Post by rageofnocturne@aol.com on Jul 21, 2014 13:46:00 GMT -5
Viper Blackwood/ Obsidian Prime/ 3d15/ HP-68/ DC-21/ Self Heal- 30/Heal Others:5/ Combat/ Brawler/ Devout/ Monk/ Flaws: Aggressive, Beastly Instinct, Bad Seed/ Weak: Unholy/ Teamworks: Tag Team Fighting & Wolfpack Critical
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Name: Viper Blackwood
Screen Name: RageofNocturne@aol.com
Alignment: Chaotic Neutral
Languages: Common, Celestial, Feral, Abyssal
Country of Origin: Offworld
Description:
Personality:
Current Rank:Obsidian Prime
Current Dice: 3d15
Current Hit Points: 68 (Base 40 + Endurance 8 + Willpower +Diehards 10+ Amulet 10)
Defense DC:22 (10+quickness) - 1 Aggressive= 21
Total Defence- 30 mundane 30 magical 5 DR/ good
Total unarmed damage- 49 dmg (Tattoo- 5 Master-26 Monk-5 Brawler-5 Calm- 5 Fizz-3 + magical + holy)
54 dmg Shifted. (Tattoo- 5 Master-26 Monk-5 Brawler-5 Calm- 5 Fizz-3 Bestial-5 + magical + holy)
Traits:
Strength 13* | Quickness 12 | Endurance 8 | Willpower 0 | Intelligence 0 | Charisma 0 | Perception 0 |
Bonus trait point: +1 Str 25 reputation
Talents & Tactics:
Diplomacy -2 | Intimidation +15 | Bluff +2 | Disguise - | Stealth +12 | Insight - |
Spot +12 | Listen +7 | Athletics +13 | Climb +13 | Jump +13 | Swim +13 |
Acrobatics +12 | Tumble +12 | Balance +12 | Disable Traps +12 | Lockpicking +12 | Thievery +12 |
Locate Trap +5 | Escape +12 | Sleight +12 | Appraise - | Gather Info -2 | Knowledge - |
Ride +12 | Nature - | Use Object +12 | Search +2 | Hide - |
Auto Passes: Pass 1 survival check/day, Pass 1 check or save /day, Tell if someone is lying
Primary Class:Combat
Class Bonus: Extra 1d of your dice, once per combat
Primary Profession:Brawler
Profession Bonus:"Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks.
Secondary Class:Devout
Class Bonus:"Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Secondary Profession: Monk
Profession Bonus: Chi Blow" A skilled, and trained monk can use an unarmed attack that channels their special chi powers through their body and into their hands/feet. This attack is boosted by the monk's supernatural powers and gives a +5 DMG to all unarmed damage rolls. Their attacks can be counted as magical so that they bypass an DR/magic. They also gain a free one-handed unarmed tech or one-handed monk weapon (at no cost).
Race: Celestial
Racial Weakness: UnHoly
Chosen Skills (5 to start, 3 more each gemstone rank)
1.Self Heal- Obsidian- 30(Crystal)
2. Strong Stomach- cannot get nauseated. (Flavor Crystal)
3.Bestial Fury- war form or full form beast forms. +5 dmg. (Crystal)
4.Die Hard- +5 hp innate skill (Crystal)
5.Die Hard - +5 hp innate skill (Crystal)
6. Thick Skull: You are such a powerhouse that you can headbutt an armored foe and feel nothing. You gain the ability to use a headbutt with any other unarmed attack once per combat that deals 1d5 extra damage.
