Post by Head Moderator on Apr 8, 2014 18:17:10 GMT -5
OH DOSSIER
Name: | Makarigru Derry Declan (Macha Rioghru) of Clann Brennan |
Nicknames: | "Maka" |
Screen Name: | aclockpunkred |
Font & Color: | TNR Dark Red |
Alignment: | CN |
Appearance: | Makarigru is of medium height, with wild and flaming red hair, creamy complexion covered with freckles. |
Scent: | Teakwood, oak, black vanilla, and tobacco. [The Antikythera Mechanism] |
Age: | 22 |
Hair: | Red |
Eyes: | Brown |
Height: | 5'4" |
Weight: | 120lbs |
Body Type: | Curvy yet Athletic |
Race: | Human |
Country of Origin: | Shalott |
Patron Deity: | Shitha, Goddess of Inspiration and Alchemy |
Known Languages: | Common, Castillon, Gnomen,Planar Common, Elven, Draconic, Commonsign, Ancient, Runin |
Background: | Maka's parents are both crafters, and she lived most of her life on Deepreef Island, in the town of Toomslieve. Her mother, due to ties with Clann Brennan, was one of few jewelers allowed to craft jewelry out of the reef. Maka was fostered by rather mad engineer who taught her the nearly unknown craft of gunsmithing, and making black powder. She began selling black powder she'd made on her own in her teens to the buccaneers she'd meet in the seaside taverns and pubs. When she was twenty, she hopped aboard a pirate ship hired by the pirates to make black powder and keep their weapons in working order. Something dark and dreadful happened to Maka while a member of the ship's crew - something she does not talk about and now the gods want her soul. She has run far from the sea, deep into the mainland of Arith, thinking she may outrun the mark upon her soul. |
Personality: | Maka is quick to make friends, and even quicker to make enemies. She is outgoing, and not afraid to say what she thinks regardless if it is polite or not to do so. |
Devotion: | Totally and unequivocally devoted to her husband Finn Declan. She may flirt, but she ain't interested. Married June 21 (2015) |
CLASS & PROFESSION
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Swashbuckler
Profession Bonus: "Not Left Handed" - A swashbuckler can use two weapons as per the Dual-Wield skill, and gain any skills that have "Dual-Wield" as a prerequisite. You also gain a +3 to Strike when you are using two weapons.
Secondary Class: Support
Class Bonus:2 Free Support Skills
Secondary Profession: Rogue
Profession Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
STATISTICS
Ranking: | Ruby Sentinel |
Dice: | 2d84 |
Hit Points: | 46-5 (flaw)+10(ring)=51 |
Defense DC: | 20 |
STRIKE - Dual Wield: | +17 (QCK 13, Swash 3, Monocle 1) |
Ranged DMG: | +13 |
Melee DMG: | +13 (Dex Fighter) |
Magic Save: | +5 |
Spot / Listen: | (PER 4) = +4 |
Acrobatics: | (Acrobatic 5, QCK 13) = +18 |
Knowledge: see below | (Knowledge 10) = +10 |
Gather Info: | (Investigator 5, CHA 10) (Winning Smile 5) = +15/+20 |
Insight: | (Investigator 5, PER 4) (Winning Smile 5) = +9/+14 |
Search: | (Investigator 5, PER 4) = +9 |
Use Object: | (QCK 13) = +13 |
Diplomacy: | (CHA 10) (Winning Smile 5) = +10 / +15 |
Move Silent: | (QCK 13, Silent Steppers 5) = +18 |
Lockpicking: | (QCK 13, Lockpicking 5) = +18 |
WEAPONS
Primary Weapon:
Fizzwinken's Dusk-Assault Detonation Unit 1d10
No Misfire
Darkvision 60 feet
+1 Strike w/i 60 feet
This 1d10 flintlock pistol has a mother of pear grip, with a barrel adorned with gold depicting the moon, planets and stars against a night sky of the pistol's cold, black steel. An infinity symbol is engraved on both sides of this powerful weapon, and the weapon never needs to be reloaded. After a shot is fired, a bullet and powder magically appear in the chamber. This weapon also never suffers a misfire. When using the built-in sight upon the weapon, the user is granted darkvision for 60 feet, and a +1 to Strike on ranged attacks within 60 feet.
