Post by Ellis Strata on Jan 6, 2015 2:33:42 GMT -5
State: Dakkon Valek - Ruby Shield - Devout/Vindicator, Arcane - 2d80 - 73 HP - 10 DDC - Self Healing: 31 - Weakness: Holy - Flaws: Killing Hands, Bravado, Weapon Savant: Broadsword
Vitals
Screen Name: swordofatrophy
Name: Dakkon Valek
Alignment: Chaotic Neutral
Race: Vampire
Size: Medium
Racial Weakness: Holy
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'5" 215 ibs, Black hair, Violet eyes
The epitome of tall, dark and handsome, the vampire from a foreign realm has walked various lands for centuries, and each day offers new opportunities. A dazzling complexion, a winning smile, and all the supernatural charms that come with being a creature of the night, the striking specimen hides a dark aura.
Personality:
Dakkon is an emotional shapeshifter, going from open and sincere to close guarded and cold. After such a long life, he's developed a selfish persona, not placing too much into others, especially mortals as they tend to fade with time. He's a staunch ally, and an even worse enemy.
Star Sign
Date: 8/10
Sign: Wyvern
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.
Under: New Moon
Bonus: You gain a +1 Stealth/Hide checks.
Languages: Common, Black Tongue, Ancient, Drow, Elven
Country of Origin: Offworld
Chosen Deity: Riamun, the Goddess of Dark Magics, Malice and Spite.
Storyline: Shinies Cartel
Classes and Professions.
Primary Class: Devout
Class Bonus: "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. (The symbol is a scales of justice motiff, with the dark side down lower and dripping blood, tattooed on the inside of his left forearm)
Primary Profession: Vindicator (Unholy)
Class Skill(s): "Divine Judgement" - Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class: Arcane
Class Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16
Secondary Profession: Mage
Class Skill(s): "Surge of Power" Mages are given a +5 DMG to all magical attacks they make in combat outside of your official spells per combat. Mages may also register 1 extra spell per gemstone rank. You need Magical Affinity to take this profession.
Traits
Strength [13]*
Quickness [0]
Endurance [0]
Willpower [5]
Intelligence [12]
Perception [2]
Charisma [0]
*4th Anniversary (Str)
Reputation.
Reputation: 7
Reputation Bonus: +1 Diplomacy, Intimidation / -1 Gather Info, Bluff
Skills.
Race Skills
(racial) Darksight: The ability to see in total darkness up to 60 feet. This is a constant effect.
(racial) Vampiric Command: The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target.
(racial) Self-Healing: You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you. (Emerald- Base 22)
(flaw) Armor Mastery: At Topaz rank, you may ignore the initiative penalty for Medium Armor, at Sapphire rank they may ignore the penalty for Heavy Armor.
Class/Profession Skills
(devout) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(arcane) Brutish Durability: This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill. This is an innate skill. (Sapphire)
(topaz - Vindicator bonus) Blade of Zeal: Once per combat, roll 1d extra.
(topaz - Vindicator bonus) Faith Healing: A Vindicator is not only able to heal himself of injuries, but he also gains the power to cure himself of disease or illness (mundane or magical) at will, regrow lost limbs if needed, and even cure himself of blindness or deafness.
(ruby - mage bonus) Magical Resistance: You are resistant to magics and gain a +1 to all magical saves against registered spells at the time of skill selection. This skill grows as you do; +2 at Amber Rank, +3 at Ruby, +4 at Diamond. This is an innate skill.
Flavor Skills
(flavor crystal) Daywalker: The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing!
(flavor crystal) Mind Over Body: Use Int for HP rather than End
(flavor crystal) Breadth of Experience: Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
(flavor topaz) Do you know your enemy?: This skill allows you to commune with your deity to gain a +10 on Knowledge (Monster Lore) Checks, even if you do not have this Knowledge.
(flavor amber) 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 sapphire) Fireblood: The Fireblood makes the blood oozing from your scratches, cuts, and injuries bubble and hiss, cleansing, cauterizing and healing the wound. This also serves to cure your blood of any natural poison or venom (but not rare or magical poisons) once per week. This is a specialized self-healing skill enabling you to not only gain a bonus of 5 healing points when you take this skill, but allows you to use your Self-Heal Skill in this manner (fireblood healing).
