ocean kukoč-mcbride
vague concept:
- originally from maine? maybe? has at least one woo-woo parent for a name like ocean, r.i.p.
- "died" in a house fire (fire origin tbd), her parents also died in it so there's no chance of asking them "hey uh is there a reason i walked through fire and didn't get burned like claire bennet"
- (i thought of this after i named her ocean ha ha i'm so funny)
- has been passed around between aunts and uncles for Being Difficult, i.e., a traumatized child, who likes avoiding school by being "sick" and also by lying about school and ditching. this time she found her woo-woo aunt probably named amethyst dawn or something who has decided ocean's bullshit is just her Expressing Herself 🤷♀️ a very generous take tbh
- high school senior for the second time, after repeating senior year for school ditching reasons and junior year for trauma reasons. so yes she is a high schooler +2 and no she doesn't want to talk about it
- is very edgy lydia deetz ✨ i feel an affinity for death ✨ vibes after said fire times, has a lot of angst and trauma but nowhere for it to go because who ever said therapy was real??
- as of like her last semester, her therapy is now ✨ theater ✨ and not just filling notebooks with art/poetry/etc dark teenage things. unsure what era of theater will be her fave, she probably loves dramatic dark shit like phantom, sweeney todd, etc
- okay but maybe she is a little claire-bennet coded and probably has a pasttime of going off alone to jump from high places that people should die from, then lay there living like "what the fuck :( "
(this sheet is gobbledy gook and i don't feel like trying to fix it, u get the idea. i forgot mythweavers existed until i made this post)
Ocean Kukoč-McBride
Immortal Female Charismatic Hero 6
Strength
13 (+1 / +2)
Dexterity
11 (+0 / +2)
Constitution
17 (+3 / +4)
Intelligence
12 (+1)
Wisdom
15 (+2)
Charisma
17 (+3)
Hit Points 42
Speed 30ft.
Defense 12, touch 12, flat 12
Init +0
SV Fort +6, Ref +3, Will +6
BaB//Grap +3 // +4
Melee//Ranged +4 // +3
AP 39 (lifetime)
Rep +3
Student (starting occupation)
• Knowledge (arcane lore)
• Perform (act)
• Research
Feats
Deceptive
Creative
Endurance
Confident
Iron Will
Focused
Simple Weapon Proficiency
[free]
Stealthy
Talents
• Charm (females)
• Favor
• Captivate
•
Skill Name
Balance
Dex*
2 =
+0
+2 [focused]
Bluff
Cha
14 =
+3
+9
+2 [deceptive]
Climb
Str*
3 =
+1
+2
Computer Use
Int
1 =
+1
Concentration
Con
5 =
+3
+2 [focused]
Craft (Structural)
Int
1 =
+1
Craft (Visual Art)
Int
1 =
+1
Craft (Writing)
Int
1 =
+1
Diplomacy
Cha
5 =
+3
+2 [bluff]
Disguise
Cha
5 =
+3
+2 [deceptive]
Drive
Dex*
0 =
+0
Escape Artist
Dex*
0 =
+0
Forgery
Int
1 =
+1
Gamble
Wis
4 =
+2
+2 [confident]
Gather Information
Cha
8 =
+3
+5
Hide
Dex*
2 =
+0
+2 [stealthy]
Intimidate
Cha
12 =
+3
+5
+2 [bluff] +2 [confident]
Jump
Str*
1 =
+1
Knowledge (arcane lore)
Int
1 =
+1
+1 [Student]
Knowledge (popular culture)
Int
10 =
+1
+9
Listen
Wis
2 =
+2
Move Silently
Dex*
2 =
+0
+2 [stealthy]
Navigate
Int
1 =
+1
Perform (Act)
Cha
13 =
+3
+9
+1 [Student]
Perform (Dance)
Cha
3 =
+3
Perform (Keyboards)
Cha
3 =
+3
Perform (Percussion)
Cha
3 =
+3
Perform (Sing)
Cha
8 =
+3
+5
Perform (Standup)
Cha
3 =
+3
Perform (String Inst.)
Cha
3 =
+3
Perform (Wind Inst.)
Cha
3 =
+3
Research
Int
3 =
+1
+2
Ride
Dex
0 =
+0
Search
Int
1 =
+1
Sense Motive
Wis
6 =
+2
+4
Spot
Wis
2 =
+2
Survival
Wis
6 =
+2
+4
Swim
Str**
3 =
+1
+2
Treat Injury
Wis
4 =
+2
+2
* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Human
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included)
DEFENSE RACIAL TRAITS
Immortal Durability: Every time you take a level in a class after becoming Immortal, you automatically take the max hit die for that class plus your constitution modifier.
Immortal Healing: All Immortals start with fast healing, which starts at 5 HP per round and increases by 5 every third level, starting from when they become Immortal. This trait does not stack with other Fast Healing feats.
Immortals cannot die unless they are decapitated. If they reach under 0 HP, their hearts will stop and they will functionally be dead, but their fast healing will kick in within a round. Depending on how much under their max HP they are when they “die,” it can take within six seconds to a full minute for them to revive so long as there isn’t something impacting their healing (such as something still lodged in their vital organs).
FEATS AND SKILL RACIAL TRAITS
Immortal Senses: When Immortals get within 30 feet of each other, they can sense each other’s presence by way of a painful “buzzing” sensation in the back of their skull and a sudden increase in adrenaline. Because of this, an Immortal can never be surprised or caught flat-footed by another Immortal.
Blade Mastery: Immortals have a strong bond with their blades, as their skill with them is what allows them to survive. All Immortals receive a weapon proficiency in their choice (simple, martial, archaic, etc) and Weapon Focus on whatever bladed weapon they choose for their own.
Class
HP rolled
Level 1:
Charismatic Hero
6
Level 2:
Charismatic Hero
4
Level 3:
Charismatic Hero
2
Level 4:
Charismatic Hero
6
+1 to charisma
Level 5:
Charismatic Hero
2
Level 6:
Charismatic Hero
4
