Post by Dorian Thales on Jan 6, 2014 3:03:37 GMT -5
Name: Bowen Scamp
Screen Name: psionicwanderer
Alignment: Chaotic Good
Hair: Dark Blonde
Eyes: Blue
Rank: Ruby Warrior
Dice: 2d82
HP: 51
XP: 621
GP: 89,500gp
Strength [0]
Quickness [12]
Endurance [5]
Willpower [5]
Intelligence [2]
Perception [7]
Charisma [0]
Race: Human
Racial Weakness: None
Languages: Common, Voivan, Bryonish, Commonsign, Black Tongue, Aquan, Mere, Runin, Infernal, Abyssal
Country of Origin: Bryony
Primary Class: Combat
Class Bonus: Extra 1d attack once/combat
Primary Profession: Ranger
Profession Bonus: "Silent Tracker" - You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also gain a +3 damage (DMG) and +2 Strike to your ranged attacks.
Secondary Class: Support
Class Bonus: 2 free support skills
Secondary Profession: Noble
Profession Bonus: Noble Bearing - Those choosing the Noble profession have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Gather Information as well as Knowledge (Nobility) Checks. You also gain a one-time 2500gp when you take this 'profession'.
Automatic Skills: Any noble skill.
Flaws
1. Bad With Animals | Can not take skills involving befriending animals, -4 to all checks involving handling animals.
2. Dislike of Nobility | -2 to all social skills when dealing with nobility, can be enforced by DM or another player to make Bowen refuse or oppose an order or request given by a noble.
3. Individualist | -2 to damage (weapon) or -2 to def (armor) on anything not crafted himself.
Skills
(race) Ledge Walker | You can move at full speed without need of an Acrobatics check when you are balancing on narrow surfaces.
(race) Acrobatic | +5 to checks
(race) Versatility | Can take skills regardless of class/profession requirements as long as other prerequisites are met, does not apply for (Primary) skills.
(flaw) Pin Up | This skill allows you to pin a target to a wall or other structure with a thrown or ranged 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, arrow 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.
(combat) Combat Affinity | You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(support) Alert | +5 to spot and listen checks
(support) Combat Marksman | You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
(ranger) Sidestep | You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(noble) Pecunia Umbilicalia
(flavor-c) Strong Stomach | You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor-c) Live off the Land | You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.
(flavor-c) Polyglot | Languages learned: Black Tongue, Aquan, Mere, Runin, Infernal, Abyssal
1c. Athletic | +5 to athletic checks
2c. Dexterous Fighter | Can use dex in place of str for determining melee damage.
3c. Point Blank Shot | In close combat, ranged weapons are +2 damage.
4c. Knowledge (Nobility/Royalty, Region: Bryony, Nature, Region: Bal'Berith Island, Religion, Geography | +10 to knowledge checks
5c. Artisan Crafting (Bowyer, Tailor, Leatherworker, Weaponsmithing, Cartography) | 10 cp per week
(flavor-t) Favored Terrain (Jungle, Cities) | A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain.
6t. Sharpshooter | +1 to rolls during marksmanship contests.
7t. Bank Shot | Bank Shot allows you to ricochet projectiles and thrown weapons off objects on the way to their target. This means you do not need to have a straight shot, but can attack them while remaining hidden. A Bank Shot also bypasses any shield a target might be holding or using. This can be used once per combat.
8t. Fearless | This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(flavor-a) Incredible Insight | You are very good at determining a creature's body language, giving you a +5 on Insight checks.
9a. Favored Enemy (Human, animals, outsiders [evil]) | +5 damage to listed types
10a. Disabling Strike | Target loses turn, 3 rounds
11a. Deflecting Shot | A knight or fighter can choose to shield one person, once per combat, by firing a projectile to impact with the weapon coming to harm the protected. The force of the impact knocks the weapon off it's path and no one takes damage. They must use a ranged weapon in combat to use this skill.
