Post by Stillborn Dawn on Dec 7, 2014 20:13:06 GMT -5
Name: Severius
Screen Name: stiliborndawn
Alignment: Chaotic Neutral
Race: Vishkanya
Size: Medium
Racial Weakness: n/a
Languages: Common, Vishkanya (free), Commonsign, Sylvan
Country of Origin: Madder
Chosen Deity: Ebis
Primary Class: Combat
Bonus: Extra 1d, once per combat.
Secondary Class: Combat
Bonus: Extra 1d, once per combat.
Profession: Ranger
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.
Profession: Fighter
Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Strength [4]
Quickness [12]
Endurance [7]
Willpower [7]
Intelligence [1]
Perception [1]
Charisma [0]
(racial) Immunity to Poison/Venom
(racial) Toxic Affinity | 2d3 extra dmg, once per combat.
(racial) Acrobatic | +5 Acrobatics Checks
(combat) Combat Affinity | You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(flavor crystal) Swamp Child | +2 Spot, Search, Listen in Swamps
You have spent years in the swamps of Madder. You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain. You gain a +2 to Spot, Search and Listen in swamps, you will never starve in the swamps and marshes and you have no issue moving across the terrain.
(flavor crystal) Trackless Step | You can move without leaving footprints or any type of track behind him, therefore allowing him to move freely without fear of being found and followed.
(flavor crystal) I Remember This One! | You have a love of drink and a keen alchemical sense. They use these skills to remember potions and tonics once tasted or smelled. You can automatically identify any potion, tonic or poison you have tasted or smelled at least once before by sipping or sniffing it.
(flavor topaz) Entrepeneur | 6d350
You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc.
(flavor amber) Shingle Runner | +10 Athletics/Acrobatics on Rooftops
As a child, you spent a lot of time on the interconnected rooftops that span much of your hometown. You are particularly adept at climbing, jumping, and avoiding falls upon the rooftops, and gain a +10 to Athletics and Acrobatics checks made on the rooftops, only.
(flavor amber) Lightning Initiative | +10 Initiative
You are so quick to dive into battle that you gain a boost to your initiative. +10 to initiative rolls.
(flavor amber) Thievery
The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
(flavor sapphire) Evil Brand | +2 bonus Diplomacy/Insight/Intimidate checks made against evil creatures
The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers. Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 bonus on Diplomacy, Insight and Intimidate checks made against evil creatures.
(flavor emerald) Commune with Nature | This gives you the ability to communicate with nature to find out basic information such as locate water, find path, what animals saw recently, etc.
(crystal) Alchemy | You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
(crystal) Weapon Alteration | +2 DMG to chosen weapon.
You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is an innate skill.
(crystal) Stealth | +5 Stealth
This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character
(crystal) One With Wood | +2 DMG wood weapons.
You can get more damage out of wooden weapons.You gain a +2 damage when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)
(crystal)Many Shot | 1/combat double weapon dice roll.
Once per combat, a crossbow or bow user may shoot two arrows at a time, allowing you to double your weapon dice roll. If for instance, you rolled a 1d5 and got a 5, you'd be able to take 10 dmg from that weapon.
(topaz) Deep Draw | 1/combat, extra 1d
The heat of battle, you may draw your bowstring further, or crow hop while you throw your missile, etc. This grants you a roll of 1d more of your dice on your ranged attack, once per combat. (So if you are 2d, you roll 3d)
(topaz) Hidden Sniper | You are accomplished at remaining unseen when you’re sniping with a ranged weapon. You are able to stay hidden and unseen by the enemy even after a ranged attack, once per combat.
(topaz) Merciless Butcher | Your talent for slaughter lets you dispatch helpless opponents before they can recover. Even if it is not your turn, if an opponent that you have engaged in combat becomes stunned or helpless in any way, you may attempt a free attack against them immediately. This may be used once per combat.
(topaz) Deflect Arrows | Evade ranged atk, 1/combat
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.
(topaz) Combat Marksman | Shoot into melee, not hit allies.
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.
(topaz) Dexterous Fighter | Use QCK for melee DMG
This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a one-handed weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
(amber) Dire Arrow | You may choose to hold your attack up to two rounds, building focus so that when you do choose to fire your arrow, it has much more force and power behind it. For every round that you hold your fire, you may add half your Quickness to the damage. If you hold your attack both rounds, you may then fire on the third round and add in double your Quickness Bonus.