(Crystal)
7. Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. This is an innate skill. (Flavor Crystal)
8. Trackless Step- cant be tracked. (Flavor Crystal)
9. Cheat Death-once per week you survive death leaves 1 hp. (Topaz)
10.Underwater Breather- breath underwater (Topaz)
11. Rezz the Dead- able to return a creature to life. (Topaz)
12.Shadow Walk- To use this skill, you must be in an area of shadowy illumination. You and up to 1 creature per gemstone (all must be touching) are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. In the region of shadow, you move at a rate of 50 miles per hour. You may use Shadow Walk for up to 1 hour per gemstone level a day, so a Crystal Rank could only use it up to 1 hour a day. You move normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying; it is meant to be a travel skill. If your shadow walk ends in something solid, you are shunted to a clear area. This is a strictly non-combat skill. (Flavor Topaz)
13. Suplex-You may attempt to grab your opponent, stand him straight up in the air, and fall backwards, slamming him into the floor. This does double your strength bonus and the target ends up prone in the space behind you, causing him to lose a turn. Once per combat. (Brawler)
14.Steel Skin- Able to parry a weapon with your hand/take no damage. once per encounter.(Flaws)
15. Push the Limit- +5 to endurance saves (Flavor Amber)
16. Retribution -Once per combat, as a reaction, you can make a single melee attack against an enemy who has just caused you damage, no strike roll needed. (Amber)
17. Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your Strength (or QCK with Dex Fighter) . This is an innate skill and builds upon Unarmed Focus; you abide by this skill's bonus instead of Unarmed Focus when you take this.
(Amber)
18. Block and Punch : This skill allows a brawler to block an incoming melee weapon or unarmed attack taking only half damage, and then immediately make a counterattack upon the same target. Strike is rolled and the attack proceeds as normal. Once per combat. (Amber)
19. Alert- +5 spot and Listen (Sapphire)
20. Power Attack- use Str for Strike. innate skill (Sapphire)
21. Bloodlust: The sound of painful grunts, the pain of new wounds, the scent of blood in the air. You are in the thick of it, there is no escape for your enemy. Your anger is at full tilt, unable to control yourself you lunge forwards with nightmarish strength. You may roll your combat dice twice, once per combat. (Sapphire)
22. Entrepeneur- gain 7d600 gps per week. Rosewater Inne & Tavern. (Flavor Sapphire)
23. Double Tech- can use 2 unarmed techs at once. innate skill(Emerald)
24.Aura of Strength : You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill. (Emerald)
25. Dead End - You know what your opponent is going to do. You can see how they adjust their grip upon their weapon, how they shift the weight in their stance, the look of concentration before a spell, the reaching for an arrow, the twisting of fingers, how they eye where they wish to strike you. As they act against you, the fool, they were already stopped. Before they can finish their attack you lash out and stop them cold with a terrible strike. Once per combat, you may turn the damage meant for you back upon your attacker. (Emerald)
26. Eyes of the Raptor -The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank, so Crystal can see 1 mile, Topaz 2 miles, etc. (Emerald Flavor)
27. Calm Mind: The monk does not allow for the doubts, fears, or whims of modern day society interrupt their focus while on a task. Even in the chaos of battle they can keep their focus upon the task despite any losses they are their party may suffer. This state of calm allows for a monk to have a greater focus in battle, thus granting a +2 to their damage throughout combat. At Emerald it increases to +3, at Ruby +4 and at Obsidian +5. (Monk)
28. Vicious Stomp : If your enemy falls down for any reason, including from actions of an ally, you immediately are given an attack of opportunity regardless if it is your turn or not, once per combat.(Ruby)
29. Savage Barrage: Often times a Brawler is witnessed cutting across the battlefield or arena in a bloody line. His attacks falling upon any that stumble into his path. When the Brawler is in medium armor or less he may attack up to 1d4 additional enemies in his turn once per combat. (Ruby)
30. I Will Break You: Brawlers are back-breakers, the limb-twisters, and the neck-snappers among the
fighting classes. Their bare hands acting like hammers as they crash upon bone. Once per combat the brawler picks a bone in their foe (arm, ribs, leg, jaw, etc., etc.. NOT skull, neck, spine) and on a successful hit they break the bone.The target loses control over the broken limb and they must have a Healer or pay for Services Rendered to mend the bone, self healing or magical healing will not mend the attack. (Ruby)
31. Whatever's Handy : In a pinch, a brawler can grab just about anything that is not a weapon and use it for a makeshift weapon, such as chairs, bottles, hunks of rock, etc. You may use this makeshift weapon with any of your normal unarmed bonuses and tech rolls up to as many rounds as your gemstone rank. So, a Crystal could use it for one round, while a Sapphire could use it four rounds. (Ruby Flavor)
32. Tag Team Fighting: [Teamwork] If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent. (Free Teamwork)
33. Reputation Precedes : You are well known (either hero or villain) and that grants you one contact in whatever city/organization you wish. (Arrange with tesarikone) As you gain rank, you gain one more contact for each gemstone rank you gain after taking this skill.
