Post by mobus on Jan 2, 2015 10:01:03 GMT -5
Name:
Kristoph Dierre
Screen Name:
Howling Ember
Alignment:
Unknown
Race:
Giantkin
Size:
Large
Racial Weakness:
Sonic
Languages:
Common, Giant, Elvish, Dark Speech
Country of Origin:
Offworld
Chosen Deity:
HA!
Kristoph Dierre
Screen Name:
Howling Ember
Alignment:
Unknown
Race:
Giantkin
Size:
Large
Racial Weakness:
Sonic
Languages:
Common, Giant, Elvish, Dark Speech
Country of Origin:
Offworld
Chosen Deity:
HA!
History:
Kristoph was born the son of a very powerful Giantkin Dark Knight and his lover, a finely skilled swordswoman. Touched by darkness just as his father was, he was trained daily to control himself, his emotions, and resist the darkness. The Dark Gods are cruel, and as such he is taunted and beckoned by dark spirits day and night. In spite of this, he grew up happy and joyous, finding that the bigger his personality was.. the more easy it was to overcome the dark touch that sought to control him. Due to the taint in him, he has grown to believe that gods and religions are pointless shams and there are no true gods, just powerful forces too full of themselves to live among mortals and just wish to toy with them
When he was still young, not yet finished with his training, the "gods" saw fit to rip him from his home and will him to a new world, one different and without his family.Lost and alone, he soon found himself in the care of a kind elven woman and her daughter, Hope. While he did yearn to return home, he was fond of his new family here in this new world and kept up with what training he could and did all he was able to protect them. Of course, the woman who took him in soon fell ill, a deadly sickness that they just did not have the money or skill to tend to and she passed on. From then on our, Kristoph and Hope have traveled together and he has accepted home as any place with her.
Description:
--Age: 36
--Height: 8'6"
--Weight: 465 lbs
--Body Type: Massive
--Eyes: Teal
--Hair: Red/Black
Gender: M
---
Current Rank: Amber Adept
Current Dice: 2d50
Current Hit Points: 36
Defense DC: 10
Defense: 39 Mundane/Magical
Healing: 0
Self Healing: 0
Traits
Strength [10]
Quickness [0]
Endurance [0]
Willpower [2]
Intelligence [4]
Perception [0]
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat.
Primary Profession: Knight
Profession Bonus: "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty -5 to Initiative Rolls.
Secondary Class: n/a
Class Bonus:
Secondary Profession: n/a
Profession Bonus:
Skills
(racial) Big Enough
(racial) Power Attack
(racial) Diehard
(combat) Combat Affinity
(knight) Honor Shield
(flaw) Intimidating
(flavor crystal) Strong Stomach
(flavor crystal) Scent
(flavor crystal) Smell Fear
(flavor topaz) Mind over Body
(flavor amber) Darksight
(crystal) Magical Affinity
(crystal) Two-Handed Weapon
(crystal) Acrobatic
(crystal) Sidestep
(crystal) Strong Stomach
(topaz) Sword and Board
(topaz) Pommel Strike
(topaz) Bowling Bash
(amber) Bastion of Strength
(amber) Battle Rager
(amber) Shield Bash
Flaws
1. Dark Premonitions
2. Impious
3. Loudmouth
Checks
Acrobatics: +5
Athletics: +10
Climb: +10
Intimidate: 15 (20 vs Feared Enemies)
Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Memoria Zapping Sensor-Blade [2d10]
Secondary Weapon:
Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Equipment
Head:
Face:
Eyes:
Glasses of Understanding
Neck:
Amulet of Armor +3
Torso:
Body (Armor):
Knight's Armor: 32 Defense
Astral Driftmetal
Cloak:
Waist:
Arms/Wrist:
Hands:
Feet:
Shield:
Tower Shield (5 Def)
Arandur, Caster's Defense, Animated Shield, Magically Warded
Body Modification:
Arcane Finger Sleeve 1-5
Primary Weapon: Fizzwinken's Memoria Zapping Sensor-Blade [2d10]
Secondary Weapon:
Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Equipment
Head:
Face:
Eyes:
Glasses of Understanding
Neck:
Amulet of Armor +3
Torso:
Body (Armor):
Knight's Armor: 32 Defense
Astral Driftmetal
Cloak:
Waist:
Arms/Wrist:
Hands:
Feet:
Shield:
Tower Shield (5 Def)
Arandur, Caster's Defense, Animated Shield, Magically Warded
Body Modification:
Arcane Finger Sleeve 1-5
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.
2.
3.
4.
5.
Mundane (non-magical pack Items)
Stored Items:
Equipped Item Info:
Fizzwinken's Memoria Zapping Sensor-Blade
This 2d10 greatsword's hilt is wrapped with black silk, and it's sword knot is black silk as well. The pommel is set with a small, hard black bead that smells faintly of graveyard soil. It crackles with lightning and is enchanted with Thunderclap (1d5 extra dmg once per combat). The bearer is immune to electricity when the sword is drawn. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him. When wielding this weapon, the bearer gains blindfight within range of the weapon. Once per combat, the wielder can located weaknesses in a target, bypassing any mundane defense they may have.
Glasses of Understanding [Head/Eyes]
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus any checks the DM asks to identify forgeries.
[Worth: 4,500gp]
Arcane Finger Sleeve:
Magic casters can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their arcane power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade.
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve II: This gives a mage +5 DMG to magical attacks they cast in combat outside of their registered spells.
Finger Sleeve III: This doubles the amount of spells you are allowed to cast per day.
Finger Sleeve IV: This allows a spellcaster to write 5 extra spells per gemstone rank. This is NOT retroactive, it begins when the tattoo is inked.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell of any type during combat.