Name: Janet Megathorn (Janice Magethorn)
Race: Human
Age: Name: 25
Hair/Eye/Skin: Orange (side shaved with a power rune for “Enhance” on it)/green/light brown
Ht/Wt: 6’2”/180 lbs
Muscle Tone: Light (stronger than she looks)
HP: 67
EP: 52
Style: -
HYPEOMETER: -
Money: (shared with Arielle)
Elan: -
Faith: Aphrodite 100
Martial Arts: Capoeira 100
Score Modifier
STR 20 +5
DEX 18 +4
CON 16 +3
INT 16 +3
WIS 14 +2
CHA 20 +5
ECL 6: Adventurer 5/Royal Ravisher 1
Experience: -
Alignment: Chaotic Neutral
Element: Earth
Chosen Element: Earth (gains +1 to Earth-based spells)
Chosen Magic ability stat: Charisma
Chosen Magic School: Evocation
Theme Song: Pump It Up - Demon Heart
Languages Known: Common, Undercommon, Dark Elf Sign Language, Muffled, Deeps, Back Woods (Hick), French, German, Spanish, Japanese
Affiliated Groups: Royal Ravishers, Bug Catchers Guild
AC: 22/25 (Unarmed)/26 (Mobility)/29 (Mixed)
BaB: +4/+3/+3
Grapple: (Dex) +4/(Hogtie)+14/(Dancing Medium)+14/(Mixed)+24
Trip: 5
Init: 12
Fort: 10
Ref: 5
Will: 12
DmR: (Damage Reduction, if available)
Overview (of the character):
Once a normal human being who enjoyed her days as a freewheeling adventurer and miner, and one of the few known “normal” people who has encountered a Deep Drow and lived.
During the time she did so, she not only survived but came away with a cool scar after slashing out her own eyes to counter the demoralizing effects of the Orb of Ventablack.
Due to the nature of the encounter, she has gained a powerful position as an ambassador for No Zone 13 for Nopetown, eventually marrying Arielle and dispatching her sadistic desires on her, her shota, and her own loli companion ravisher-in-training.
Has completed the Ravisher training as well, and is one of the few exceptions to the “drow only” rule, having impressed the Queen herself.
Items
High-Power Potions x5 (+25 HP upon imbibing/use)
Cure x5 (cures “most” general poisons)
Ambrosia (cures “most” rare poisons)
Equipment
Advanced PB
Cruel Gear Whip
Mad As Hell Knives
Whip x3 (1d4, crit x2, 3 lbs, Slashing, Reach, Trip, Disarm)
Dagger x6 (1d4, crit 19-20 x2, 10 feet, 1 lb, Slashing or Piercing)
Favored Weapons
Her own fists
Cruel Gear Whip
Mad As Hell Knives
Favored Clothes
Black latex catsuit (for transport)
Cat-Ears Motorcycle Helmet
Major Personal Gear
Ravisher Gear (Leather Armor - AC+5 Max Dex Bonus +8 Armor Check Penalty 0 Arcane Spell Failure Chance 0% Speed 40 ft Weight 10 lbs)
Major:
Cruel Gear Whip (1d6, crit x3, 3 lbs, Slashing, Reach, Trip, Disarm)
Minor:
Heavy Motorcycle (Silver Chaochrome +30% resistance, AC+5, Speed -10)
Advanced PB (Can hack into other computers, acquire other functions, learning function)
Mad As Hell Knives x 2 (1d6, crit 19-20 x3, 20 ft range, 1 lb, Piercing or Slashing)