(flavor emerald) Teleport: This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
(flavor ruby) Make Me Last: This skill is for the calculating mind,or just someone who is overly cautious, that does not want to jump into the fray without having a battle plan in mind. This way he can benefit from having seen everyone's moves and make the best one for himself. A person who uses this skill takes the very last place on the scoreboard.
(4th Anniversary flavor) A Vampire's Gifts: A Vampire's Gifts: The dark gift varies for all who carry it, the Goddess Ichoris blesses her children with a varied set of boons. At the beginning of an adventure/mission, you can declare that this skill does one of four things: (Potence) +3 to all Str based checks - (Celerity) +3 to all Qck based checks - (Presence) +3 to Diplomacy or Intimidate checks - (Domination) - You are considered one gemstone rank higher for Vampiric Command
Combat Skills
(crystal) Alert: +5 to Spot and Listen.
(crystal) Fearless: You ignore negative penalties from fear effects.
(crystal) Power Attack: Can use Str in place of Qck for strike rolls.
(crystal) Dark Embrace: The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost.
(crystal) Savage Critical: Sometimes your attacks are much more effective than others, and when you roll a Critical Success, you triple your combat dice roll instead of double, once per combat.
(topaz) Stigmata: A Vindicator willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may start or stop the flow of blood by force of will. Activating the Stigmata causes the Vindicator to take 5 points of damage that cannot be healed by magical means or potions. While the Stigmata is bleeding, the Vindicator gains a sacred bonus (if he channels positive energy) or profane bonus (if he channels negative energy) of +3. This bonus can be used for a bonus to damage, defense, magic damage, or saving rolls but one of these must be decided when activating the Stigmata.
(topaz) Oath of Annihilation: Due to your steadfast determination to end the lives of your god's enemies you have been given the ability to ignore the defenses of your prey. Once per combat, you may strike a target and disregard their defense. You may not deal non-lethal damage in this way through any means, even using skills.
(topaz) One-Handed Expert: You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This replaces One-Handed Focus in your skill list. This is a constant skill.
(amber) Blood Energy: While a Vindicator's stigmata are bleeding, his blood runs down his weapons like sacred or profane liquid energy allowing him to add 1d to his weapon damage, once per combat. So, for instance if you have a dagger that does 1d4, this would allow you to roll 2d4 for damage, once per combat.
(amber) Sacred Conduit: You are the sacred conduit of your deity and are able to give a devastating attack once per combat, allowing you to roll your combat dice twice as you strike not only with weapon but with the holy radiant and blazing energy of your deity.
(amber) Spell Combatant: You have learned to cast spells and wield your weapon at the same time. You may wield a light or one-handed weapon, or one-handed tech in one hand, while using your off-hand to attack with magic during combat against one target. Additionally, once per combat you may not only add your normal bonus to your melee damage against the target, but your Intelligence bonus to your magic attack as well to the same target. This is for non-registered spells only in your off-hand.
(sapphire) Charon: A high-level Vindicator may, once per combat, sacrifice an amount of their own hit points to force a single foe within 30 feet to make a Willpower save, or take the full damage. The target rolls 1d20 + Willpower Bonus, against the Vindicator's 1d20 + Intelligence Bonus. If the target passes their save, they only take half of the sacrificed hit points as damage (rounded down). If they fail their save, they take the full sacrificed hit point damage.
(sapphire) Celestial Smite: Once per combat, if you are attacked you may turn the entirety of the attack back upon your enemy as you call to your deity and create a blast of holy energy that reflects the attack back to the attacker.
(sapphire) A Hero Never Falls: The devout's sheer strength of will drives them on when death would claim lesser men. Once per day when a paladin or vindicator would be reduced to 0 or less hp or otherwise killed (such as by a death effect), they instead are reduced to 1 hp.
(emerald) Blood Rain: While his stigmata are bleeding, the vindicator's harmful energy is accompanied by a burst of sacred or profane liquid energy. The target is allowed to roll a save, 1d20 + Endurance Bonus vs. the Vindicators 1d20 + Strength Bonus. Creatures failing their saves against the channeled blast of energy lose a turn, unable to engage in combat. You do not roll a strike for this, and there is no damage, merely stunned for as many rounds you are allowed, or not stunned and merely covered in blood if they pass the save.
(emerald) Ruthless: When you have killed a foe on your turn, you may immediately make another attack of ONLY your weapon damage and trait bonus to any legal target left on the field, no strike needed.
(emerald) Divine Retribution: Vindicators mete out divine judgement. If a Vindicator brings a target down to within 5 points of certain death, he may immediately make a second attack of his weapon damage only upon that SAME target. No strike needed.