( Reputation 20)
34.Celestial Heritage: Pass one check or save a day. Tell if someone is lying. (Racial)
35. Shapeshifting- Shift forms to war form or full shift form.(Racial)
36. Strong as an Ox- +5 strength checks. (Racial)
37. Combat Affinity- Can use combat manuvers. (Combat)
38. Wolfpack Critical [Teamwork]: While on a quest with Elly, Rune, Viper or Logen, any weapon you use criticals at 19-20. Logen can be present for those listed to get this reward, but Logen himself does not get the reward. This does not stack with any other skill or enchant or loot item that improves your critical such as Obsidian material, or Impact enchantment. (Free)
39. Polylingual :
You can speak and understand all languages. However, you can only read Natural, Country & Supernatural languages. The only languages you can write are your own. See the Languages thread for more information on what's available to you.(25 rep Flavor)
40. Blessing of Lunne: Once per night, the light of the moon will shine down, healing up to 1/2 of your maximum HP. This is not positive energy, but a blessing of the moon. (Hunting the Eclipse quest)
41. Finish Him Off: When an enemy's hit points drops to below half, the brawler's threat range for a critical drops to 19-20. (2nd Year Anniversary)
42. Improved Rezz: Once per day you may rezz a creature without them losing any of their five OH rezzes. At Emerald Rank, you may rezz twice a day. At Ruby, three times a day. At Obsidian, it is unlimited. (Monk)
43. Psionic Affinity: can cast magic with the mind. (Devout)
44. Lip Reading : The Lip Reading skill gives you a discreet method of eavesdropping on other's conversations. You must be able to see the speaker’s lips to use this skill and you must know the language that is being spoken to read the lips. (Obsidian Flavor)
45. Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. (Obsidian)
46.Thresher: Weaponless fighters bent on gruesome victories, preferring the intimacy of a barehanded kill. Close enough to taunt their opponents in whispers while crushing the life out of them, to smell their fear, and to watch the despair creep over their faces when they realize just how useless it was to fight them.
Terrifying are those that have reached this level, able to continue swinging and attacking with savage tenacity. The first attack rolled when using this skill is treated as normal. After strike and damage is rolled, continue to attack until miss is rolled, each attack adding a -2 to Strike. So, if you attack a second time, -2 Strike. Third time, -4 to Strike. Fourth time, -6 to Strike, and so on. No other skills allowed to be used, only tech, strength, class bonuses, and innate skills apply to any attacks after the first. (Obsidian)
47. Fight Club: Once per combat, as a free action, you may choose one Brawler skill that you possess, and each of your teammates may gain the chosen skill as a temporary skill until the end of the current combat. (Obsidian)
Flaws
1. Aggressive- -1 defence DC. attacks and leaves self open to attack.
2. Beastly Instinct- -1 strike when not unarmed. likes to meet opponent up close and personal.
3. Bad Seed- -2 magic save against evil. Hard to fight the dark side within.
Weapons with dice effects / enchantments:
Primary Weapon: Guillotine- 1d8
Battering Hand- +5 strength roll to break mundane. hand counts as adamantine.
Brawn- +5 strength roll to break mundane
Earth Fist- counts as cold iron.
Frosty Fist- deal frost dmg.
