Post by Logen Wolfsbane on May 15, 2015 23:22:33 GMT -5
Screen Name: xlwolfsbane
Name: Caddoc Logen Wolfsbane
Alignment: Chaotic Neutral
Race: Human (Garou Kinfolk)
Racial Skill: Versatility
- Class & Profession has no bearing on skill choice (can take any skill if rank/skill prerequisites are met, class requirements are not used EXCEPT skills marked "Primary". You cannot take primary skills, at all, unless you have that primary class or profession.
Languages: Common, Voivan, Ancient, Doxenian(c), Zorcan(t), Rumerian(a), Sark(s), Te Pua Koy(e), Thanic(r), Kullyrian(o)
Country of Origin: Unknown
Rank: Obsidian High Elder
Dice: 4d17
Hit Points: 70
Defense DC: 20
Experience: 2004
Gold Pieces: 93,341
Reputation: 108.5 (Infamy)
Primary Class: Combat
Class Bonus: Combat Bonus
- Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" [ Master at Arms, Improved ]
- A fighter chooses a light melee, one-handed or two-handed weapon (at no cost) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take. Automatic Skills: You may choose one free combat skill.
- [Fighters are a broad class that include all types of fighters, usually those that use weapons of some sort.]
Secondary Class: Combat
Class Bonus: Combat Bonus
- Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession: Swordmaster
Profession Bonus: "Dance Partner" [ Two-Handed Bastard Sword ]
- 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). Automatic Skills: You may choose one free combat or swordmaster skill.
- [Swordmasters take great joy in the dance of the blade, and are a mix between a traditional fighter and the more flashy swashbuckler, with a little supernatural edge thrown in.]
Flaws
Easily Charmed (+1 Trait)
- You succumb easily to mind control. Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
- Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings. Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while. Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
Traits
Strength [ 14 ] (rep 25/50/75/100) Quickness [ 10 ] Endurance [ 10 ]
Willpower [ 5 ] Intelligence [ 0 ] Perception [ 1 ] Charisma [ 0 ]
Tactics and Talents
Diplomacy [ -4 ] Intimidation [ +9(12)/+23(+26) ] Bluff [ +9 ]
Disguise [ 0 ] Stealth [ +10 ] Insight [ +6 ] Spot [ +11 ]
Listen [ +6 ] Appraise [ +1 ] Locate Traps [ +1 ] Rogue [ +10 ]
Escape [ +10 ] Gather Info [ -4 ] Knowledge [ +2(+12) ] Ride [ +15(+18) ]
Handle Animal [ +0(+5) ] Use Object [ +10 ] Athletics [ +18/+19 ] Acrobatics [ +15 ]
General Skills
Acrobatic (race)
- You have excellent coordination, and can take a +5 to all Acrobatics Checks. (CC)
- You are agile and flexible and gain a +5 to all Athletics Checks. (CC)
You gain a +5 to Spot and Listen Checks. (CC)
- You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is a constant skill. Prerequisite: Combat Class (Primary)
Blindfight (crystal)
The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes. This is a constant effect. Prerequisite: Combat Class or Rogue Profession Only (CC)
- This fighting style values the power of the strike to do the most damage over placement, and allows a fighter using a weapon to use their strength instead of their quickness to add to their melee strike. This is an innate skill. COMBAT (CC)
- The fighter has become so adept in combat that they have fought with nearly every weapon of the same type as their fighter's weapon (one-handed, two-handed, ranged), enabling them to pick up any weapon of that type and know how to use it to brutal and lethal precision. This allows the fighter to treat any weapon of the same type to be counted as their Fighter's Weapon, gaining the bonus for it. This is a constant skill. Prerequisite: Fighter Profession, Emerald Rank, Reputation 15. The skilled fighter is now able to pick up any weapon of any type and treat it as their Fighter's Weapon with all bonuses associated with their chosen weapon. This skill replaces "Master at Arms" when the Fighter meets the prerequisites. This is a constant skill. Prerequisite: Master at Arms Skill, Fighter Profession (Primary), Ruby Rank, Reputation 25.
You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill. COST: 100 XP, Story of at least 300-500 words, Emerald Marshal Rank, Reputation 20. You have truly come far, trained your body and mind to their limits and now are able to claim even more power than ever thought possible. You gain 4d dice and may choose 3 more skills. You must have Aura of Strength to take this skill, and this skill replaces AoS on your skill list. This is an innate skill. Prerequisites & Costs: Aura of Strength (replaced), Obsidian Master Rank, 200XP, 35 Reputation, Special Quest by TesarikOne, Missions Mod or Senior DM
One-Handed Focus / One-Handed Expert (Evolution obsidian-master)
- You have become a master of using only a one-handed weapon and you may now add in half your damage trait bonus to every attack you make. You may use a shield for defense in your off-hand, but it cannot be used as a weapon with this skill. This is a constant skill.
