Post by Sorrow on Jun 30, 2015 0:10:27 GMT -5
"S O R R O W"
PERSONAL INFORMATION
Common Name: "Sorrow"
This is the translation of her name in Ilyan. She uses it just in case anyone might recognize her true name as Ilyan, the language of Mythily.
Ilyan Name: Trischeron
Alignment: Chaotic Neutral
Height: 6'1"
Hair Color: Black with Red Tips
Eye Color: Hazel
Brief Description: There is no hiding the fact that she is hellborn, you can see it from the black skin of her head, hands and feet as well as the curving black horns edged in red. The ends of her fingers end in sharp claws. She likes leather, furs, and feathers - indicative of a life spent in the wilds of Mythily.
Scent: An exotic mix of frankincense along with just a hint of brimstone.
Languages: Ilyan, Abyssal, Umbral, Common
In order of mastery, she is not fluent in Common.
Deity: Hinkon, God of the Bloodhounds
Race: Tiefling (Hellborn)
Racial Abilities:
Darksight
Celestial Heritage (pass one save or check 1/day. Can tell truth and lie, as long as they aren't blocking)
Celestial Wings (temporary flight)
Blindsense
Scent
GAME INFORMATION
Rank: Emerald Adept
Dice: 2d70
Hit Points (Half 35, END 3, WLP 1, Diehard 5): 44
DDC: 16 (QCK 5, Polearm Acrobat 1)
Initiative: +17 (QCK 5, Muscle Reactions 12)
Self-Healing: 18 Points
Weakness: Cold x2
Flaws
Distinctive = Pretty self-explanatory if you look at her.
Illiterate = She cannot read or write ANY language, only speak it.
Sunblind = You have trouble seeing in direct sunlight due to your eye's sensitivities. For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
Spot: (PER 5, Alert 5) = +10
Listen: (PER 5, Alert 5) = +10
Quick Recon Spot/Listen: (PER 5, Alert 5) = +10
Search: (PER 5) = +5
Knowledge: (INT 0, Approx. Understanding 10) = +10 on ONE Knowledge
Intimidate: (STR 12, Fiendweave 5, Demoralizing Stare 4) = +21
Athletics: (STR 12, Athletics 5) = +17
Acrobatics: (QCK 5, Acrobatics 5, Polearm Acrobat 3) = +13
Endurance: (END 3, Belt of Endurance 3) = +6
PRIMARY CLASS/PROF
Support / Bloodhound: "Bloodhound's Mark"
A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
SECONDARY CLASS
Combat: Extra 1d 1/combat
WEAPONS
[Primary] Fizzwinken's Adaptable Pyro Assault Bardiche 3d6 / 2d8
Fire
1/combat +2 Strike
This interesting weighted bardiche has a axe-like blade at one end, and a spiked wooden end on the other side. The bladed end does 3d6 slashing damage, and the spiked club end does 2d8 bludgeoning and piercing damage. Once per combat, it grants a +2 to Strike against one chosen enemy (or ally if applicable) and does an extra 1d damage against that chosen target. The weapon can, upon command, catch on fire.
Strike (Power Attack 12) = +12
Strike agst Spellcasters (Power Attack 12, Witch-Hunt 1) = +13
Damage (STR 12, THW 6) = +18
Damage agst Spellcasters (STR 12, THW 6, Witch-Hunt 1) = +19
[Secondary] Katar 1d5
Strike (Power Attack 12) = +12
(Witch-Hunt 1) = +13
Damage (STR 12) = +12
(Witch-Hunt 1) = +13
------------------
Power Attack
Two-Handed Weapon (Add Half STR, INNATE)
Acrobatic Backstab (1/combat, no dmg counter)
Bring 'Em Back Alive (KO)
Hog-Tie (Strike hog-ties instead of attack, opposed Athletics)
ARMOR
Fiendweave Armor***+10 DEF/Amulet of Armor +5 DEF = +15 DEF
Magic Eating*** Pass Magic Save, half that roll becomes healing.