Phantom- can hit incorporeal.
Secondary Weapon: Guillotine - 1d8
Midas Fist- counts as gold
Acidic Fist- deal corrosive dmg.
Fiery Fist- deal fire dmg
Shocking Fist- deal electric dmg
Phantom- can hit incorporeal
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Unarmed Defence Technique- Checking the Storm- +6 defence
Head: Such as headband, hat, helmet, circlet, crown.
Face: Such as eye lenses, glasses, goggles, masks. Glasses of the Hawk- +5 spot
Neck: Such as amulets, medallions, torcs, necklaces. Fizzwinken's Astute Transmutation Vigor Module
This stunning collar necklace is half gold, and half mithral/steel. Wearing this collar grants you +10 to your hit points at the start of any adventure. When worn with the silvery mithral side facing forward, any weapon in your hand is counted as "good" and "silver". When worn with the gold side forward, your weapon counts as "evil" and "cold iron". You must choose at the beginning of combat which way you are wearing the collar, it will take your turn in combat to switch it. If you are attacked by a melee weapon in close combat, and your attacker causes you to take damage, your collar reacts by sending out a burst of strange gray flames that does 1d8 undefendable (unless they specifically have fire defense) fire damage to your attacker.
Torso: Such as shirt, vest, vestments or tabards. Shirt of Demonskin [Torso]
These shirts come in various types, but all give you damage reduction. This is one of the only ways you can gain damage reduction in our game! This is over and above any defense you might have. The way damage reduction works is unless you are attacked with what is stated, you always take 5 less damage.
Shirt of Demonskin: DR 5/good
Body (Armor): Such as armor, or robe. Ensorcelled Aurum Breastplate- 19 def magical and mundane☼ ☼ ☼ ☼ ☼
Ensorcelled Aurum is a material said to have been created to sate the desire of a greedy
king who wanted his magic armor made of pure gold and be more effective than steel. Ensorcelled Aurum is in fact highly dense and solidified gold created through magic, it is just as hard and solid as steel but with innate magical abilities. Armor made of the material are highly protective against both mundane and magical attacks. It can be used to create any metal-based armor.
w/Beastskin
This armor is lightly patterned with lines resembling fur, scales, and feathers. Its coloration continuously shifts among muted tones of brown, green, and gray. As opposed to Shifter that pulls your armor into your body when you shift, Beastskin transforms your beastskin armor along with you, rather than simply allowing it to merge with your body. When you do so, the armor transforms into a suit of armorof the same type, fitted for your new form. The armor’s weight changes to match
yournew size (and shape, if you assume a form with a different body shape) but maintains
the same defense as it had before.
w/ Absolute Courage
Armor and shields with this enchantment grant the wearer immunity to fear effects. This cannot be used to bypass any official flaws you've taken, though, such as Phobias.
w/ Ethereal
Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.This enchantment enables the wearer of a suit of armor to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
w/ Emperor's Armor
This suit of armor appears to be normal clothing upon command of the wearer. It still weighs as much as it did before it shifted into normal garb, so any penalties still are in effect!
Cloak: Such as a cloak, cape, or mantle. Cloak- +2 def +7 magical def
Waist: Such as a belt or scarf, or girdle. Belt of Combat- +1 combat manuver per combat
Legs:
Arms/Wrist: Such as bracers, bracelets.
Hands: Such as gloves, gauntlets, wrappings or one gloves. Heavens Fists
(Fizzwinken's Sacred Strategic Durability Straps)
These spidersilk handwraps are exquisitely woven with threads of cold black steel and give a +3 to all unarmed damage. They are naturally 'holy'. Once per combat, when the wearer hits a living creature, the target must succeed at a DC20 Endurance save or take 1d4 points of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 bonus to her Strength for the following round of combat and the target appears to be weighted down with chains made of bright energy that continue to sap the strength of the target.
Feet: Such as sandals, boots, or shoes. Boots of the Tomb Raider [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps.
