Post by Logan Hawk on Nov 11, 2014 19:43:44 GMT -5
Name: Logan Hawk
Screen Name: loganhawk51
Alignment: Neutral Good
Languages: Common, Elven, Goblinoid, Undercommon
Country of Origin: Offworld
Description: Standing 5'8 and weighting almost 150 pounds Logan doesn't look like a very daunting figure. Which is just an illusion, one of many you will notice about this character. With Shoulder length brown hair and emerald green hues there isn't much this Half-Elf misses.
Personality: Being 300 years old Logan is definitely starting to develop an Elven attitude to life. Taking to living his life in short spans rather than trying to form lasting bonds with anyone. He knows that most people he will outlive and sometimes seems rather standoffish when it comes to forming lasting bonds. A little crazy and a bit of a daredevil he would rather spend his days seeking adventure than sitting by a hearth recalling past glories.
Race: Half-Elf
Racial Weakness (if applicable): None
Current Rank: Amber Shield
Current Dice: 2d58
Current Hit Points: 33
Defense DC: 22
AC: 13
Magic AC: 13
Ranged Attack: d20 + 12 Quick + 2 Ranger's Boon (+1 Point Blank Shot)
Ranged Dmg: Dmg(4d12+1d3) + 18 Quick + 5 Bracers + 3 Ranger's Boon
Melee Attack: d20 + 12 Quick
Melee Dmg: Dmg + 12 Quick (Dex Fighter)
Traits:( 15 points, 1 Flaw)
Strength [0]
Quickness [12]
Endurance [0]
Willpower [4]
Intelligence [0]
Perception [0]
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Ranger
Profession Bonus: Silent Tracker (Ignore move silently checks outdoors)
Ranger's Boon (+3 DMG, +2 Strike with ranged attacks only)
Track
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Chosen Skills (11 Skills, 5 Flavor, 3 Racial, 2 Profession, 1 Class, 1 Flaw)
Racial Skill: Low-Light Vision
Racial Skill: Elven Beauty (+10 to Diplomacy)
Racial Skill: Elven Accuracy (Reroll misses shot 1/combat)
Free Ranger Flavor: Live off the Land (Able to provide rations for myself and 2 others in the wilderness)
Flavor: Investigator (+5 Gather Info, Insight, Search checks)
Flavor: Knowledge: Nature (+10 to Nature checks)
Flavor: Trackless Step (Cannot be tracked)
Flavor: Spiritual Sentinel (Cannot be caught off-guard in Favored Terrain)
Flavor: Favored Terrain (+4 Stealth, Spot, Listen, Athletics, and Nature)
-- Topaz Rank: Forests
Free Combat Skill: Combat Affinity
Free Ranger Skill: Trap Detection (+5 Search for traps)
Flaw: Alert (+5 to Spot and Listen checks)
1. Acrobatic (+5 Acrobatic check)
2. Dexterous Fighter (Use Quick instead of Str for melee attacks)
3. Sidestep (Dodge attack 1/combat)
4. Stealth (+5 to Stealth rolls)
5. Magical Affinity (Can cast magic)
6. Arcane Archer (Cast spells on arrows)
7. Combat Marksman (Fire into Melee without hitting allies)
8. Hidden Sniper (Able to remain hidden after a ranged attack, 1/combat)
9. Point Blank Shot (+1 Ranged attack in close combat)
10. Favored Enemy (+5 damage)
--1st Enemy: Orcs
--2nd Enemy: Humans
11. Ranger's Bond (Companion benefits from Favored Terrain and Favored Enemy)
Flaw 1: Curiosity (DC 15 willpower check, -2 penalty to checks if interest is piqued)
Flaw 2: Distinctive (-2 on Disguise checks)
Flaw 3: Love of Nature (DC 15 willpower check to attack natural creatures unless attacked)
Weapons with dice effects / enchantments:
Primary Weapon: Kheferu Elven Thinblade (1d6 DMG)
-- Kheferu is a hard, glossy red metal that does extra damage to creatures with the "Earth" type weakness. Salt crystals grow on the side of these weapons if left unattended for a few months but it is easily wiped away.
Secondary Weapon: Frost Shortsword "Icicle Rod" (1d5 DMG + 1d5 cold / 2d5 ranged attack)
An icicle rod looks like nothing more than a 3-foot-long icicle. The rod remains cold to the touch at all times but never melts. While it is held, the wielder gains +5 DEF against cold attacks. It may be wielded in melee as a "frost" enchanted short sword [1d5]. Three times per adventure the wielder may fire an icicle from the rod as a ranged attack, doing [2d5] damage.
Ranged Weapon: Fizzwinken's Anti-Armor Verglas Greatbow
This fantastic composite greatbow (4d12) is deadly to its owner's enemies. Every arrowhead shot by this greatbow becomes covered in frost as soon as the arrow comes in contact with the bowstring. You may add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired, as well as an additional 1d3 damage as the arrow pierces your target deeply. Once per combat, you may delay a full turn to take careful aim at your target. On your next turn, roll your ranged Strike. If you hit, roll 1dX where X is the targets maximum HP. You deal that much lethal damage to the target. The wood is so thickly crafted that if you desire, you may instead use this weapon as a quarterstaff.