(amber) Sidestep | Evade
You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
Executioner's Shot |
As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to double your damage bonus trait for each ranged attack you make in combat. This replaces Ranged Sniper skill on your dossier when you take it. This is a constant skill. (Replaced ranged sniper)
(sapphire) Meteor Shot | 1/combat, Enemy DC is 10 and can not evade
You are able, once per combat, to fire an arrow towards an enemy before they even have a chance to notice you are aiming at them. Their Defense DC is 10, and they may not attempt any action such as an evade, reflect, counterattack against the shot as they are completely unprepared. They may use any defenses such as armor.
(sapphire) Swaying Willow | 1/combat, reflect full DMG back to attacker
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.
(sapphire) Improved Poisonmaking
This skill add +2 to the DC of your poisons. Your poisons will also be improved, each poison's improvement is listed.
(sapphire) Oaken Strength | 1/combat, roll combat dice twice
Like the mighty oak in the heart of the forest, you have an undeniable strength. As the roots of the tree sink into the earth, your determination flows deep into your body. Able to bring out a raw strength and deliver it upon those that would stand against you. Once per combat you may roll your combat dice twice.
(emerald) Called Shot | 1/combat, follow instructions below;
The ranger has learned how to take perfect aim. While aiming the ranger can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects. The ranger must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before strike roll is made. There is a penalty to the Strike Roll depending on the body part you aim for. If you damage the target, the effect causes debilitating conditions and penalties that stay in place until they are healed of at least 5 healing points.
--Arm: The ranger receives a -2 penalty to Strike. If hit, the target now has a penalty of -2 to damage, and any checks made that use the arm such as climb. A creature with more than four arms is immune to this penalty.
--Hand: The ranger receives a -3 penalty to Strike. If hit, the target drops whatever they are holding in that hand, as well as the penalties for striking the Arm mentioned above.
--Eye: The ranger receives a -4 penalty to Strike. If hit, the target is partially blinded, suffering a -2 to Defense DC and any Spot Checks. If both or all of its eyes are hit with Called Shots, the creature is permanently blinded. If the Called Shot also results in a Critical Hit, the arrow pierces the brain and the creature is forced to make an Endurance Check DC15 to save against death from massive damage, regardless of the damage roll (per the DM). A creature with blind-sight is immune to the penalties.
--Gut: No penalty to Strike. If hit, the target is nauseated each round until the arrow is removed and at least 5 damage healed.
--Leg: The ranger receives a -2 penalty to Strike. If hit, the target cannot make any run or charging actions. They gain a -2 penalty to Quickness, and any checks based on Quickness (Jump, Balance, etc) in which they utilize their legs. A creature with more than 4 legs is unaffected.
--Neck: The ranger receives a -3 to Strike. If hit, the target begins to bleed and takes 1d3 non-defensible damage each round until they are healed of at least 5 total points of damage.
--Wing: No penalty to Strike. If hit, this reduces target creature's Quickness by -2. A small or tiny creature hit loses the ability to fly and falls to the ground, a medium sized creature hit twice in the same wing loses the ability to fly and falls to the ground, a large creature must be hit three times in the same wing, a huge creature four, gargantuan five and colossal six times to lose ability to fly and fall, each taking appropriate falling damage per the DM (Seek DM's aid in determining your enemy size).
(emerald) Greater Poisonmaking | This skill add +4 to the DC of your poisons. Your poisons will also be improved, each poison's improvement is listed.
(emerald) Blood Ripper | 1/combat, follow instructions below;
When you successfully hit an opponent who is currently at full hit points, you deal an extra 2d4 damage. This cannot be used for a non-lethal attack.
(Ruby) Parry | You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
(Ruby) Point Blank Shot | You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5, Diamond +6. This is a constant skill.
(Ruby) Eagle Eye | A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance.
STATS
Rank: Ruby Warrior
Dice: 2d82
XP: 606
GP: 51,603 gp
CP: 88
Reputation: 18
Rezzes: 5/5
Defense DC : 22
(10 + Quickness)
Hit Points: 55 + 10 (+5 def amulet of armor(mundane/magic) w/ 10 hp)
(Half Dice = 41, Endurance = 7, Willpower = 7, Diehard = 0)
Initiative: +22
(QCK 12, Lighting Init 10)
Poison DC: 20
10 + 6 per gem
Greater Poisonmaking +4
Attack: Qck +12dmg / Ranger Profession +3dmg / Weapon Alteration +2dmg / One With Wood +2dmg / Archer's Bracers +5dmg / Fighter Profession +3dmg / Executioner shot +12 dmg / Eagle Eye +4
Strike: Qck +12 / Ranger Profession +2 /Monocle of the Dark Hunter (Range Attack within 60') +1/ / Fighter Profession +3
WEAPONS w/ DICE EFFECTS and ENCHANTMENTS:
Primary Weapon: Legacy Paragoned Composite Longbow 3d10 ☼ ☼ ☼ ☼ ☼
Exit Wound | 1d3
With the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any
ranged weapon.
