Karma

Description:

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KARMA

Noble Centaur, Holy Palladin of Thoth

Name Karma aka Layla Merit
Rank 9th Level
Race Centaur

She carries her head high with a long thick midnight black braid reaching down to her withers.
Eyes the color of the clear winter sky. Her human skin is a deep bronze going into golden well muscled equine body. Her points and Tail also the color of her braid.










Centaur picture from Syreene. Full size picture can be found here.

VITAL STATISTICS ATTRIBUTES SAVING THROWS
COMBAT BONUSES
HT 8’ IQ 15 Save vs Magic +3 Strike +4
WT 650 lbs ME 8 Save vs Psionics Parry +7
PPE 23 MA 9 Save vs Illusion +3 Dodge +7
HP 65/65 PS 26 Save vs poison +3 Roll +5
SDC 67/67 PP 18 Save vs horror +6 Pull +4
Level 9 PE 21 Save vs coma/death +12% Initiative +2
Exp. 85,575 PB 13 Save vs Disease +3 Damage +11
Sex Female SPD 35 HF 10 Disarm
Birthday 4/12/84(Age 26) Reputation 6 Critical 18,19,20
HTH: Palladin Attacks 6
Alignment Scrupulous
Luck Points 11/12
Gold (Modified: 11/29/12)
0 Western Empire <> 0 Island of Bizantium <> 10,571 Eastern Territory
0 Timiro Kingdom <> 10,828 Wolfen Empire
Weapon Proficiencies Level Acquired Strike Parry Thrown Entangle Damage
Lance 1 +3 +3 +2 +4
Blunt 1 +3 +3 +1
Whip 1 +3 +3 +3
Shield 1 +2 +3
Paired Lance/Shield 7
Level Acquired Strike Parry Rate Range Bonus
Archery 1 +3 +4 6 +120’
Armor AR SDC
Plate 17 185
Leather of Iron 15 300
Weapons: Damage SDC or Make Range
Lance 2D6+2
Humara Krins 4D6+2
Mace 2D6
Iron Shield 120
Iron Eye Shield 300 AR 16
Thunder Mace 1D4x10
Bull Whip 2D6
Crossbow 2D6 600’
MAGIC RINGS
Fleet Feet Double Spd. Attacks and P.P. 3X daily 10 minutes/use
See Invisible 100’ 2x/day 2 melee/use
Fly as Eagle 60 minutes 2x/day +1 Parry +2 Dodge
Nightvision 60’ 3x day 1 hr/use
Sixth Sense (as Sensitive Psychic Power, 3x per day: 90’ range, +6 init, +2 parry, +3 dodge 1st melee) 3X daily 1 melee/use Automatic
OCC Skills Base % Bonus Start Current Total % Secondary Skills Base % Start Current Total %
Language: Elven 98 0 1 8 98% Pick Locks 30+5 1 8 65%
Language:Wolfen 40+5 15 1 8 90% Swimming 60+5 1 8 95%
Language: Gobblely 40+5 15 1 8 90% Pick Pockets 25+5% 1 8 60%
Literacy: Elven 30+5 20 1 8 85% Running 1 8
Dance 30+5 10 1 8 75% Mountaineering 30+5 5 8 45%
Singing 30+5 10 1 7 75% Teamster 45+5 5 8 60%
Sign Language 30+5 10 1 8 75%
Heraldry 30+5 20 1 8 85%
Land Navigation 30+4 10 1 8 68%
Math:Basic 45+5 15 1 8 95%
Horsemanship: Palladin 45/40+5 1 8 80/75%
Prowl 60+5 5 1 8 98%
Track Animals 77 1 8 77%
WP Shield 1 8
WP Lance 1 8
WP Blunt 1 8
WP Whip 1 8
WP Archery 1 8
Balance 40+5 1 8 75%
Parallel Bars/Rings 30+3 1 8 51%
Back Flip/Sommersault 40+5 1 8 75%
OCC Related Skills Base % Bonus Start Current Total %
Boxing 1 8
Gymnastics 1 8
Wrestling 1 8
Detect Ambush 30+5 5 1 8 70%
Escape Artist 25+5 5 1 8 65%
Field Armorer 30+5 10 1 8 75%
Blacksmithing 40+5 10 1 8 85%
Recognize Weapon Quality 25+5 10 1 8 70%
Track Humanoids 25+5 5 3 8 55%
Fashion Tools 25+5 10 6 8 40%
Weapon Systems (Blessed) 40+5 5 1 8 85%
Lore:Religion (Blessed) 30+5 10 1 8 75%
Lore:Faerie (Blessed) 30+5 10 1 8 75%
Appraise Goods 30+5 10 9 9 40%
Special Skills