Bastard Vambraces (AC+2, Unarmed Defense +1, 10 lbs, Arcane Spell Failure Chance 0%)
Ambassador’s Eye (special eyepatch that reads battle information, Judge Opponent, and increases her reaction time - Improved Initiative+2)
Skills Score Modifier Misc Total
Craft: Gimp Ride (Cha) 5 5 10
Handle Animal
(Spec: Gimp) (Cha) 1 5 6
Knowlege: Anatomy
(Spec: Gimp) (Int) 1 2 3
Escape Artist (Dex) 1 4 5
Seduction (Cha) 5 5 30 40
Spellcraft (Cha) 3 5 8
Alchemy (Int) 1 2 3
Mercantile (Cha) 1 5 6
Medical (Int) 1 2 10 13
Acrobatics (Dex) 1 4 5
Linguistics (Int) 2 2 4
Appraise (Int) 1 2 2
Balance (Dex) 1 4 5
Bluff (Cha) 1 5 10 16
Climb (Str) 1 5 6
Concentration (Con) 1 3 4
Craft: Gimp
Weapons (Int) 2 2
Diplomacy (Cha) 10 5 4 19
Disguise (Cha) 1 5 6
Forgery (Int) 2 2
Gamble (Wis) 1 2 3
Gather Information
(Cha) 1 5 6
Heal (Wis) 1 2 3
Hide (Dex) 4 4
Intimidation (Cha) 1 5 4 10
Investigate (Int) 1 2 3
Jump (Str) 5 5 10
Knowledge:
Arcane (Int) 1 2 3
Knowledge:
Architecture (Int) 2 2
Knowledge:
Area (Int) 2 2
Knowledge:
Business (Int) 1 2 3
Knowledge:
Cultural Arts (Int) 1 2 3
Knowledge:
Domestic Arts (Int) 2 2
Knowledge:
Dungeoneering (Int) 2 2
Knowledge:
Foreign Culture (Int) 1 2 3
Knowledge:
Law (Int) 1 2 3
Knowledge: Military
Sciences (Int) 1 2 3
Knowledge:
Nature (Int) 2 2
Knowledge:
Occult (Int) 2 2
Knowledge:
Religion (Int) 1 2 3
Knowledge: Social
Sciences (Int) 1 2 3
Knowledge:
Streetwise (Int) 1 2 3
Listen (Wis) 1 2 3
Move Silently (Dex) 1 4 5
Navigate (Int) 2 2
Open Lock (Dex) 1 4 5
Perform (Cha) 5 5
Poisons (Int) 1 2 3
Powerlifting (Str) 5 5
Profession (Wis) 1 2 3
Research (Int) 2 2
Ride (Dex) 1 4 5
Search (Int) 1 2 3
Sense Motive (Wis) 1 2 3
Sleight of Hand
(Dex) 1 4 10 15
Spot (Wis) 1 2 3
Swim (Str) 1 5 4 10
Use Magic
Device (Cha) 1 5 6
Use Rope (Dex) 1 4 5
Melee Attack
(To Hit) 1 1
Melee Attack
(Damage) 1 1
Melee Defense 1 1
Ranged Defense 1 1
Special Ranged
Attack (To Hit) 1 1
Thrown Weapons 1 1
Unarmed Attack
(To Hit) 3 3
Unarmed Attack
(Damage) 2 2
Unarmed Defense 2 1 3
Favored Attack Strings
Dancing Medium x Unarmed x Unarmed x Unarmed
Dancing Medium x Hogtie x Craft: Gimp Ride x Move
Dancing Medium x Cornucopia of Frying x Unarmed x Unarmed
Dancing Medium x The Boomerang
Dancing Medium x Written In Stone
Attack Strings
Unarmed
TO HIT: +7/+6/+6
Crit: x2
Damage: 1d8 + 2d4 + Str Mod + 2 + 2 (1d4 of it is Bleed Damage)
First Attack (if target is flat-footed): (1d8 + 2d4 + 5 + 2 + 2) x2
Second and third: 1d8 + 2d4 + Str Mod + 2 + 2
Whip
TO HIT: +6/+5/+ 5
Damage: 1d4+14+2
Dagger
TO HIT: +6/+5/+ 5
Damage: 1d4+14+2
Mad As Hell Knives
TO HIT: +6/+5/+ 5
Damage: 1d6+14+2
Cruel Gear Whip
TO HIT: +6/+5/+ 5
Damage: 1d6+14+2
Dancing Medium x Unarmed x Unarmed x Unarmed
TO HIT: +7/+6/+6
Dex Mod: +14
Damage: (1d8 + 2d4 + 5 + 2 + 2) + (1d8 + 2d4 + 5 + 2 + 2)+(1d8 + 2d4 + 5 + 2 + 2)
