between her slim body, ample bosom, and a faintly unearthly beauty characteristic of the fey, she paints an attractive picture, tempered by the more exotic appearance of her more animalistic features. A pair of snow-white furred wolf-like ears poke out atop her head from among her identically-coloured hair, which is usually kept cropped just above her shoulders, and she also possesses a similarly white-furred bushy tail. Her eyes are an unusual pale red, and the final overt sign of her bestial features is a set of elongated canines, a pair of small fangs easily visible when she smiles. Her entire body is adorned in red tattoos, forming tribal markings across her torso, limbs, and even at the edges of her face.
Euria was born to a member of the Winter court, but never truly felt at home among her own people. She spent much of her time simply wandering, exploring, especially among the humans and their settlements. Humans intrigued her, and not only through her more primal desires. Something about the ways they acted and lived, perhaps simply a result of their comparatively short lifespans, managed to catch her interest, and always draw her back to them. After much time spent interacting with humans, she began to pick up some of their habits as well, and eventually developed some of their desires as well.
Most of her interactions were with merchants on the road, or in the markets of towns and cities. Many gave her trinkets as thanks for her aid, or in attempts to woo her, and she soon began to develop a taste for such things. Things only began to spiral further out of control for her as she began to frequent taverns, listening to the tales told by mercenaries and adventurers, of lost treasures, ancient artifacts both beautiful of craftsmanship and immensely powerful. The more she listened, the more she desired to see such treasures for herself.
She had no means to purchase such artifacts from those who possessed them, or to even get a glimpse of them, so her only recourse was to find them for herself, she finally decided. And so she set out alone into the Crolian forests, in search of ruins she’d heard stories of. Inexperienced and underequipped as she was, she never even made it close to the area she planned to search. Between trouble navigating the woods and being ambushed by mutated beasts lurking there, it wasn’t long into her adventure that it was brought to a halt.
It would have been over for her then, whether she was killed or dragged off to some beast’s lair, had a local hunter not stumbled upon her. At first, Euria wasn’t even certain he was human. She was half delirious from her wounds and exhaustion, and the bear of a man who had rescued her looked like almost literally that. It wasn’t until she awoke some time later, in the man’s cabin where he’d taken her to recover, that she realized she hadn’t been entirely wrong in her initial assessment. Aside from his hulking build, he had a number of bear-like features. It was not her first time seeing humans who had been changed in such a way so she thought little of it at the time.
After hearing her story, the hunter took her under his wing for a time, teaching her to hunt, to fight, the skills she would need if she were to continue her search. Euria grew quite fond of the man, despite his relatively quiet personality, but eventually began to grow restless. When she spoke of leaving, however, he had one last offer for her. As he explained it, his physical changes were not simply the result of mutation, but of a ritual that bonded him with a spirit animal. When he offered to do the same for Euria as one last gift to her, she was initially uncertain, taking several days before finally giving her answer. She agreed, and the ritual was performed that evening, a wolf spirit binding itself to Euria and perpetuating similar changes in her own body to that of the hunter’s, if in the style of a different beast.
Her senses became sharper, and most notable of the changes were the tail and ears she grew and the now-permanent markings across her body, but she could feel that there was more to it as well. After a few days becoming accustomed to her altered body, she spent one final night with the hunter before moving on, determined to continue her quest. She met with some limited success in her explorations, managing to outfit herself with masterfully crafted equipment and selling a little on the side, but she had still found nothing that would truly sate her desires. She would not be swayed from her course though. However long it may take, she knew that she would find what she desired eventually, or perhaps even find something else entirely.
The Out of Character Section
Euria has little interest in wealth, she is far more interested in treasures and artifacts themselves, rather than their material value.
Log:
Gained 16 experience
Spent 8 exp on the Resistant Talent and 8 exp on the Natural Succubus Talent, taking Succubus Magic (Gaining Apparent Innocence, Incredible Stamina, and Selective Fertility).