(flavor-s) 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.
12s. Swaying Willow | Just as the wind moves the branches of the willow, so too can you sway and bend upon the field of combat. As your enemy closes upon you with vicious intent, you allow their momentum to carry you, shifting you out of the way, redirecting their attack's force back upon themselves. Once per combat, you may turn the damage meant for you back upon your attacker.
13s. Deflect Arrows | Once per combat, you may deflect a ranged weapon attack and take no damage from it. This can be done unarmed, as well as with a weapon in hand.
14s. Grab Arrows | This allows you to not just deflect the ranged weapon attack, but to actually catch it in your hand. It may then be thrown back or used upon your next turn.
(flavor-e) False Shackles | This skill enables those who have successfully made an Escape check, but wish to keep that a secret. The character arranges his shackles (or whatever binds him) so that they appear to be in place, and mimics the stance and movements of a bound prisoner.
15e. 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.
16e. Iron Will | +3 to willpower checks
17e. 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.
(flavor-r) Investigator
18r. Not So Fast
19r. Quarry
20r. Hunter's Eye
Stuff!
Primary Weapon: Melee-Hardened Serren Bow, melee attack (2d8, ghost touch, Legacy Weapon, Resilient, grants the skill Parry, ☼☼☼☼☼]
Secondary Weapon: Serrated Cold Iron Dagger (1d4, can ignore first 5 points of physical defense, ☼☼)
Ranged Weapon: Melee-Hardened Serren Bow, ranged attack (3d8, ghost touch, distance [doubles range], nimble shot [can stop target from counter or reflect 1/combat], unerring accuracy [can treat target as if their def DC was 10 1/combat], Legacy Weapon, Resilent, grants the skill Parry, ☼☼☼☼☼)
Head: Green hood. (Only worn if stated)
Face: Domino mask (Only worn if stated)
Neck: Amulet of Defense +5
Torso: Shirt.
Body (Armor): Elven Leafweave Leather (+8 def, Fortified [vorpal weapons do not bypass], Move Silent [+3 to stealth checks] ¤¤¤
Cloak:
Waist: Belt.
Legs: Pants.
Arms/Wrist: Archer's Bracers +5 (+6 def, +5 damage on ranged attacks, +1 in archery matches)
Hands: Gloves.
Feet: Boots of Friendly Terrain (Forest)
Body Mod:
Rings: Secret of the Kumpania: This item comes in the form of whatever the wearer desires. A ring, a button, an earring, a necklace, a bracelet, a head scarf, etc., but it must be worn against the skin. When it is worn by one who speaks the gypsy tongue Voivan, it's true magic shines bright. Only for those that have gypsy as a natural learned language (not through use of magic or items) can understand them speaking Voivan. It matters not the spell, item, trinket, bauble or skill, when a member of the caravan wears this item and speaks Voivan, only the other members of the kumpania understand them. If several of these are around one another for a week's time, they attune to one another, thus granting others a knowledge of where the others are, their well-being (sick, poisoned, wounded, near-death, etc) and the ability to speak to them regardless of distance as if they were right beside you. It helps keep both tabs and secrets in a Kumpania
Consumables
Potion (Full heal) x 2
Magical Pack Items
Nomad's Handkerchief: A small handkerchief made of indistinguishable material. Folded and tucked into a shirt or trouser pocket, the slip of fabric never quite matches the outfit of the owner. When pulled free of the pocket, the owner may speak one of three words. The first word turns the handkerchief into a two person gypsy style tent with blankets and numerous pillows within. The second word, turns the cloth into a larger more militaristic style tent to house twelve, each with their own 'bunk'. The last word turns the item into a large pavilion that could fit up to two dozen people, three wagons and all the beasts required to carry it. The interior of the last has the ability to be broken off into 'seperate' rooms by folding down thick sheets. No matter the weather outside be it calm or raging, the tents stand still and quiet, a perfect shelter in any weather.
Other