[Worth: 3,000gp]
Body Modification: Such as tattoos, piercings.
Combat Finger Sleeves:
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Rings: (Up to two active)
1. Adaptive Defense Band (Ring: +4 mag/mun def)
Adaptations
This enchantment allows a person to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold. You can choose only one item and pay half price, cost and 2CP such as if you create something that only allows someone to breathe underwater.
2.
3. Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos. It only teleports YOU, you cannot bring anyone with you. These take different forms
Consumables: (Up to five types, no limit on how much of each type.)
1.Reverse Gender x7
The imbiber reverses gender for 1 hour.
Color: Purple | Smell: Alcohol Vapors | Texture: Velvety | Flavor: Tangy
2. Potion of Silliness: If someone drinks this, the creature will begin to smile and giggle. Then they begin to gawf and chuckle. Soon he or she will be overtaken by laughter, finding any and all suggestions, situations, etc., extremely funny. The potions effects make silence impossible - the laughter is discernible out to at least 100 yards. This lasts 30 minutes. The potion refills once every 24 hours.
3. Growth Potion x10
This potion causes you to grow twice your size, including anything on your person such as weapons and gear and clothing. During the time you are twice your size you may double your Strength Trait on attacks, but you are easier to hit, taking a -2 to your Defense DC. It lasts 1d2 rounds.
Color: Red | Smell: Sharp | Texture: Soupy | Flavor: Tart
Color: Red | Smell: Sharp | Texture: Soupy | Flavor: Tart
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
(Backpack of Holding - +5 slots)
1.Rag of Wiping. It removes all dirt from the user's shoes. And anywhere else.
2. Wyrmfang Amulet Bracelet (Dweomorvore teeth)- This bracelet of dragon teeth grants all of the wearer's natural attacks the ability to overcome damage reduction as if they were magic weapons.
3. Flask of Endless Water [Slot: Magic Item]
This plain flask is always filled with clean, drinkable water.
4.
5.
6.
7.
8.
9.
10.
4th anniversary small bag of holding:
1.
2.
3.
Free. Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Mundane (non-magical pack Items
Backpack
-Bottles, glass x15
- empty vials x20
-50 feet of hemp rope
- flint and steel
-waterskin
-small steel mirror
-soap
- fishnet
-Blanket
Vipers Vault:
-Adamantine Needle x 1
-Glaive- 2d8
-Cranor Dagger 1d4- immune to rust and electricity
-Thyshi's Holy Symbol: This symbol of Thyshi is made of purple mournlode. When worn, it causes all weapons or unarmed to be treated as if made with purple mournlode.
-Basilisk's Mask [Face]
This bronze mask is carved to resemble a leering reptile. The wearer gains a +5 against any rolls against gaze attacks. The wearer also gains 5 hit points while the mask is being worn. If the wearer is attacked and takes a hit that would normally kill him, he is able to stay alive until the end of the round, enabling him to receive healing before the end of the round.
[Worth: 8,000gp]
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
Jar of Ancient Honey (Curiosity)
Cartouche with Your Name On It (Curiosity)
Signet of Amun-Re [Ring]
This golden ring clearly states the name of Pharoah Amun-Re, and when worn, grants you a +5 to all Diplomacy rolls as it is a grand statement of your tie to an ancient noble. It also allows for you to auto-pass 1 Diplomacy roll per day. When pressed against anything, it leaves the signature upon the ring on the surface in glowing runes for 24 hours before it fades.
Amun-Re's Curse: While wearing or using any of the Amun-Re pieces, you feel thirsty. This isn't a dire need that will cause you to be unable to function, but you just are always thirsty while wearing them. When you remove the item, the thirst goes away.Jar of Ancient Honey (Curiosity)
Other Information: (You can put age, description, status, children, etc)
--Age: 33 years old
--Height: 5'6
--Weight: 119lbs measurements 33-23-34 .