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Head: Headband of the Winter Wolf [Head]
Crafted of pale bone or silver, this headband features a snarling wolf’s head centered on the wearer’s forehead. The wearer gains defense against cold based attacks of +5 DEF. Once per day, the wearer may transform into a Large white-furred wolf for 10 minutes or one full combat. In addition, once per day the wearer may breathe a 30-foot cone of cold that deals 1d6 points of cold damage. The wearer may use this breath weapon even when transformed.
[Worth: 7,500gp]
Face: Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
Neck: Charm of Adaptation (Allows user to adapt to surroundings)
Cloak Clasp: Obsidian Heart Insignia (Free slot item, that allows communication with other OH members)
Cloak:
Torso: Tabard of Propitiation [Torso]
This garment, made of sturdy cloth, bears a crest, seal or symbol when found which always transforms to something appropriate to the wearer when donned. Once per adventure, while wearing the tabard, you may undo a single mistake that you make. For any die roll that you make, you can choose to reroll it once you see the result. You must keep the second roll's result.
[Worth: 11,000gp]
Body (Armor): Magically Warded Shadowskin Mithralweave Armor (+13 DEF, +13 Magic, Hide in Plain Sight)
-- Enchanted: Ethereal** (1/combat), Move Silently* (+3 Stealth/Move silently), Shadow* (+5 Hide) Absolute Courage* (Fear Ward)
Arms/Wrist: Archer's Bracers [Bracers]
Archers can buy these leather bracers, that when worn allows them a +5 to all damage made with bow and arrow. These bracers also give you a +1 to all shots in an Archery match, regardless of which one you own.
Hands:
Waist:
Feet: Rogue's Boots (+5 Spot to check traps on floor within 10 feet)
Body Modification:
Rings: (Up to two active)
1. Ring of Evasion
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
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3. Obsidian Heart Ring (Free slot item; Teleports wearer to the nearest OH safe house)
Consumables: (Up to five types, no limit on how much of each type.)
1. Happy Tree Sap - This tree sap is very sticky, and can be used as a very powerful adhesive. It is also quite toxic, and when applied to a weapon, causes the target to take 2 additional damage each round until they pass an Endurance save with a DC: 15. Enough for 3 uses.
2.Happy Tree Ornament Bomb - This Yule ornament is filled with a gaseous form of the Happy tree sap. When thrown it explodes into a cloud ten feet by ten feet, dealing 1d6 poison damage to any who breathe it in. The cloud remains in place for 2 rounds after placement, and anyone remaining within it takes additional poison damage each round as they breathe in the cloud.
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Magical Pack Items: (Up to five magical / wondrous items.)
Backpack of Holding (+10 Magical Item slots)
1. Blueice Goblet
This metal goblet is inlaid with a thin layer of blueice. It will not melt in any environment, and it will keep whatever drink you put into it ice cold.
4. Darkeye Lenses (Allows darkvision and immune to blindness. Cannot see as well in bright light)
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Mundane: (non-magical pack Items)
1. 50-feet of rope
2. Bedroll with blankets
3. Belt Pouch
4. Cooking pot
5. Elven Tree Tent
6. Flask
7. Flint and Steel
8. Grappling Hook
9. Mess Kit
10. Mortar and Pestle
11. Oil Flask
12. Rations
13. Steel Mirror
14. Waterskin
15. Wineskin
16. Whetstone
17. Studded Leather +9DEF
18. Camouflage Netting (+3 Stealth checks, Scent ignores netting)
19. Leather Journal of Nabayon Translations
This journal allows you to translate the ancient written language of Nabayo.
20. Dragon claw (Curiosity)
21. Bones 250gp (Enough to fashion a small piece of armor etc)
22. White Dragon Scales (Curiosity)
23. Small dragon's egg (500gp)
24. Eagle Claw [1d6]
The asheratis invented the first eagle’s claw. This light, exotic melee weapon has a quarter-circle blade that is equally sharp on both the inner and outer edges. The blade is about 6 inches long and looks very much like an eagle’s claw enlarged and forged in steel. The handle of an eagle’s claw is slightly curved with a hole at the end to facilitate the use of a finger (middle or index) in wielding the weapon, allowing you to instantly swing the blade between differing grips. It does piercing and slashing damage, and naturally crits at 19/20.
Other Information: (You can put age, description, status, children, etc)
Distinctive: Has facial tattoos of an arrow on each cheek pointing forward, and an arrowhead in the middle of his forehead.
Is over 300 years old, and currently has only one living relative.
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)
(No spells are currently approved. Under construction.)
1. Dancing Lights
2. Detect Magic
3. Faerie Fire
4. Ghost Sound
5. Cat's Grace
6. Wind Wall
7. Magic Weapon
8. Magic Arrow
9. Fire Arrow
10. Ice Arrow
11. Lightening Arrow
12. Poison Arrow
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