Prerequisites: You must only use a one-handed or light weapon. COMBAT 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. Prerequisites: One-Handed Focus, Ruby Rank COMBAT
Steadfast Resistance (reputation 30)
- Those that feel the draw to melee combat have never been found wanting in their ability to defend or assault mundane challenges. One thing they found, was that their steel would not save them from a spell. In time, they hardened themselves, either through steadfast will, raw determination, divine devotion or even furious rage in an effort to stem the effect of a magical assault. This skill allows for them to automatically pass a spell save. Once per combat. Prerequisite: Combat Class (Primary), Ruby Rank
Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only. Prerequisite: Obsidian Rank
Titan's Grip (epic power)
- Like the mythical Titans, whom even the Gods feared, your strength of arm is beyond comprehension. You are able to devote yourself to one feat of truly awesome strength once a day. Automatically passing a Strength Check. Prerequisites: Strength Trait of 10
Iron Will (reputation 60)
- 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. (CC)
Fear is for Cowards (epq)
You have conquered the remnants of fear deep inside of you. This is a step above Fearless, in cases where Fearless is negated, you are given a save of DC15 Willpower against this fear effect with a bonus of +5 added to the save, even if the fear effect bypasses Fearless and offers no save. In cases a save is offered, your DC is always DC15 for fear effects that bypass Fearless.
- You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill. (CC) (R)
Armor Mastery (obsidian elder)
- At Topaz rank, you may ignore the initiative penalty for Medium Armor, at Sapphire rank they may ignore the penalty for Heavy Armor. This is a constant effect. Prerequisite: Wear Medium or Heavy Armor, Topaz Rank
Combat Skills
Acrobatic Backstab (crystal)
- Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat. (CC) Prerequisites: Acrobatic COMBAT
- You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus (or QCK if Dex Fighter) to your damage with a two-handed weapon. This is a constant skill. COMBAT. You are an expert at hitting hard and powerful blows to your enemies. You may now double your Strength (or QCK if Dex Fighter) bonus to your damage with your two-handed weapon. You may only wield a single two-handed weapon to use this skill. This is a constant skill and replaces Two-Handed Weapon; you abide by this skill's bonus instead of Two-Handed Weapon when you take this. Prerequisites: Two-Handed Weapon, Ruby Rank COMBAT
- If an enemy attempts to attack you and you take damage, you may counter attack them immediately. Roll strike as normal, and then proceed. This can be used once per combat. COMBAT
Sudden Charge (profession)
Caution, planning, training, all of it carried the fighter to that one moment. That one second in battle when his enemy steps into the deception. The fighter lashes out with a quick and unexpected attack that stagger and stun their target. Once per combat, target loses one turn if they fail their Endurance save of DC10 + Fighter's QCK. Prerequisite: Fighter (Primary) COMBAT
Spirit Strike (topaz)
Allows the character to use their weapons (or unarmed) to attack opponents that have no physical form (ie: ghosts, astral beings, shadows 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. This is a constant skill. COMBAT
- The fighter has spent their entire life training for that one moment. They suffered so many hardships to learnt hat valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice. COMBAT
Battle Sense (sapphire)
- Years in the field of battle have taught you to read the small signs presented by a foe. Able to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker. Prerequisite: Fighter Profession (Primary) & Sapphire Rank COMBAT
Born by the Blade (sapphire)
- 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. This is a constant effect skill. COMBAT Prerequisite: Knight, Amber Rank (Versatility)
Double Attack (Wolfblade legacy)
- 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. Prerequisites: Two Handed Weapon, Einhander, or Ranged Sniper, Ruby Rank COMBAT
- There are times when a fighter is simply outnumbered, though that does not always mean they are at a disadvantage. Years on the battlefield have taught the fighter how to assault not just one, but numerous foes in rapid succession. Once per combat the fighter may roll a 1d4 to attack additional enemies in a round. Prerequisites: Fighter (Primary), Ruby Rank COMBAT
- You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is a constant skill. Prerequisites: Used a one-handed or two-handed tech, or have Double Tech skill COMBAT You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your damage trait bonus for every attack you make with your techs. This is a constant skill and replaces Unarmed Focus in your skill list.. Prerequisites: Unarmed Focus, Ruby Rank COMBAT