Fiendweave: +5 bonus on Intimidate checks
------------------
Sidestep (Evade)
Dead Men are Poor Men (Evade)
Common Name: "Sorrow"
This is the translation of her name in Ilyan. She uses it just in case anyone might recognize her true name as Ilyan, the language of Mythily.
Ilyan Name: Trischeron
Alignment: Chaotic Neutral
Height: 6'1"
Hair Color: Black with Red Tips
Eye Color: Hazel
Brief Description: There is no hiding the fact that she is hellborn, you can see it from the black skin of her head, hands and feet as well as the curving black horns edged in red. The ends of her fingers end in sharp claws. She likes leather, furs, and feathers - indicative of a life spent in the wilds of Mythily.
Scent: An exotic mix of frankincense along with just a hint of brimstone.
Languages: Ilyan, Abyssal, Umbral, Common
In order of mastery, she is not fluent in Common.
Deity: Hinkon, God of the Bloodhounds
Race: Tiefling (Hellborn)
Racial Abilities:
Darksight
Celestial Heritage (pass one save or check 1/day. Can tell truth and lie, as long as they aren't blocking)
Celestial Wings (temporary flight)
Blindsense
Scent
GAME INFORMATION
Rank: Emerald Adept
Dice: 2d70
Hit Points (Half 35, END 3, WLP 1, Diehard 5): 44
DDC: 16 (QCK 5, Polearm Acrobat 1)
Initiative: +17 (QCK 5, Muscle Reactions 12)
Self-Healing: 18 Points
Weakness: Cold x2
Flaws
Distinctive = Pretty self-explanatory if you look at her.
Illiterate = She cannot read or write ANY language, only speak it.
Sunblind = You have trouble seeing in direct sunlight due to your eye's sensitivities. For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
STR: 12 | QCK: 5 | END: 3 | WLP: 1 | PER: 5 | INT: 0 | CHA: 0
Spot: (PER 5, Alert 5) = +10
Listen: (PER 5, Alert 5) = +10
Quick Recon Spot/Listen: (PER 5, Alert 5) = +10
Search: (PER 5) = +5
Knowledge: (INT 0, Approx. Understanding 10) = +10 on ONE Knowledge
Intimidate: (STR 12, Fiendweave 5, Demoralizing Stare 4) = +21
Athletics: (STR 12, Athletics 5) = +17
Acrobatics: (QCK 5, Acrobatics 5, Polearm Acrobat 3) = +13
Endurance: (END 3, Belt of Endurance 3) = +6
PRIMARY CLASS/PROF
Support / Bloodhound: "Bloodhound's Mark"
A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
SECONDARY CLASS
Combat: Extra 1d 1/combat
WEAPONS
[Primary] Fizzwinken's Adaptable Pyro Assault Bardiche 3d6 / 2d8
Fire
1/combat +2 Strike
This interesting weighted bardiche has a axe-like blade at one end, and a spiked wooden end on the other side. The bladed end does 3d6 slashing damage, and the spiked club end does 2d8 bludgeoning and piercing damage. Once per combat, it grants a +2 to Strike against one chosen enemy (or ally if applicable) and does an extra 1d damage against that chosen target. The weapon can, upon command, catch on fire.
Strike (Power Attack 12) = +12
Strike agst Spellcasters (Power Attack 12, Witch-Hunt 1) = +13
Damage (STR 12, THW 6) = +18
Damage agst Spellcasters (STR 12, THW 6, Witch-Hunt 1) = +19
[Secondary] Katar 1d5
Strike (Power Attack 12) = +12
(Witch-Hunt 1) = +13
Damage (STR 12) = +12
(Witch-Hunt 1) = +13
------------------
Power Attack
Two-Handed Weapon (Add Half STR, INNATE)
Acrobatic Backstab (1/combat, no dmg counter)
Bring 'Em Back Alive (KO)
Hog-Tie (Strike hog-ties instead of attack, opposed Athletics)
ARMOR
Fiendweave Armor***+10 DEF/Amulet of Armor +5 DEF = +15 DEF
Magic Eating*** Pass Magic Save, half that roll becomes healing.