Kicks:
Front Legs 2D6
Back Legs 4D6
Back Sweep/Trip- Knockdown
Power Kick Any above kick 2x damage
Jump Kicks: 1st attack of melee only, can only parry, dodge, or move rest of melee
Jump Kick 6D6
Flying Jump Kick 4D6 (2 attacks)
Leap Attack: See notes

Way of the Lance
Natural 19/20 gives 3x damage or unseats opponent. Must call intention 1st. Unseated suffer 1D6 damage and take 1D6 from fall (if no roll/fall). Fallen rider loses init and next attack. Unseat can also happen if modified 19/20 or higher.
Can instead choose disarm, any successful called shot strike not parried/dodged knock off weapon, shield, or non-bolted helmet.

Way of the Horse: Horsemanship Palladin
+ 1 Initiative +1 Roll +2 Parry/Dodge + 1D6 damage Special- Karma must only be moving for previous to apply. Does not get bonuses if flat-footed or crowded. Does not apply to Archery.
Charge attack- Running strike with lance, pole-arm or spear + 3D6 Damage. Counts as 2 attacks. If 2nd percentage not successful, Karma is flat-footed (jarring hit).

Demon Death Blow
Against supernatural beings, gods & their minions, and creatures of magic, using 3D6 PPE and 2 attacks, the Palladin can bypass the natural AR of any creature, inflicting full damage plus PS bonus. If the character is impervious to normal weapons they still take 1/2 damage! Must be a hand held weapon (no thrown or archery) or kick/punch.
Creature cannot regenerate damage for 1D4 hours! Considered a magic attack. Can only be dodged, or parried with magic weapon (no natural parry)

Chest Inventory:

Standard lance, Whip, Cross Bow. summer clothing, purple crisis trucker hat, Glaive map pack from Horoth Wavestrider. Money in chest.

Traveling Inventory:

Humara Krins, Mace, Whip, Cross Bow, Cloak, Saddle bags, Eye of Thoth on necklace, Winter clothing worn, 2 Large Sacks, 2 Small sacks, water skin, tinder box, Eternal Torch Ring on Right ring finger, 2 Vials of Holy water. 11 Bolts. Iron Shield w/Eye of Thoth, Magic Tent: Inside always dry and warm (70 degrees). Protection from elemental forces. +3 save elemental magic. Cannot protect against major act of nature., Small muddy quartz, furs, sealed pouch, smoked beef 1 day, Saddle bags, 2 Vials of Holy water. Anti-Slavery Pin. Furs, sealed pouch, smoked beef 1 day, 3 scrolls Magic Pigeon by Thoth (10th level).
Scrolls of Osiris- – Arm of Power: Grants + 3 strike and + 6 damage with any hand held melee weapon. Lasts 1 melee/lev. Feet of Speed: Lifted off ground by mystic feet. Speed is doubled, + 3 dodge. Leap additional 30’ high, 25’ across. Kicks do 2x damage. Lasts 1 hour/lev* manor maps for Bizantium and Western Empire. <828> Wolfen Empire

Bio:

Karma was born youngest of 7 children in the noble house of Proudhoof of the Ophid’s Grasslands. From a young age, realizing that there was nothing for her from the family, she sought amusement by visiting Me’zfii Onh and fell in with a rough crowd. There she learned some simple burglary skills.

Her grandfather a worshiper of Thoth, the only member of her family she respected, lay dying and requested that she visit him before his time came. He commanded that she become a paladin and give up this rebelliousness she had grown so fond of.

Being eighteen, and considered by most to be too old to begin, she excelled in her training. She was aided by some of the skills she learned as a street tough, but many of the skills had to be re-learned or replaced entirely.

After finally completing her training and being invested as a full fledged paladin, she went out into the world to find a place she could truly make a difference.

In her travels, she has fought in battles, helped slay a giant, protected villages and protected the peace. She has aided rebellions against unjust rulers, and protected just rulers from rebellion. She has brought a warlord to his knees in the heat of battle. That noble was Jonath Miagina, of the Western Empire’s House Miagina. For this she is wanted by both House Miagina and its regional house, House Belopo.

Through it all, a sense of unease has followed her. She still has not found the place that Thoth, her god, has prepared for her in this world.

Karma was born under the sign of Majestic the Unicorn. Those born under the sign of the unicorn seem to be wild at heart and at home in nature.



Karma

A God...Rebuilt killervp