Hilt-Hollow | Store one poison vial in the hilt (Handgrip) of your weapon, this allows you to apply it as a quick action, letting you attack and apply poison in one round
Impact | 19-20 Crit
Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Favored Enemy | +5 damage anytime he faces this enemy as a bonus.
Humanoid (Human)
Humanoid (Elf)
Giants | Ogres, Ettins
Unholy | dbl dmg to creatures weak against unholy
Secondary Weapon: Dagger of Entry 1d4 ☼ ☼
This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3
Hidden Weapon: n/a
Extra Attack Item:
Poison: Spiderqueen (DC 13 END)
Effects: Intense pain with HORROR.
This black paste is magically infused with spider eggs, visible in the paste as tiny clear globules. Within one round of having a blade or weapon pierce the skin, the spider eggs hatch and burst from the wound, dealing extra damage of 2d6 the round after being poisoned.
DAMAGE - Three Doses
Improved: 3d6 DMG
Greater: 4d6 DMG
Night Venom 2/2
Spiderqueen
[Uncommon]
Type: Blade
Effects: Intense pain with HORROR. (DC 19 END)
This black paste is magically infused with spider eggs, visible in the paste as tiny clear globules. Within one round of having a blade or weapon pierce the skin, the spider eggs hatch and burst from the wound, dealing extra damage of 2d6 the round after being poisoned.
DAMAGE - 23 Doses
Improved: 3d6 DMG
Greater: 4d6 DMG
Popcushion
Type: Damage
Effect: Piercing Damage
This gel pack is about the size of a fist and filled with countless tiny metal studs. It explodes, sending a spray of needles.
Note: You may incorporate poison you've purchased into popcushions, using all rules for poisons along with the damage of the needles. This includes any saves allowed.
DAMAGE - 10 Deployments
Regular: 1d3 Damage
Modified: 2d3 Damage
Heavy: 3d3 Damage
Chameleon Mines
Type: Exploding
Effects: Damage
These exploding land mines blend into the environment, making it very difficult for enemies to notice them. They can be placed ahead of time, or used directly in combat. Enemies targetted by a chameleon mine are considered to have a DDC of DC10, making them easier to hit and harder for them to avoid the damage. They do 1d3 dmg.
DAMAGE - 10 Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
Force Bug
Type: Force Damage
Effects: Damage
This clockwork beetle crawls out towards your chosen enemy, and explodes with force damage, doing 1d3 dmg.
DAMAGE - 10 Deployments
Regular: 1d3 DMG
Modified: 2d3 DMG
Heavy: 3d3 DMG
DEFENSE ITEMS:
Total Defense: +18 DEF
Armor: Windrunner's Shirt [Light Armor] ☼
This mithralweave shirt +13 DEF seems to ripple and flash like sunlight on running water. On command, the wearer can extrude sail-like membranes that reach from wrist to knee. By spreading her arms, the wearer causes these sails to fill with air and push her along the surface water with the speed of a small sailcraft in a moderate wind. (The wearer can choose to take advantage of existing winds instead.) The wearer can use this ability for up to 1 hour each day. The duration of the effect need not be consecutive.
+5 amulet of armor(mundane/magic) w/ 10 hp
FLAWS:
Magically Inept
You can't cast as many spells as others.
Penalty: You can only cast half as many spells per adventure as others of your rank and class.
Rough Demeanor
You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
Distinctive
You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
BADGES
"Learning the Ropes"
"Wasteland Warrior"
"Sark it to Me"
EQUIPMENT SLOTS
Head/Headband: Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
Face/Eyes: -25. Monocle of the Dark Hunter [Eyes]
While worn, the monocle grants the wearer darkvision of 60 feet and a +1 bonus to strike on ranged attacks within 60'.
[Worth: 8,500gp]
Neck: -Amulet of Armor +5 DEF (mundane/magic) w/ 10 hp
Torso/Body: Robe of Bones- 12,000gp limited stock item
This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached per combat. Detaching a figure causes it to become an actual undead creature (see the list below) that is under your control as a combat companion for one combat. The creature has half your dice, and that many hit points (so if you are d60, it is d30 with 30hp). Once a creature is detached, it is gone and cannot be reused.
The robe has (1) small goblin skeletons, (2) medium human skeletons, (2) medium wolf skeletons, (1) small goblin zombie, (1) medium human zombie, (1) dire wolf skeleton. [Slot: Cloak/Robe]
Armor: Windrunner's Shirt [Light Armor] ☼
This mithralweave shirt +13 DEF seems to ripple and flash like sunlight on running water. On command, the wearer can extrude sail-like membranes that reach from wrist to knee. By spreading her arms, the wearer causes these sails to fill with air and push her along the surface water with the speed of a small sailcraft in a moderate wind. (The wearer can choose to take advantage of existing winds instead.) The wearer can use this ability for up to 1 hour each day. The duration of the effect need not be consecutive.