(ruby) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is a constant skill.
(ruby) Entangling Spell: A spell that you cast successfully also entangles the target for one round. If your attack is on multiple foes, choose one foe to entangle.
(ruby) Just Desserts: Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
[Teamwork] Concerted Attack: You and your allies are trained to work as a team while defeating your foes. When allies who have this skill are attacking the same foe in melee combat, each ally gains a +2 to Strike against that one foe for as long as they are focused on the same foe.
Skill Checks.
Spot: (PER 2)(Alert 5) = +7
Listen: (PER 2)(Alert 5) = +7
Search: (PER 2) = +2
Locate Traps: (PER 2) = +2
Disable Traps: (QCK 0) = +0
Lockpicking: (QCK 0) = +0
Escape: (QCK 0) = +0
Acrobatics: (QCK 0) = +0
Athletics: (END 0) or (STR 13) = +13
Diplomacy: (CHA 0)(Rep 1) = +1
Intimidation: (CHA 0)(Rep 1) = +1
Bluff: (CHA 0)(Rep -1) = -1
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 0)(Star 1) = +1
Insight: (PER 2) = +2
Handle Animal: (CHA 0) = +0
Ride: (QCK 0) = +0
Swim: (STR 13) or (END 0) = 13
Appraise: (PER 2) = +2
Gather Info: (CHA 0)(Rep -1) = -1
Use Object: (QCK 0) = +0
Knowledge: (INT 12)(Knowledge (DYKYE 10)(Bredth of experience 5) = +27/+17
Save against Disease/Poison: (END 0) = 0
Willpower Save: (WLP 5)(Magical Resist 3) = +5/+8 (Spells)
Flaws.
Flaws
1. Killing Hands - You only meant to slap some sense into him, not kill him!
Penalty: Your character's strength is so great that is fists strike with the force of a mace or club--even the flat of your palm is as deadly as it's edge. Your character does not have the ability to strike non-lethal blows (meaning some skills, events, goods).
2. Bravado - You are rash in combat, refusing to show weakness by falling back from your enemies' blows.
Penalty: You may not gain the benefit of any kind of Evade or Dodge skill, you also cannot take skills such as Live to Fight Another Day. Any skill that causes you to move away from an attack, or run from combat, you cannot take.
3. Weapon Savant - Broadsword - You prize one type of weapon above all others, and are proficient in its use. Choose a weapon type such as longsword, bow, axe, polearm, etc.
Penalty: You take a -2 to your Strike with any other weapon type other than the one with which you are proficient.
Weaponry.
Primary Weapon: Blood Crystal Broadsword (Paragon *2) 1d10
Solar radiation beat down upon the Scarred Lands, warping once-ordinary quartz into a bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target, the blood crystal drains blood from the wound. For every attack that feeds the weapon, you gain a +1 to damage, up to +5 damage during one combat. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons normally composed entirely or partially of metal can be made from blood crystal.
Enchantments:
Blood Siphon ☼ ☼ ☼
The blood of your foes seeps into your hungry weapon, and in turn your weapon feeds it to you. Once per combat, when you attack with a weapon, you can convert the damage (up to the amount of your weapon damage roll ONLY with that weapon) into hit points for yourself for the remainder of combat. This enchant only affects piercing and slashing weapons. It cannot be used on creatures without blood or a similar life essence.
Arcane Steel Crystal ☼ ☼
The needlelike iron deposits in this spherical quartz crystal pulse with arcane energy. An arcane steel crystal is designed for those who can blend magical and martial arts into a single entity. It functions only when attached to a weapon that the mage uses allowing them to add their non-regged spell bonus to their weapon damage. This means any extra damage for non-regged spells NOT Intelligence. You would still use QCK for ranged damage, and STR for melee damage for added damage.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments
Head:
Face: Defensive Charm (+7 Mag/Mun)
Health +10
An enchantment of health adds to someone's hit points.
Eyes:
Neck: Chasable of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This long, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a chasuble of fell power adds +2 dice to any invocation or evocation the wearer uses. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 7,000gp]
Torso:
Body (Armor): Astral Driftmetal - Half-Plate (+33 def)
Enchantments:
Magic-Eating
☼ ☼ ☼
Spirals and reliefs or designs of fanged mouths cover this armor. While wearing magic-eating armor, whenever you pass a save against a spell that targets you, the armor heals you of half of however many dice you've rolled for your save. So for instance, if you roll your 1d20 save and get an 18, you are healed of 9 points of damage. This works once per combat.
