Post by Head Moderator on Dec 19, 2013 17:22:49 GMT -5
S C O U T • H O L L A N D E R
that hollander whore!
Name: | Scout Hollander |
True Name: | Bronte Damaris |
Screen Name: | tesarikone |
Font & Color: | TNR Gold |
Alignment: | CN - Chaotic Neutral |
Branded: | Magical Bryonish Brand: "W", known in Bryony as "That Hollander whore". |
Patron Deity: | She grew up giving heed to Mara Lika Rashman, Goddess of Hedonistic Pleasure; but has since began paying homage to Hinkon, God of the Hunt & Bloodhounds. |
Appearance: | Fair, peaches and cream complexion that easily holds a ruddy blush, she is of medium height with long, straight hair the color of dark chocolate. Her eyes are a light brown with a slight hint of golden hue. She normally dresses very simply, adventurers attire, clothes that allow her ease of movement and speed. |
Scent: | An utterly feral, thoroughly rousing perfume. Red patchouli sweetened by orange blossom. [BPAL: Ravenous] |
Age: | 26 |
Hair: | Darkest Chocolate |
Eyes: | Dark Hazel |
Height: | 5'6" |
Body Type: | Athletic, yet Womanly |
Race: | Lycanborn (Were-Lynx) |
Racial Info: | You have a lycan as an ancestor. While the offspring of an afflicted lycanthrope might not share the curse itself, the bloodline might still pass its characteristics down the generations, allowing later descendants to display some of the lycanthrope's attributes. Regardless of the original animal stock, the carriers of lycanthropic bloodlines tend to share similar characteristics, including a feral stare and an overabundance of body hair. Take on at least one trait from their lycan ancestor, such as a feral gaze, body hair, claws etc. [Feral Gaze, Purrs when Happy, Growls when Angry][Were-Lynx] |
Ethnicity: | Phral (Full-blooded) Gypsy - She does not know this as this time! |
Element: | Kuyan (Fire) - She does not know this at this time! |
The Marking: | As an infant, during the ritual to see if she would be marked by an element, there was for a moment a doubt on whether she would be gifted or not, for the wind picked up and attempted to blow out the bonfire, and a small shower of rain fell upon them just enough to cause the small infant to blink as droplets coated her long lashes. But, the fire roared to life and the wind settled, the rain stopped, and an ember spiralled upwards in a dance before them all, twisting and turning and shimmering like a gypsy dancer. It danced towards the infant, who had begun to laugh and wriggle with the dancing ember, then reached out to grab the red-hot thing with her small hand, creating a mark in the palm of her right hand, that in later years was determined to simply be a birthmark by those that raised her. |
Country of Origin: | Raised in Bryony |
Known Languages: | Common, Feral, Bryonish, Draconic, Voivan |
Background: | Scout is an orphan, who was raised by prostitutes in a brothel in Bryony. Bryony was not so tolerant of the ancient art of prostitution as other kingdoms, and during a raid to "cleanse the land of filth", the teenage girl was imprisoned with everyone else, her home burned down, and eventually Branded a whore and released. While imprisoned, she had to watch the other ladies abused, beaten, raped and humiliated and some did not survive. Bryony, being known for their prowess with the arcane, had a special kind of brand for their criminals, an arcane brand that moved around their body so that no matter how they tried to cover it up, it would always appear wherever there was bare flesh. If they were completely and utterly covered from head to foot, it would magically appear in large size on their chest in scarlet. This created a deep and unsettled hatred for mage-kind from Scout, and over time she trained and gained the skills needed to hunt magic users down and bring them in for bounty, which takes her all over the known world. She was a very small child when she found her way to the orphanage (toddler), barefooted, tattered and bloody clothes, with tiny belled anklets on both ankles and wrists. She could only speak Voivan at the time, but since she never spoke it again it has faded from her mind (though could easily be somehow brought to light or recognized so she knows she is gypsy blooded). Scout is not her true name, it was the name given to her by the brothel madam, whose surname was "Hollander". |
Personality: | Despite what one may think about a child raised among whores, she was raised in an environment of supportive, and loving ladies. They spent their own hard-earned gold to make sure she was taught how to read, even speak a few languages, and other things that would perhaps enable her to find a suitable and wealthy husband. She was also taught the wiles and ways of a seductive woman, as of course they thought that would help her get further in the world. Whether she actually participated in any prostitution herself- well one may never know. She is fiercely loyal to those she calls "family", and will exact a harsh vengeance for those wronged. She is like the wind, chaotic and free, one moment like a raging whirlwind and the other like a sweet, soft breeze. |
Known Companions & Friends: | "The Gypsy Caravan", Ellis Strata |
Heart Claimed by: | Bowen, there really was never a chance for anyone else! |
CLASS & PROFESSION
"You don't kill a gypsy by cutting him in ten pieces --
you only make ten more gypsies."