--Eyes: Hazel
--Hair: Brown
--Favorite Drinks: coffee- black, scotch whiskey.
--Birthday: 8/25(25th of Zumyans Pyre, Timespinners Era)
--Sign of the Wyvern
**Lucky Bonus: Always on the move, consumed by wanderlust, you know how to take care of yourself and survive anywhere. If any sort of survival check is called for, you pass it once a day.
--Born under Rising Sun
--BONUS: 5 healing points, which can be used for self-healing or healing others, regardless of having Healing Affinity or Self-Healing Skill.
--Birthstone: Sapphire
--Tree: Hazel
--Tree: Hazel
Business:
Rosewater Inne- Advanced Inn -
Three floors, 20 rooms and 1 suite, ballroom, large community room and bar, kitchen, basement (root cellar), 1 acre garden, courtyard, stables, wine cellar.
Payment: 7d600gp
5 enchantment points allowed
Indestructable☼ - if its destroyed it repairs itself over 24 hours.
Comfort ☼
A home with this enchantment allows those within to ignore the effects of intense natural heat or cold outside of it. Characters can exist comfortably here, in conditions between -50 and 140 degrees Fahrenheit without having to make Endurance saves. The character's equipment is likewise protected.
Linked ☼ ☼
Homes can be linked, allowing a door or closet in one home to be connected to the same in another. Distance does not matter, either. The homes could be on two sides of the world. However, this enchantment ONLY links one home to another. If you wish to link the home to a second home, this enchantment must be taken again.
(Linked to Bleeding Sands in Madder)
Impervious ☼
An impervious home is warded from damage and decay. It will not age due to general exposure to the elements and will always appear brand new and freshly done up.
Quirks:
Physical Marking: Burn scar across back.
Short Temper : You get enraged easily, going berserk whenever you suffer damage.
Conceited : You believe that you are better than everyone else.
Substance Addiction : You are physically or mentally dependent on some kind of addictive substance.
Combat Manuvers: DC-17
Obsidian: Range 250ft / Duration 48 hours
Total possible: 23
Darkness Claw/ Attack/ Save: Yes (Str vs Qck) DC-30
Her hands raised she will attempt to rip her opponent to shreds with a single attack ripping or clawing at anything she can touch on the enemy.
Obsidian: +20
Obsidian: +20
Feather Shield/ Defense Absorb/ Save: No
Her wings are held in a way to create a shield around herself each feather spread to cover her full body in case she is attacked her wings will take a chunk of damage before returning behind herself.
Obsidian: Absorbs 15 Dmg
Obsidian: Absorbs 15 Dmg
Alternating Strikes: This general maneuver allows you to attack more than one enemy on the battlefield. (STR vs QCK). DC-28
Obsidian: +10 [6 NPC's]
Brutal Combatant: By channeling your inner power, you can put more oomph behind your attacks, making you brutal in combat and gaining extra damage.
Obsidian: Full Combat, 2d8 Damage
Combat Concentration: Your intense concentration on the battle allows you to shake off one magical attack, psionic or otherwise by sheer force of will.
Obsidian: Evade Full Dmg
Combat Evasion: You are skilled at deflecting the attacks of your enemies. When you use this maneuver, you evade the damage of one attack.
Obsidian: Evade Full Dmg
Brute: You are able to focus your energy into your strength, boosting it. This boosts Strength.
Obsidian: +3 strength
Crane Retaliation: When you evade damage, you may make a counter attack immediately against the enemy that attacked you.
Obsidian: Evade Full / +15 DMG (STR vs QCK) DC-30
One Inch Punch: /Combat Effect/ Your foe, apparently possessed of at least a certain wit, manages to catch your incoming fist between his hands in a defensive pose, seemingly evading your unarmed attack. Without shifting to recover your stance, you immediately launch another punch with the same fist already only inches away from their heart, overpowering their defense with sheer strength and speed. This grants you a second unarmed attack if your target attempts to evade your first attack. (STR vs QCK) DC-30