Post by Dorian Thales on Dec 21, 2014 0:51:20 GMT -5
Name: Gerald Francis Hastings VII
Screen Name: psionicwanderer
Alignment: Neutral Good
Hair: Brown
Eyes: Blue
Height: 6'0"
Weight: 165 lbs.
Rank: Sapphire Marshal
Dice: 2d66
HP: 50
XP: 280
GP: 45,500gp
Strength [2]
Quickness [12]
Endurance [2]
Willpower [0]
Intelligence [0]
Perception [2]
Charisma [3]
Race: Human
Racial Weakness: None
Languages: Common, Doxenian, Sark, Rumerian
Country of Origin: Doxenia
Chosen Deity: Coleus and Daleus
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Swordmaster
Profession Bonus: Bonus - "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
Secondary Class: Support
Support Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Profession: (tba)
Flaws
1. Chivalrous Courtesy
2. Compulsive Honesty
3. Fear the Reaper
Skills
(racial) Versatility
(racial) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(racial) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(flaw) Dexterous Fighter: 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.
(combat) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(support) Enchantment Resistance: You gain +2 to your save against any enchantment or mind-affecting effects or spells.
(support) Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(flavor crystal) Knowledge (c. Nobility/Royalty, t.Region: Doxenia, a. Martial Arts, s. History): +10 to checks
(flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor crystal) Polylingual: You can speak and understand all languages, but cannot read or write in any language but your own.
(crystal) Defense Maneuver: The character goes into defensive mode for one round, where no attacks may be made and is able to add half their Quickness bonus to their Defense DC for that one round only.
(crystal) Riposte: If you are attacked during the round while using Defense Maneuver and the attack misses, you are allowed an immediate counter attack of rank dice + weapon dice with no need to roll Strike. Can only be used once per combat, and can only counter attack one opponent even if multiple opponents attack them that round (though the defense bonus will stay for the rest of the round.)
(crystal) Pin: This allows a Swordmaster to corner a target by making a rapid series of whirling attacks or threatening gestures, thus restricting the target's movement. This causes the target to only be able to attack the Swordmaster, and no other allies. This lasts for one round, or when the Swordmaster moves away, whichever comes first. The territory must be suitable for this to work, in other words, if you are on a vast field it would not work; an alleyway, it would.
(crystal) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(crystal) Diehard: +5 hp
(swordmaster) Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
(flavor topaz) Carouser: The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs.
(topaz) Avoid Blow: This allows the Thief to see an attack coming and get out of the way, adding 1d5 to his Defense DC against a single attack. Can be used once per combat, but will do one point of strain damage whether it hits or not. Example: Ashton's about to get hit, enemy rolls a 17, which is above his Defense DC. He uses Avoid blow. If he rolls a 1, it increases his defense to 16, which is still not high enough, and he takes whatever the attack's damage is +1 point of strain damage. If he rolls a 3, it bumps him up to 18, and he avoids the attack entirely, only taking the 1 point of strain.
(topaz) Rake's Fortune: Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
(topaz) Incite to Anger: You are able to incite one target to rage against you, and only you, through words and/or actions causing them to only attack you for the duration of the combat or until you state you are not using the skill anymore. You may incite as many targets to anger as your Charisma bonus. After the first round, an enemy may attempt to break free of this skill and an opposed roll is made. The enemy adds Willpower, the inciter adds Charisma.
(flavor-a) Winning Smile: 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.
(amber) Heartening Laugh : A Swordmaster is able to support friendly characters against fear and intimidation attempts by spending a round directing a booming, mocking laugh at his opponents. This gives all allies a +5 to Willpower Checks. The effect lasts for a number of rounds equal to the Swordmaster's Charisma bonus.
(amber) Vital Strike : The Swordmaster is able to find and exploit weaknesses in his opponent, enabling a devasting attack once per combat, giving him a double roll of his combat dice.
(amber) Born by the Blade: The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
(flavor-s) Fast Hand: This skill allows the Thief to switch the places of two objects, using sleight of hand and illusion magic. The Thief rolls a d20 + quickness, which becomes the DC to detect the switch while it's happening. Cannot be used to empty a purse but could, for example, be used to switch one purse for another.
(sapphire) Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. Once per combat.
(sapphire) Roundel: A Swordmaster's grace and movement in the dance of his blade allows him to quickly position himself and his weapon in such a way that an attack made upon him is easily turned right back onto the attacker, causing the attacker to take the damage intended by the Swordmaster.
(sapphire) Disarming Strike: When you make a critical hit upon an opponent, you not only damage them but you also disarm them. They must take a turn to reclaim their weapon before they are able to use that weapon again. Once per combat.
Stuff!
Primary Weapon: Mithral Rapier (Dancing Partner, 1d7+3 damage, Paragon +2, Courageous [1/combat can auto pass a save vs. fear], Defiant [can not be dropped, even on crit fail], Dueling [+5 init rolls, +2 to disarm checks], Merciful [does not do lethal damage, can be suppressed at will] ¤¤¤¤¤)
Secondary Weapon: None.
Ranged Weapon: None.
Hidden Weapons: None.
Head: None.
Face: None.
Neck: Amulet of Health +10
Torso: Shirt.
Body (Armor): Armored Ink +13 (Reflective Enchant, can send back a spell 1/combat)
Cloak: Jacket of Defense (+7 mundane and magical def)
Waist: Belt.
Legs: Trousers.
Arms/Wrist: Fizzwinken's Lustrous Sycophantic Cognizance Device
This bracelet is crafted of silver, and resembles numerous tentacles linked together in almost braided fashion. Carefully woven into the silver is a cloth of a deep burgundy color. This bracelet fits snugly to the wrist. It allows the wearer to make Knowledge Checks to all knowledges, gaining +2 to those checks. This bracelet is quite insightful, allowing it and the wearer to know of any healing going on within 30 feet. As long as the wearer can see the healer, he can leech healing energy from the healing up to half of the total points being healed. It does not work with self-healing, but you are aware of the self-healing going on. No one is aware that you are leeching healing energy unless you make it obvious though if it is a healer (and not an item or potion) the healer does feel a slight drain. You may use this leeching power up to three times in any one adventure.
Hands: Gloves.
Feet: Shoes.
Body Mod: Phoenix Tattoo
Rings:
Books:
Consumables
1 Rezz Coin
Magic Pack Items
1. Cooperative Manacles [Magic Item]
These tight iron cuffs can fit over the wrists of any Large size or smaller humanoid. When placed on a captive or pinned humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 15 Willpower saving throw.
[Worth: 4000gp]
2. "Many Eyes of Vessnelshvarss" - Vess the Corpsespinner resides on the Astral Plane, and because you all helped her, she is often watching out for you. Once a week, while on an adventure, she will appear out of the astral plane suddenly, and take half of the damage of any magical or mundane attack upon you, then quickly disappear again.
3. Charm Bracelet [Arms/Wrist]
This golden chain bracelet has a number of small metal objects hanging from it like charms. A charm bracelet can store up to four small items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet for use at any time without taking your round of combat, causing it to appear in your hand. If you have an item in hand, you can store the item in the bracelet the same way. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.
These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20).
[Worth: 3000gp]
- Red Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500gp]
Other
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Owned, not carried
-Belt of the Ultimate Athlete [Waist]
(Must have Athletic AND Acrobatic Skill)
Three times per adventure, you may choose to Take 10 on any of these talents Climb, Jump, Swim, Tumble, Balance, Ride or Escape. Taking 10 means you do not need to roll, you count it as if you'd rolled a "10".
[Worth: 10,000gp]