Primary Class: Support
Class Bonus: 2 Free Skills
Primary Profession: Bloodhound
Profession Bonus: "Mark" A bloodhound can target or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
Secondary Class: Combat
Class Bonus: Extra 1d attack 1/combat
Secondary Profession: Swordmaster
Profession Bonus: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Weapon: Flamberge Sword
STATISTICS
Ranking: | Obsidian Prime |
Dice: | 3d91 |
Hit Points: | 53 |
Defense DC: | 17 |
SWORD STRIKE: 1d22 | +15 (Power Attack, Dance Partner 3) |
STRIKE AGST MAGE MARK: 1d22 | +18 (Power Attack 12, Witch-Hunt 3, Dance Partner 3) |
Flamberge Melee DMG: | +21 (STR 12, 2-Handed Wpn 6, Dance Partner 3) |
Flamberge Melee DMG Agst Mark: | +24 (STR 12, 2-Handed Wpn 6, Dance Partner 3, Witch-Hunt 3) |
Bola/Pistol Ranged Strike: 1d22 | +7 (QCK 7) |
Ranged Strike Agst Mark: 1d22 | +10 (QCK 7, Witch Hunt 3) |
Bola/Pistol Ranged DMG / Mark Dmg: | +7 (QCK 7) // +10 (QCK 7, Witch-Hunt 3) |
Magic Save: | +11 (WLP 6, Iron Will 4, IW Band 1) |
Magic Save Agst Mark: | +14 (WLP 6, Iron Will 4, IW Band 1, Escape the Cage 3) |
WEAPONS
Primary Weapon: Paragon (+2) Flamberge Sword 2d10 |
Magebane (2): 1d5 extra dmg to mages. |
Impervious (1): No decay, no damage. |
Phantom (1): Hits incorporeal creatures. |
LEGACY: coming soon |
Secondary Weapon: Holdout Pistol 1d6 | Small pistol, with a 10 foot range. Gunpowder rules apply. |
Hidden Weapon: Dragonbone Knife 1d4 | Crafted from the bone of the green dragon, Mossy. |
Ranged Weapon: Fizzwinken's Lucky Bladed Extend-o-Bola 1d8 Black silken nymph-hair was woven into a thick, tight plait for this bladed bola. At the ends of the bola are small but deadly micro-blades. The bola can be thrown as a ranged weapon, but also used as a whip-like weapon whose magic allows it to grow up to 10 feet long. Once per day, you may re-roll your strike when using this weapon, but you must take the second roll even if it is worse than the first. |
DEFENSE
Light Armor, DEF Cap = 20
Fizzwinken Armor +9 DEF | x |
Leather Bracers +3 | x |
Cloak of Defense +7 | x |
+19 DEF |
TRAIT POINTS=32
STRENGTH | 12 |
QUICKNESS | 7* |
ENDURANCE | 2 |
WILLPOWER | 6 |
INTELLIGENCE | 0 |
PERCEPTION | 6 |
CHARISMA | 0 |
*1 From Reputation 25
TRAITS AND TACTICS
"Sometimes you get the bear
and sometimes the bear gets you."
SPOT | PER 6, Alert 5 | +11 |
LISTEN | PER 6, Alert 5 | +11 |
KNOWLEDGE | Knowledge 10 | +10 Secret Codes/Scripts, Arcana, Geography, Sociology, Monster Lore, Nature |
WILLPOWER | WLP 6, Iron Will 4, IW Band 1 | +11 |
DIPLOMACY | Rep20 -3, CHA 0 | -3 |
GATHER INFO | Rep20 -3, CHA 0 | -3 |
BLUFF | Rep20 +3, CHA 0 | +3 |
INTIMIDATE | Rep20 +3, STR 12 | +15 |
FLAWS
"It is in the water
one learns to swim."