Secondary Weapon:
Dragon Pistol "Regina" 1d8 and +5 DEF
Enchants:
Fizzwinken's Combustive Pyro-Dampening Assault Unit
This dragon pistol does 1d8 DMG as the bullet catches on fire as soon as it leaves the weapon; all done in complete silence. The pistol itself is elegantly crafted with a golden dragon's head with it's mouth open as the main portion of the gun. You may do an additional +5 DMG with this weapon as many times per combat as your gemstone rank, so that for instance a Crystal can use the extra damage once per combat. While wielding this firearm, you also gain defense useful against magical or mundane attacks of +5 DEF.
Hidden Weapon:
Axe "Tia" 1d6
ARMOR
Studded Leather | +9 DEF | |
Amulet of Armor | +7 DEF | |
Gunfighter's Poncho | +5 DEF agst Magic/Ranged | +16 DEF / +20 Ranged DEF +12 Magical Defense |
+5 DEF mundane and magical using the Fizzwinken dragon pistol so...+20 DEF w/ pistol.
TRAIT POINTS=31
STRENGTH | 0 |
QUICKNESS (+1 Duelist's Vambraces) | 13 |
ENDURANCE | 0 |
WILLPOWER | 5 |
INTELLIGENCE | 0 |
PERCEPTION | 4 |
CHARISMA | 10 |
FLAWS
Technophilia | You are fascinated by technological or magical marvels! Penalty: If the character in question encounters a technological or magical marvel of some sort, character must make a DC15 Willpower to avoid being fascinated for 1 round. |
Young Pup | You're extremely young for your race. But while others see you as just a kid, they shouldn't make the mistake of underestimating you. Penalty: You take a -5 to your hit points always. |
Fear the Reaper | For whatever reason, the gods want your soul. Once they get you, there is no return. Penalty: You lose all your rezzes but one. If you die and are not rezzed in some way (cleric, rezz coin, etc) within 10 minutes of death, then you cannot be rezzed by any means. |
Scarred Mutation: Scent | This has granted her the ability "scent". |
SKILLS
(racial) | Versatility | Human racial ability, can take skills with "V". |
(racial) | Acrobatic | +5 Acrobatics |
(racial) | Knowledge | +10 to (Architecture/Engineering, Alchemy/Potions, Sociology, History, Monster Lore, Region: Shalott Islands) |
(combat) | Combat Affinity | Write combat maneuvers. |
(swashbuckler) | Constant Cover | Evade |
(support) | Advanced Crafting | 5 more CP a week |
(support) | Cheat Death | Once per two weeks, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20. |
(flaw) | Dexterous Fighter | Use QCK for one-handed light weapon dmg. |
(flavor-c) | Entrepeneur | Own business. 6d250 gold per week. |
(flavor-c) | Walk the Walls | You can run straight up a wall for a few seconds (8 feet) without making a climb check. |
(flavor-c) | Polyglot | Planar Common, Elven, Draconic, Commonsign, Ancient, Runin |
(crystal) | Bottoms Up | Drink a potion as a free action. |
(crystal) | Quickstep | Evade |
(crystal) | Alchemy | Make potions. |
(crystal) | Artisan Crafting | Clockwork, Gunsmithing, Armorsmithing, Dragoncrafting, Leatherworking, Blacksmithing |
(crystal) | Engineering Knack | Craft engineering schematics. |
(flavor-t) | Legendary Booty | Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + INT, against a DC of 10 (mundane treasure you don't care about at this level), 15 (minor magic items), 20 (really good stuff) , 25 (artifacts, important plot items and extremely good items) or 30 (rare relics and epic items). |
(topaz) | Easy Reload | Load and fire a gun in one round of attack. |
(topaz) | Combat Marksman | Fire into melee combat without hitting allies. |
(topaz) | Prone Shooter | Knocked prone, still able to use ranged weapon. |
(flavor-a) | 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. |
(amber) | Pistol Whip | Use gun as a melee weapon. Use same dice. |
(amber) | The Perfect Cut | Double Roll. |
(amber) | Your Opponent is Me! | Lose turn. 2 Rounds. |
(flavor-s) | Investigator | You gain a +5 on Gather Info, Insight and Search Checks. |
(sapphire) | Swordsman's Folly | The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Once per combat, a melee attack meant for you is not only evaded, but you do damage to your would-be attacker in the amount of damage of your gunpowder weapon roll only (no defense allowed). |