Dancing Medium x Hogtie x Unarmed x Unarmed
Grapple: +14
Dex Mod: +14
Hogtie Status + ((1d8 + 2d4 + 5 + 2 + 2) x2) + (1d8 + 2d4 + 5 + 2 + 2)
Dancing Medium x Hogtie x Craft: Gimp Ride x Move
Grapple: +14
Dex Mod: +14
Hogtie Status + Gimp Ride Acquisition (DC15+Mod) (Tireless, HP Total x2) + 5 foot movement
Dancing Medium x Hogtie x Slash x Slash
TO HIT: +7/+5/+5
Grapple: +14
Dex Mod: +14
Hogtie Status + (1d6+14+2) + (1d6+14+2)
Dancing Medium x Hogtie x Slash x Unarmed
TO HIT: +7/+5/+6
Grapple: +14
Dex Mod: +14
Hogtie Status + (1d6+14+2) + ((1d8 + 2d4 + 5 + 2 + 2) x2)
Dancing Medium x Slash x Slash x Slash
TO HIT: +6/+5/+5
Dex Mod: +14
(1d6+14+2) + (1d6+14+2) + (1d6+14+2)
Dancing Medium x Slash x Unarmed x Unarmed
TO HIT: +6/+6/+6
Dex Mod: +14
(1d6+14+2) + ((1d8 + 2d4 + 5 + 2 + 2) x2) + (1d8 + 2d4 + 5 + 2 + 2)
Dancing Medium x Slash x Slash x Unarmed
TO HIT: +6/+5/+6
Dex Mod: +14
(1d6+14+2)+(1d6+14+2)+((1d8 + 2d4 + 5 + 2 + 2) x2)
Dancing Medium x Cornucopia of Frying x Unarmed x Unarmed
TO HIT: +7/+6/+6
Dex Mod: +14
Cost: 25 ep
((1d4)x((1d8 + 2d4 + 5 + 2 + 2) x2)+25) + (1d8 + 2d4 + 5 + 2 + 2) + (1d8 + 2d4 + 5 + 2 + 2)
Dancing Medium x Cornucopia of Frying x Unarmed x Slash
TO HIT: +7/+6/+5
Dex Mod: +14
Cost: 25 ep
((1d4)x((1d8 + 2d4 + 5 + 2 + 2) x2)+25) + (1d8 + 2d4 + 5 + 2 + 2) + (1d6+14+2)
Dancing Medium x Cornucopia of Frying x Slash x Slash
TO HIT: +7/+5/+5
Dex Mod: +14
Cost: 25 ep
((1d4)x((1d8 + 2d4 + 5 + 2 + 2) x2)+25) + (1d6+14+2) + (1d6+14+2)
Dancing Medium x Cornucopia of Frying x Whip x Whip
TO HIT: +7/+5/+5
Dex Mod: +14
Cost: 25 ep
((1d4)x((1d8 + 2d4 + 5 + 2 + 2) x2)+25) + (1d6+5+2) + (1d6+5+2)
Dancing Medium x Cornucopia of Frying x Whip x Slash
TO HIT: +7/+5/+5
Dex Mod: +14
Cost: 25 ep
((1d4)x((1d8 + 2d4 + 5 + 2 + 2) x2)+25) + (1d6+14+2) + (1d6+14+2)
Dancing Medium x Cornucopia of Frying x Whip x Unarmed
TO HIT: +7/+5/+6
Dex Mod: +14
Cost: 25 ep
((1d4)x((1d8 + 2d4 + 5 + 2 + 2) x2)+25) + (1d6+14+2) + (1d6+14+2)
Dancing Medium x The Boomerang
TO HIT: +7
Cost: 50 ep
Grapple+14
4d20+10+50, upon successful grapple cannot be countered or interrupted and ignores AC
Dancing Medium x Written In Stone
TO HIT: +6/+5/+5
Dex Mod: +14
Cost: 30 EP
(2d8+1d6+14, deals 4 Wisdom Damage, absorbs damage dealt to Wisdom as temporary points) x3
Class/Race Notes
Human - Ability Score (Cha) +2
Human - Skill Rank +1 (+1 per level)
Human - Bonus Feat (Cunning)
Level 1 - Bonus Feat (Mobility)
Level 3 - Bonus Feat (Bleeding Attack)
Level 4 - Bonus Ability Score +1
Simple Weapon Proficiency
Martial Weapon Proficiency
All Bows Proficiency (Longbow, Composite, Short, etc)
Hand-Crossbow Proficiency (Dark Elf type)
Armor Proficiency (Light)
Ravisher Gear Proficiency
Ravisher Armor Proficiency
Loli - Grael Jezrebel Mallorwyn