Branded | In your homeland or outside of it, you now have a prominent brand for a crime committed. You may have been a criminal, a slave, or some other such illicit individual. The brand is such that it cannot be easily covered, and a cursory search reveals it each time. Law enforcement agents of any lawful land will immediately take you into custody if they see the mark, for extradition or imprisonment. It is your choice as to whether or not you were falsely accused of the crime. Penalty: Any Reputation is counted as Infamy, and when found you will be charged as if just having committed the crime (again) and escape from justice. |
Curiosity | You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense. Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement. |
Healing Slowly | Due to strange twist of fate, your body became resistant to healing magic. Penalty: It takes twice as many healing points for you to heal. So, a 10hp healing potion would heal you for only 5. |
REPUTATION
"You cannot stop a whore,
not even with a hundred horses."
48 - You are well-known far and wide in all the more populated areas. Only the more rural areas have never heard of you. You've gained a +3 your two chosen tactics or talents, and a -3 to the remaining two.
+3 Intimidate & Bluff
-3 Diplomacy & Gather Information
Free Flavor Skill
SKILLS
"We are all wanderers on this earth.
Our hearts are full of wonder,
and our souls are deep with dreams."
(racial) | Feral Rage | A lycanborn, when angered, can attack harder, faster and more potent than before giving them that little extra push during combat. This gives them an extra 1d to their dice, such as a 2d may roll 3d once per combat. | Extra 1d, once per combat | Flourish: "This pussy is pissed!" |
(racial) | Scent | You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. | ||
(flaw) | Dead Men are Poor Men | Due to a bloodhound's need to be paid for his bounty, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. This gives a bloodhound the ability to evade full damage, once per combat. | Evade, once per combat | Flourish: "Is that so?" |
(support) | Alert | +5 Spot & Listen | ||
(support) | Iron Will | You have extreme willpower, giving you a boost to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian. | Flourish: "Like a fucking rock!" | |
(bloodhound) | Quick Reconnoiter | You can make one check that includes both Spot and Listen, adding your Perception bonus to the roll and any other boosts to spot OR listen such as Alert. This can be used as often as you like, even during combat as a free action. | ||
(combat) | Combat Affinity | You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill. | ||
(swordmaster) | Steadfast Resistance | Pass one spell save 1/combat. | Flourish: "Better fuckers than you have tried!" | |
(flavor-c) | Knowledge | +10 Knowledge Rolls for Secret Codes/Scripts, Arcana, Geography, Sociology, Monster Lore, Nature, (Romany Lore), Mythology | ||
(flavor-c) | Nimble Feet | You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check. | ||
(flavor-c) | Keen Memory | You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate. | ||
(crystal) | Pin Up | This skill allows you to pin a target to a wall or other structure with a thrown weapon. The target must be within 5 feet of a structure or wall and wearing clothing that can be suitably pinned. You must use a weapon that can feasibly pin someone such as a dagger, knife, spear, axe, etc. You must make your Ranged Strike against their Defense DC, if you do the weapon pins the target's clothing to the wall. There is no damage, and the target must take one round to pull himself free of the wall. | Flourish: "A moment of your time..." | |
(crystal) | Power Attack | Use STR for Strike. | Flourish: "Stand still so I can hit you!" | |
(crystal) | Acrobatics | +5 to Acrobatics | ||
(crystal) | Two Handed Weapon | You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your hit with a two-handed weapon. This is an innate skill. | Flourish: "Eat steel you mewling codpiece!" | |
(crystal) | Sidestep | Evades Full Damage | Flourish: "A (weapon) doesn't hurt if it doesn't hit!" | |
(flavor-t) | Alibi | The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered. | Flourish: "You've got the wrong person!" | |
(topaz) | Witch-Hunt | Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage. | ||
(topaz) | Escape the Cage | A properly trained Bloodhound knows to be wary around a Spell-casting Mark. At Amber, you gain +1 to Saves Against your Mark's Spells, at Sapphire a +2, and at Obsidian +3. | ||
(topaz) | Hog-Tie | A bloodhound can attempt to pin an opponent down, and hog-tie them. A bloodhound must have a rope, chain, or manacles in one hand to use this ability. If the bloodhound makes their Strike against the target, they may then roll an opposed athletics or acrobatics check, if the bloodhound's roll is higher, then the target is hog-tied and will remain hog-tied until they roll an Escape or Strength, or they are untied. | Flourish: "Not going anywhere!" | |
(flavor-a) | Casing the Joint | Allows a rogue to view a building from every vantage point for one hour's time, and they are able to get a good idea of the layout inside. | ||