Reflective ☼ ☼
This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster. The caster receives a spell save check of the original spell DC.
Augment Crystal: Spellbinding II - Can Cast spells in Heavy armor with no penalty.
Cloak:
Waist:
Arms/Wrist: Ribbons of the Twice Martyred [Magic Item] or [Wrist]
(Vindicators Only)
These appear as ordinary red ribbons, and are worn wrapped loosely around the wrists and ankles (boots and bracers can be worn over them). Once per week, if the wearer dies while in service to their deity using their Stigmata, the ribbons wrap entirely around the body for one round, completely encasing them. The following round the ribbons unwrap and the Vindicator is completely healed as well as resurrected, they do not lose a rezz but they still lose 1d of their dice for the remainder of the combat.
[Worth: 6,000gp]
Hands:
Feet: Boots of the Winterfell [Feet]
These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment.
[Worth: 6000gp]
Body Modification: Arcane Finger Sleeves 5,000gp per Sleeve
Finger Sleeve I: This allows a spellcaster to write an extra spell per dice rank.
Finger Sleeve II: This gives a mage +5 DMG to non-regged magical attacks they cast in combat.
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.
Finger Sleeve V: This finger and wrist tattoo allows a spellcaster to cast an extra spell during combat.
Rings: (Up to two active)
1. Ring of Autonomy [Ring]
This ring causes it's wearer to be rendered invulnerable to all types of mind control or mental influence, both magical and psionic. This ring does not prevent normal mental contact such as telepathy, and only effects that cause the wearer to act against his will (charm person, suggestion, etc) are prevented.
[Worth: 12,500gp]
2.
Inactive Rings
Ioun Stones
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. 2 Potions of Full Heal - Restores All HP
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Nexus Crystal [Magic Item]
These cloudy, white crystals are believed to form spontaneously— though extremely infrequently— when a region of planar chaos drifts near a lawfully oriented one. When carried, a nexus crystal bestows the ability to survive the conditions of a hostile plane as though the bearer were native to that plane. For example, the crystal would give immunity to the fires of the Plane of Fire and the life-draining radiation of the Negative Energy Plane. Any adaptation given protects only against the hazards of the plane itself, not the creatures within it—fire attacks from creatures on the Plane of Fire are still hazardous to the bearer. The crystal doesn't provide protection against extreme conditions not normally experienced by inhabitants of the given plane, such as the vacuum of space on the Material Plane.
[Worth: 5,000gp]
2. Restoration Stone [Magic Item]
A restoration stone is a piece of smooth river rock, any sharp edges long worn away by years of water and sand erosion. When placed upon a creature’s skin, the stone removes 2 points of temporary trait damage (either of the same ability or two different abilities - for instance if someone has lost 1 point of STR and 1 point of INT OR 2 points of STR). Only one restoration stone can be placed on a creature at any one time. The stone can be used twice per day.
[Worth: 6,000gp]
3.
4.
5.
Mundane (non-magical pack Items).
Travel Supplies: Bedroll, rations
Magical items left in storage at the Rosewater Inne
Coin of Eternal Rest [Magic Item]
A raised skull adorns both sides of this otherwise featureless copper coin. When placed in the mouth of a corpse, the coin prevents it from being raised, resurrected, or turned into undead of any sort. Vermin and undead avoid a corpse bearing this coin, but they can overcome the aversion with a successful Willpower check (DC 20). The coin does not work in the mouth of a living or undead being. One Use.
[Worth: 2000gp]
Rank and Statistics.
Rank: Ruby Shield
Dice: 2d80
Experience Points: 588
Gold: 28,250
Rezzes: 5/5
Defense DC: 10 (10 + Quickness)
Defense: 40 Mundane, 40 Magic
Hit Points: 76 (Half Dice = 40, Intellegence (MoB) = 12, Willpower = 5, Brutish Durability = 9 (S), enchant = 10)
Initiative Roll: +0 (0 QCK)
Attack - Broadsword
Attack roll: 1d20 + 13 (12 STR, Power Attack)
Combat Dice roll: 2d80
Damage: 2d10
Damage Bonus: +39 = +13 Strength, 13 One handed expert, +3 Divine Judgement, 5 Surge of Power, 5 Arcane Finger Sleeves
Attack Specials:
Unholy damage