- Once a day fighter may destroy a weapon or armor worn by a foe. The item cannot be repaired, must be bought again (legacy returns next day). Renders weapon or armor useless and therefore giving the owner of the destroyed item no boost or extra dice. The target also receives the damage from the attack. Only enchanted weapons can break enchanted items, only legacy can sunder legacy. Prerequisites: Fighter (Primary), Ruby Rank COMBAT
- Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. Prerequisite: Sapphire Rank COMBAT (CC - Combatant)
- 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. Prerequisite: Swordmaster (Primary), Sapphire Rank COMBAT - Reflect
- This allows a Swordmaster to strike 1d4 additional targets in one round with one attack. The other targets takes the same amount of damage you've rolled for the first. Prerequisite: Swordmaster (Primary), Ruby Rank COMBAT
- Even in the chaos of a battlefield, there are moments when a fighter has a clear picture of what they must do. Once per combat the fighter may double his rank dice, making their one attack truly destructive. Prerequisites: Fighter (Primary), Obsidian Rank COMBAT - Double Roll
- With the same manner of verbal deception and arcane influence that the Swordmaster uses to turn a foe to an ally, he may instead cause a foe to flee. With quick words and deft action the Swordmaster, on successful hit, can have the target so discouraged and afraid that they flee combat. Once per combat. Prerequisites: Swordmaster (Primary), Obsidian Rank COMBAT
Double Tech (reputation-100)
- You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an constant skill. Prerequisite: Unarmed Only COMBAT
Defense Skills
Sidestep (crystal)
- You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat. Prerequisite: Acrobatics Skill DEFENSE
Quickstep (topaz)
- 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. Prerequisite: Swordmaster(Versatility) DEFENSE
- A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter. DEFENSE
- You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat. You may not parry an attack when in heavy armor. DEFENSE
- You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. Taking no damage from the blow. You must be unarmed, and attacked with a weapon to use this skill. Once per combat. Prerequisites: Brawler DEFENSE - Evade (V)
- This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day. Prerequisites: Combat-Oriented Profession, Emerald Rank (All Combat Class Professions, Monk, Paladin or Vindicator) DEFENSE (V - Emerald Rank)
Flavor Skills
Horse Whisperer (crystal-flavor)
- You are able to urge horses and ponies to their best performance, to calm them when they are agitated, and allow them to accept you as a rider. You receive a +5 to Handle Animal and Ride checks concerning horses, ponies, mules or donkeys. In addition, any animal you are riding gets a +5 to Acrobatics if needed. FLAVOR
- You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls. FLAVOR (CC)
- You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls. This is a constant skill. FLAVOR (CC)
Charlatan (topaz-flavor)
- You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff. FLAVOR
- Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. This is an innate skill. Prerequisites: STR 6 FLAVOR
- You can juggle weapons and similarly sized objects during combat. You can draw, sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn. This is a constant skill. Prerequisites: Fighter, Amber Rank FLAVOR
- You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check. FLAVOR (CC)
- 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, and allows the monk to auto-pass one Insight check per day.Prerequisite: Monk Only (V) FLAVOR
- You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
- Crystal - Dungeoneering, Arcana
- Topaz - Geography, Nature
- Amber - Martial Arts, Monster Lore
- Sapphire - Secret Codes/Scripts, Oceanography
- Emerald - Toxicology, Architecture/Engineering
- Ruby - Region [Alzorc], Astronomy/Astrology
- Obsidian - Region [Rumeria], Herbology
Track (reputation 40-flavor)
- You can follow the trails of creatures and characters across most types of terrain if they leave some sort of trail. Rangers get this skill from their profession. Prerequisite: Druid OR Bloodhound Only (V) FLAVOR (CC)
- A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill. Prerequisite: Brawler, Fighter or Monk Profession (V) FLAVOR
Voracious Reader (flavor-Quest: TRoD)
- You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks. FLAVOR
- Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks. Prerequisite: Voracious Reader AND Knowledge Skill FLAVOR
- Swashbuckling pirates are used to being keelhauled, it's a hobby to them. The Swashbuckler can breathe underwater and on land, and can swim as fast as they can run. They do not take any penalties for fighting in water. Prerequisites: Swashbuckler, or permission if you play a bonafide pirate. FLAVOR
Polyglot (obsidian high elder-flavor)
- Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once. FLAVOR (CC - Ravens or Creatures that can Speak Only) (R)
Teamwork Skills
Tag Team Fighting (Teamwork)
- If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent. COMBAT
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