Tools of the Trade+1 (Whip)
Hogtie+2
Loli - Grael Jezrebel Mallorwyn
Craft: Gimp Ride
Major Gear: Ravisher Valise
Special Attacks
Special Attack 2 - Written In Stone (2d8+1d6+14, deals 4 Wisdom Damage, absorbs damage dealt to Wisdom as temporary points, attacks 3 times at once, has six charges that cost 10 ep each)
Abilities - Muscle Powered, Tangle (2), Flurry, Vampiric - Wisdom (3), Drain Soul - Wisdom, Unique Ability (Weapon Damage)
Disabilities - Melee (2), Limited Shots 1, Uses Energy 2, Unique Disability 3 (only with Daggers)
Description: flashing past the enemy (cannot move beyond that threatened 5 foot square), Janet slashes the hell out of the target.
Spell List
Declare your acquired/learned spells here
Favored Spell List
Declare your most used spells here
Feats
Ambidexterity (BESM) - ignores all penalties for off-hand weapon. Both hands are primary.
Blind-Fight - the character does not suffer penalties when fighting blind or near blind.
Block Ranged Attacks - the character can attempt to block or defend against ranged attacks.
Brawl - the character gains +1 to hit and 1d6+Str Modifier when making unarmed attacks.
Cleave - Make an additional attack if the first one hits
Combat Martial Arts - With an unarmed strike, the character inflicts 1d4+Str Modifier damage.
Dodge - You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Great Cleave - Make an additional attack after each attack hits
Improved Brawl - when making an unarmed strike, the character receives a +2 To Hit and deals damage equal to 1d8+Str Mod. This does not stack with Brawl, but improves it.
Iron Will - +2 bonus on Will saves
Knockout Punch - when character makes their first successful unarmed strike against a flat-footed target, treat the strike as a critical hit.
Leap Attack - You can combine a jump with a charge against an opponent. If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack.
This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.
Power Attack - On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Run - When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Sneak Attack 2 (+2d6) - If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
See Precision Damage & Critical Hits FAQ for more information.
Streetfighting - Once per round, when the user makes a successful melee attack with unarmed or light weapon, the character deals an extra 1d4.
Toughness - +3 hit points, +1 per Hit Die beyond 3
Spring Attack - As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Cunning - You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
Persuasive - You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Powerful Presence - Charisma is treated as 2 points higher for feat requisites. Also grants Persuasive as a free feat.
Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Endurance (Story) - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Diehard (Story) - When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Mobility - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Bleeding Attack - When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Weapon Finesse - With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Defensive Combat Training - Use your total Hit Dice as your base attack bonus for CMD
Whirlwind Attack - Make one melee attack against all foes within reach
Improved Initiative +2 - +8 to Initiative
Judge Opponent
Attributes
Dynamic Sorcery 2 (1 purchased, 1 from Royal Ravisher)
Attack Combat Mastery 1 (3)
Combination Attack 1 (3)
Computer Scanning 1 (2)
Damn Healthy! 2 (4)
Divine Relationship 1 (1)
Energy Bonus 2 (6)
Enhanced [STR] 2 (2)
Enhanced [DEX] 1 (1)
Extra Attacks 1 (8)
Healing 2 (8)
Heightened Awareness 2 (2)
Heightened Senses [SIGHT] 1 (1)
Highly Skilled 2 (2)
Massive Damage [Whip] 2 (4)
Massive Damage [Dagger] (2)
Massive Damage [Unarmed] (2)
Personal Gear (granted by Queen)
Major: Cruel Gear Whip
Minor: Heavy Motorcycle, Advanced PB, Mad As Hell Knives (x2), Bastard Vambraces
Rejuvenation 2 [if Arielle is watching and cheering] (2)
Sixth Sense [Danger Sense] (1)
Special Attack 2 (8)
Defects
Achilles Heel 1 (Drow-based weapons)
Blind Fury 2 (Deep Drow)
Nemesis 3 (Oracle Arielle’s sister)
Marked 3 (significant scar across eyes)
Phobia 1 (the dark)
Recurring Nightmares 1 (Deep Drow)
Significant Other 3 (Ravisher Arielle)
Martial Arts (Capoeira 100)
Training Level - Learned
1 - Dancing Medium
10 - 1 Special
50 - 1 Special
100 - 1 Special, 1 Super
*Dancing Medium - the first ability of the Capoeria artist, and one that is incredibly important: all abilities and attacks generate from the Dancing Medium, and should the Medium be stopped then the attacks cannot be performed. While in Dancing Medium, your Dex Modifier is increased by 10. Going into Dancing Medium counts as a free action, and can last until the end of combat (environmental situations may constitute a Reflex check - i.e., dancing on bits of dried lava amidst a sea of magma, etc.), but should you ever get out of it in the middle of combat the practicioner will have to pass a Concentration check followed by a Dex check.
The Boomerang - 50 ep. Upon making a successful grapple check (opponent gains a -10 blonus due to the strange nature of said grapple - the user wraps their foot around the back of the target's neck), the user leaps and spins swiftly around the target's neck, doing massive damage before leaping off of them in any chosen direction. Cannot be chained into. Does 4d20 + Jump damage to one target, takes up entire round, must be performed at the start of the round. Upon successful grapple, this attack ignores AC and cannot be countered or interrupted.
*Cornucopia of Frying - 25 ep. A combination of kicks that can chain into other attacks. 1d4 attacks at unarmed damage each against a single target.
Handling Pressure - the ability to perform Dancing Medium in any enclosed environment, so long as the practitioner can spin in place. Certain attacks cannot be performed depending on the environs (for instance, in a narrow hallway you can only do thrusting attacks, etc.)
*Chasing Blue Sky - All Chain Attacks gain the "+Energy Cost" ability to their attack rolls.
Faith (Aphrodite 100)
1 - the ability to use Aphrodite, her images and people in your specials, supers, and Finishing Moves.
10 - Kama Sutra (You gain an innate knowledge of anatomy, emotions, and the cause and effect of bodies both physical and incorporeal. +10 to Medical, +10 to Bluff, +10 to Seduction, +10 to Sleight of Hand, and you gain 25% more health back from all healing attempts magical or otherwise)
50 - The Look (+10 to Seduction, the ability to attempt to seduce a target during combat. In order to do this, you must make a Seduction score + 1d20 versus their own will save + 1d20 and score higher. Crits count. If you win, then instead of killing them they become your willing servant for 1 day, even if you didn't score the last hit. You cannot negate the slave status prematurely without killing them.)
100 - Lurveslave (+10 to Seduction, like The Look only they become your slave immediately, willing to fight and die for you. Note: if you fail the Seduction attempt, there is a chance THEY can reverse the tables on you and attempt to reflect it back. Upon their death, though, the Lurveslave status is gone from you)
Special Modifiers
>Janet gains 25% more health back from all healing attempts magical or otherwise
Misc Notes
Initial Points -
44 CP
10 SP
20 SP
25 CP (from 5 levels of adventurer)
13 CP (from Defects)
112
Loli - Grael Jezrebel Mallorwyn
HP: 40
EP: 20
TO HIT: +2/+1
Atk: 1d8+2 (Heavy Parasol - physical attack)
AC: 20
Warrior Type - gains DmR 5 when defending others. Can hold an action to “guard” an ally, taking the hit so long as the ally is within 10 feet and the user can use a move action.