Cloak/Shoulders: Cloak of the Hunt [Cloak]
This rough-spun green cloak is trimmed in wolf fur and fastened with a silver clasp. With the cloak drawn over his shoulders and the hood pulled up, the wearer becomes one with his surroundings, gaining a +5 bonus on Stealth checks and on any checks made to follow tracks. The cloak also renders the wearer immune to the scent ability.
[Worth: 4,500gp]
Waist:
Legs:
Arms/Wrist: Archer's Bracers; when worn allow +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:
Feet: Boots of Mountaineering [Feet]
The soles of these tough leather boots are studded with tiny metal spikes and hooks that magically extend or retract to aid in climbing. While worn, the boots grant a +10 bonus on Climb checks.
Body Mod:
Rings:
1)Queen's Ring
This rose quartz crystal ring heals you for 2 damage every round. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
[Worth: 8,000gp]
2)
Consumables:
1) Spiderqueen Poison (1)
2) Night Venom (2/2)
3)
4)
5)
Magical Pack Items:
1) Dimensional Sextant [Magic Item]
During dimensional/planar travel, this sextant identifies the closest portal and informs you where it leads.
[Worth: 1,500gp]
2)
3)
4)
5)
Books:
1)
2)
3)
(OOC List of Items looted)
- Hide Armor +15 DEF (Medium): This hide armor is of some unknown skin, it is actually mostly made of elven skin from the elves they have eaten, but it would be VERY difficult for someone to look at the hide armor and tell it is of humanoid skin due to the process the belgoi have used to craft the armor.
- LARGE SIZE Leather Greaves +3 DEF
- LARGE SIZE Hide Armor
- Claws of the Ice Bear [Hands]
Strapped to the hands, these spiked climbing claws grant a +3 bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement on slippery or icy surfaces. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets and you must have the dual wield skill to use them both in combat.
[Worth: 3000gp]
Darksight Goggles [Head/Eyes]
These goggle's dark lenses are made of round obsidian sheets thin enough to see through. They grant the wearer darkvision 120 ft., as well as a +3 bonus on Spot and Search checks while in darkness.
[Worth: 3,500gp]
-Bag of Boulders [Weapon]
This nondescript bag has 3 pebbles inside of it. When thrown (range: 10ft), it grows 12 inches and does 2d4 damage. Once all three pebbles have been used, it takes 24 hours before the pebbles reappear within the bag.
[Worth: 1,500gp]
-Explosive Sling [Weapon] ☼
The stones launched from this sling [1d3] explode into flames.
[Worth: 2,000gp]
-Vials of: Snot, Black Tea, Dreamweaver Poison (DC15), Brief Immunity to Fire (1 round), Lemonade, Laughing Potion, Siren's Breath Poison (DC15), Applejack, Water, Milk, Mild Rose Mead, Shrinking Potion, Pickle Juice, Vodka, Seawater, Glossa Wine (30 minutes Polylingual), Senses Potion, Swamp Water, Reverse Gender (1 hr) - All have ONE dose each.
Discerning Goggles [Eyes] or [Head]
This eyewear consists of two thick, gold-rimmed glass lenses encased in a leather band. When worn over the eyes, a pair of discerning goggles allows you to determine creatures' alignments with a single look. Good creatures appear to faintly glow blue and evil creatures to faintly glow red. Neutral-aligned creatures appear normal, as do creatures under the effect of an undetectable alignment skill, spell or similar effect. These goggles function only during times when you normally would possess sight; for example, they do not work in darkness unless you possess darkvision.
[Worth: 6,000gp]
Amulet of Armor +5 DEF
Piranha Mask [Face]
This unnerving mask gives the wearer the visage of a slavering piranha. Once worn, the mask bonds with the wearer's face (using the head item slot) and completely hides his true features. While worn, the wearer can make one natural attack (bite) per round (1d6 plus any Strength modifiers). When worn underwater, the mask grants the wearer the Scent ability, as well as the ability to breathe water. It is impossible to speak intelligibly while wearing a piranha mask; any words spoken by the wearer are garbled into a sloshing gurgle. Spells with verbal components or items that require a spoken word to activate cannot be used at all while the mask is worn.
[Worth: 4000gp]
GEMSTONES
-Malachite (10gp)
-Azurite (10gp)
-Amethyst (100gp)