Post by Dorian Thales on Nov 12, 2012 20:55:00 GMT -5
Name: Grayson
Occupation: Quartermaster of the Twisted Sigil
SN: sullen requital
Traits
Strength: 7
Quickness: 8
Endurance: 6
Willpower: 0
Intelligence: 0
Perception: 0
Charisma: 0
Rank, Dice, HP, XP and Gold
Sapphire Defender
2d60
HP: 36 (41 with Diehard)
191 xp
8,750 gp
Class
Combat (extra 1d attack once per combat)
Profession
Knight (Knight's Armor, +5 defense, only medium armor init. penalty)
Languages
Common, Rumerian, Skeggan
Flaws
Narrow
Rough Demeanor
Grudge Keeper (Solanine attacked being the trigger, not himself)
Skills
Athletic: +5 to checks
Intimidating: +2 to checks
Diehard: Declared at the start of adventure, +5 hp.
Power Attack: Strength can be used for melee strike rather than quickness.
Two-Handed Weapons: Allows use of two-handed weapons, adding an extra half of strength bonus to damage.
Blind Fight: Can fight without penalty in darkness or while blinded.
Counter-Attack: Once per combat, when missed, can deal an attack back to the attacker.
Ledge Walker: Can move on narrow footing with no acrobatics roll required to maintain full speed.
Strong as an Ox: +5 to strength rolls
Old Salt: +1 to athletics and acrobatics, +2 to use rope, can predict weather up to 2 days ahead.
Distract: +3 defense for the duration of the combat
Honor Shield: Once per combat, can deflect a blow, making it do no damage, must be using shield
Pommel Strike: Once per combat, can make one opponent lose a turn.
Shield Bash: Once per combat, can make one opponent lose a turn.
Bowling Bash: Once per combat, can attack one opponent and send them into another, causing them to both take the same damage.
Sword and Board: Can add shield def as a bonus to attack.
Bastion of Strength: Once per combat, can roll combat dice twice.
Gear
Primary Weapon: Axe (1d6)
Backup Weapon: Bastard Sword (2d6)
Ranged Weapon: Musket (2d6, gunpowder rules apply)
Shield: Light Steel Shield (+2 def)
Armor: Knight's Armor (Take Medium Init Penalty -5) (+32 def, Punishing, Deepsea [4 points of enchantment])
Clothing intended for cold weather.
White Door Key - This key can only be used inside the Maze, and can be used to open many locked doors, including special doors to areas otherwise unable to be reached without this special key.