(sapphire) | Artisan Flourish | Reflect. |
(sapphire) | Catch Me If You Can | The swashbuckler doubles her movement speed when wearing light or no armor, allowing her to move with ease and speed around the battle area. This allows the swashbuckler to reach enemies faster than her other allies, and allows for an attack as well as the movement in one round in circumstances where the DM will only allow normally allow movement. This can be used once per combat. |
(flavor-e) | Winning Smile (v) | The Winning Smile skill allows a Swordmaster to appear more attractive to a member of the opposite sex. Depending on the target’s sexual preference, this skill may also work on characters of the same gender. This gives the Swordmaster a +5 to any social checks made upon the target, such as Diplomacy, Insight, Gather Information. |
(emerald) | Armorbane Shot | Your foe will regret their bodily limits as your bullets leave dents, pocks and bruises across their armor or body. This can be used once per combat, and decreases a target's Defense DC by 2 for the remainder of combat. |
(emerald) | Witty Repartee | When making a melee attack against one target, as long as she can speak, the swashbuckler can utilize Witty Repartee. The attack against his foe receives additional damage equal to half the swashbuckler's Charisma bonus, once per combat. |
(emerald) | Bloodthirsty Bullet | You fire your weapon at a target’s vital points, the energy of your shot tearing through armor and flesh alike to leave your enemy clutching at their wounds. Once per combat, your bullet bypasses any armor or non-magical defenses they may have. |
(flavor-r) | Thrice Keelhauled | Breathe underwater, swim as fast as you can run, no penalties for fighting underwater. |
(ruby) | Can't Touch This | 1d4 opponents extra can be attacked |
(ruby) | Lockpicking | +5 to Lockpicking |
(ruby) | Combat Panache | ONE of these three per combat. Play Dead : You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker's (or any other relevant observer's) Insight check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses his QCK bonus to his DDC, making it a DC10 to Strike for the first attack that you make. Fortuitous Tumble: For a brief moment, you appear to let your guard down. As your foe swings at you, you slip out of the way, causing his attack to slam into one of his allies. By positioning yourself correctly and making yourself an appealing target, you dupe your foe into making a critical blunder. To use this tactic, you must be successfully attacked and take damage from a foe. On your next turn, you can make a Bluff check opposed by your target's Insight. If you succeed on the check, you can take an immediate action at the start of your chosen foe's next turn and designate a different target for your opponent's next melee attack. The target must be within range of the melee attack. Sneering Glower: With just the right mix of your intimidating presence and your martial talents, you strike such fear into your target that he has difficulty fighting you effectively. On your next turn after you deal at least 1 point of damage to your opponent, you can make an Intimidate check against him. If you succeed on this check, your foe takes a penalty to his Strike rolls against you equal to half your Charisma bonus. You can gain this benefit against only one foe at a time; it lasts for the duration of the combat or until you switch targets. If you designate a new target for this ability (by attempting a new Intimidate check against a different creature), the previous target no longer takes the penalty on his strike rolls against you. Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this tactic. |
(rogue) | Thrilling Escape | A rogue can attempt to delay a trap immediately after it has been triggered, by making a Disable Device roll against the device's DC. If successful, the trap's activation is delayed until the end of the rogue's next turn. This can be used even if the trap was triggered by a failed Disable Device check, or if it was triggered by someone else in his party. This can be done once per adventure. |
(anniversary) | Blindfight | Fight blind |