Post by kyle on Nov 6, 2012 20:41:28 GMT -5
General Info
Name: Kyle
Alignment: Neutral Good
Rank: Emerald Defender (2d72)
HP: 41
Defense: 22
Exp: 389
Money: 7,443gp, 3sp, 1cp
Race: Human
Racial Bonus: Versatility (can choose any skill as long as rank/skill prerequisites are met, class prerequisites not needed)
Racial pentalty: None
Gender: Male
Age: 30
Languages: Common, Elven, Black Tongue
Reputation: 15
Traits
Strength: 0
Quickness: 12
Endurance: 0
Willpower: 5
Intelligence: 1
Perception: 2
Charisma: 6
Flaws
Merciful (Alternate, any normally lethal blow will set enemy at hp limit, will spend next action stabilizing, may defend enemies from lethal blows by other party members, if his own target is no longer a threat. Stabilization applies only to enemies he has critically injured himself, and only applies to sentient creatures, not animals/monsters.)
Poor (Gains half gold)
Chivalrous Courtesy (-2 penalty to strike against females)
Class
Combat (Secondary: Combat)
Profession
Swordmaster
Class/Profession Bonus
Longsword favored weapon (+3 strike, +3 damage)
Extra 1d attack twice per combat.
One free combat skill (Disarm)
Skills
(race) Versatility: Class restrictions, unless primary, do not apply to skills the character can select.
(race) Self-Healing: Able to heal self in some way, 22 points per adventure, racial
(race) Polylingual: Can speak all languages, but can only read/write in those listed under languages.
(combat) Combat Affinity: Can write combat maneuvers.
(swordmaster) Disarm: Allows a successful attack to knock the weapon out of opponent's hand, and they must spend an action picking it up if they wish to use it again.
(flaw) Acrobatic: +5 to acrobatics checks
(flavor-c) 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.
(flavor-c) Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor-c) First Impression: This skill allows a Swordmaster to favorably impress someone he has just met for the first time. An opposed roll is made, the Swordmaster adding their Charisma Bonus to their roll, and if he the target character’s attitude improves towards the adept by one degree; for example, a Neutral character becomes Friendly, an Unfriendly character becomes Neutral, and so on. The new attitude may be changed for better or worse through future interactions, but reverts back to the original within 6 hours. Any openly hostile act the Swordmaster commits against the impressed character immediately erases the impression. This may only be used once against any given character.
(c) Dexterous Fighter Allows quickness to be used for damage rather than strength
(c) 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.
(c) 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.
(c) 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.
(c) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat.
(flavor-t) Piercing Thought: So in tune with their own body, they are able to recognize the subtle similarities of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks.
(t) 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.
(t) Avoid Blow: 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.
(t) Deceptive Dance: This is the culmination of both the swordmaster's fluid graceful steps as well as their precise and deadly flourish of weapon. They attack their target with such a graceful tenacity that the assault leaves their victim stunned and confused, losing a turn in combat.
(flavor-a) Performance (Blade dancing): Can earn 5d50 gp up to 3 times every 24 hours.
(a) Spirit Strike: Allows the character to use their melee weapon (or unarmed strikes) to attack opponents that have no physical form (ie: ghosts, astral beings, etc.). Will take regular penalties for not being able to see the opponent if they have no way of seeing, this only lets them hit them without other enhancements.
(a) 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.
(a) 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.
(flavor-s) Nimble Feet: You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(s) Counter Attack: If an enemy attempts to attack you and misses completely, you may counter attack them immediately with your full dice and weapon damage. (No skills, etc.) This can be used once per combat.
(s) Deflect Arrows: You must have one hand free to use this skill. Once per combat, you may deflect a ranged weapon attack and take no damage from it.
(s) Dual Wield: Can use two weapons
(flavor-e) Walk the Walls: You can run straight up a wall for a few seconds (8 feet) without making a climb check.
(e) Redirect: Attack reversal used with dual wielding
(e) Engaging Banter: A Swordmaster is able to use his charming style and a touch of magical suggestion to distract a character. The Swordmaster must be able to be understood by the target character for the banter to work. An opposed check is made against the Swordmaster's 1d20 + Charisma Bonus v.s Target's 1d20 + Willpower. If the Swordmaster wins, both he and the character spend time engaged in witty, idle chat even in the midst of combat around them. The Swordmaster must concentrate on the conversation, and cannot make any other actions during this time or the effect stops. This lasts for as many rounds as the Swordmaster wishes to engage simply in conversation, or until the target is attacked. While engaged in banter, their Defense DC is lowered by 2 points as they are stable and unmoving and totally at ease with the Swordmaster.
(e) 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.
Gear
Primary Weapon: *Legacy Weapon* Kyle's Longsword (1d6+3, +3 to strike, Everclean, Baneful - Undead [+1d5 to undead], Countering [+2 damage on counter attacks] Grants the skill Blindfight, Improvement: Keen, 5 pts.)
Alternate Weapon: *Legacy Weapon* Claidheamh Soluis (1d5 [shortsword] Once per combat, allows two strike rolls. Best is used, and if hits, bypasses all defenses for that attack, Everclean, Silvered, Grants the skill Chosen One [can fully cover one person if no other actions are taken that round, and retains defensive skills] Enhancement: Brilliant, 5 pts.)
Head: None.
Face: None.
Neck: Amulet of Defense (+5 defense), mundane scarf
Torso: Clothing.
Body (armor): None.
Cloak: Cloak of Defense (+3 defense)
Waist: Belt of Athleticism (+3 to athletics and acrobatics)
Legs: Trousers.
Arms: Sleeves.
Hands: Gloves.
Feet: Boots.
Body mod: None.
Rings: Heart of Obsidian Ring
Consumables
Backpack
Ioun Stone (Blue Oval, gives 360 degree vision, granting +5 to search and spot)
Flask of Endless Water
5 Sunrods
5 Tindertwigs
Mundane supplies
Climbing Gear