(amber) | No Way Out | When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day. | Flourish: "Wait, there's more!" | |
(amber) | Bring 'Em Back Alive | A bloodhound can turn a potentially killing blow into an incapacitating one—all the better to bring a mark back for punishment. At the bloodhound’s option, any melee attack that would kill a foe, merely reduces them to one point above death (such as 9/10). The foe is knocked out. | Flourish: "Advantage - mine, fuck yeah!" | |
(amber) | Ready and Willing | A bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of combat. If the mark triggers the bloodhound's readied action at any point, the bloodhound can carry out his action as if in combat. For instance, he could use Apply Pressure outside of combat to decrease the mark's dice sides, or Hog-Tie to tie the mark up. | ||
(flavor-s) | Track the Trackless | A bloodhound of high enough rank can track a creature even if they have trackless step, or under the influence of a spell or magic item that allows them to leave no trace. | ||
(sapphire) | Multiple Marks | Starting at Sapphire rank, you may have two marks, at Ruby three marks, and at Obsidian you may have a total of four marks at any given time. | ||
(sapphire) | Blindfight | The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes. | ||
(sapphire) | Back to your Feet | This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day. | ||
(flavor-e) | Tenacious Pursuit | A bloodhound tracking a mark moves twice as fast as normal, allowing them to catch up to a mark in record time. He takes no penalties for moving silently, or hide during this pursuit at higher speeds. | ||
(emerald) | Undeniable | It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon. | 1/combat, ignore defense | Flourish: "Weakness - found!" |
(emerald) | Implacable Hunt | If the bloodhound wounds a mark and the mark escapes, the bloodhound always knows the direction in which her mark lies and the approximate distance between her and her mark. If the target is within 50 feet, the bloodhound can pinpoint the target’s precise location. This ability only works if the bloodhound and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different marks. | ||
(emerald) | Crippling Strike | A bloodhound can deliver a strike against his mark with such precision that a successful attack also deals 2 points of Strength OR Quickness (Bloodhound must choose in attack post) damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. Once per combat. | Flourish: "Pay me a gold, and I'll weep for your loss!" | |
(flavor-r) | Shadowy Figure | The bloodhound is always considered to be "taking 10" on hide and move silent checks even while walking around normally, unless the bloodhound wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the bloodhound's presence. | ||
(ruby) | Strong as an Ox | You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait. | Flourish: "If it were easy, everyone would do it!" | |
(ruby) | Quickstep | The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat. | 1/combat, evade | Flourish: "Now do exactly the same thing again, but try harder!" |
(ruby) | Aura of Strength | You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. | ||
(flavor-rep20) | Walk the Walls | You can run straight up a wall for a few seconds (8 feet) without making a climb check. | Flourish: "This calls for a diversion!" | |
(flavor-rep25) (flavor-rep30) (flavor-rep35) | Calm Under Duress | A life of adventuring gives the character a rock-steady hand and nerves of steel. The character can take 10 on a number of skill checks regardless of circumstance. The applicable skills are Balance, Climb, Jump, and Knowledge checks. You may use this skill twice a day. | Flourish: "Kitty always lands on her feet!" | |
(anniversary) | Multitalented Mastery | Both professions are primary. | ||
(obsidian) | Whirlwind | This allows a Swordmaster to strike 1d4 additional targets in one round with one attack. The other targets takes the same amount of damage you've rolled for the first. | Flourish: | |
(obsidian) | Rake's Fortune | Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day. | ||
(obsidian) | Roundel | A Swordmaster's grace and movement in the dance of his blade allows him to quickly position himself and his weapon in such a way that an attack made upon him is easily turned right back onto the attacker, causing the attacker to take the damage intended by the Swordmaster. Reflects damage. | Flourish: | |
(flavor-o) | Mind Blank | When a bloodhound reaches this rank, he gains protection from all devices and spells that detect, influence or read emotions or thoughts. This power protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects including scrying or even empathy, unless being done by someone of a higher dice rank than the bloodhound. |
Brilliant Inspiration: [Teamwork] You open a link between your mind and your teammate's mind that also has this skill, giving advice and encouragement, allowing them to roll two d20's for any d20 roll required of them. They may then take the better result. If any roll is a natural 20, the effect ends - your brilliant advice is spent. You may use this skill once per adventure. At Sapphire, twice per adventure. At Ruby, three times per adventure, and at Obsidian four times per adventure.