Fiendweave: +5 bonus on Intimidate checks
------------------
Sidestep (Evade)
Dead Men are Poor Men (Evade)
SKILLS
R) Darksight
R) Celestial Heritage
R) Athletic
Teamwork) Back to Back (Your ally’s eyes are your own, and yours are his. While you are attacking the same target with a melee attack as another teammate with this skill, you both gain a +2 to your DDC while you both continue to attack the same target.)
Fw) Alert
Su) Acrobatic
Su) Self-Healing
F-C) Celestial Wings
F-C) Blindsense ( Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. )
F-C) Approximate Understanding
C) Two-Handed Weapon
C) Power Attack
C) Diehard
C) Sidestep
C) Acrobatic Backstab
F-T) Scent
T) Dead Men are Poor Men (Evade)
T) Locate Creature: (Once per day, a bloodhound can produce an effect identical to that of a locate creature spell, and locate one creature if they are on the same plane of existence as the bloodhound.)
T) Combat Affinity
B) Bring 'Em Back Alive (KO instead of Kill)
F-A) Quick Recon (1 Check for Spot AND Listen)
A) Demoralizing Stare (The bloodhound gains an additional bonus on Intimidate checks equal to half his Strength Bonus. In addition, when he successfully uses the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round.)
A) Witch-Hunt ( Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage.)
A) Hog-Tie (A bloodhound can attempt to pin an opponent down, and hog-tie them. A bloodhound must have a rope, chain, or manacles in one hand to use this ability. If the bloodhound makes their Strike against the target, they may then roll an opposed athletics or acrobatics check, if the bloodhound's roll is higher, then the target is hog-tied and will remain hog-tied until they roll an Escape or Strength, or they are untied.)
F-S) Muscle Reactions
S) Multiple Marks (Starting at Sapphire rank, you may have two marks, at Ruby three marks, and at Obsidian you may have a total of four marks at any given time.)
S) Blindfight
S) Redirect
F-E) Tenacious Pursuit ( A bloodhound tracking a mark moves twice as fast as normal, allowing them to catch up to a mark in record time. He takes no penalties for moving silently, or hide during this pursuit at higher speeds.)
E) Polearm Acrobat ( While wielding a polearm, spear, staff, or similarly shaped object, you receive a +3 bonus to Acrobatics checks and a +1 to your Defense DC.)
E) Crippling Strike (A bloodhound can deliver a strike against his mark with such precision that a successful attack also deals 2 points of Strength OR Quickness (Bloodhound must choose in attack post) damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. Once per combat.)
E) No Way Out (When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.)
R) Celestial Heritage
R) Athletic
Teamwork) Back to Back (Your ally’s eyes are your own, and yours are his. While you are attacking the same target with a melee attack as another teammate with this skill, you both gain a +2 to your DDC while you both continue to attack the same target.)
Fw) Alert
Su) Acrobatic
Su) Self-Healing
F-C) Celestial Wings
F-C) Blindsense ( Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. )
F-C) Approximate Understanding
C) Two-Handed Weapon
C) Power Attack
C) Diehard
C) Sidestep
C) Acrobatic Backstab
F-T) Scent
T) Dead Men are Poor Men (Evade)
T) Locate Creature: (Once per day, a bloodhound can produce an effect identical to that of a locate creature spell, and locate one creature if they are on the same plane of existence as the bloodhound.)
T) Combat Affinity
B) Bring 'Em Back Alive (KO instead of Kill)
F-A) Quick Recon (1 Check for Spot AND Listen)
A) Demoralizing Stare (The bloodhound gains an additional bonus on Intimidate checks equal to half his Strength Bonus. In addition, when he successfully uses the Intimidate skill to demoralize an opponent, the target remains shaken for an additional 1 round.)
A) Witch-Hunt ( Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage.)
A) Hog-Tie (A bloodhound can attempt to pin an opponent down, and hog-tie them. A bloodhound must have a rope, chain, or manacles in one hand to use this ability. If the bloodhound makes their Strike against the target, they may then roll an opposed athletics or acrobatics check, if the bloodhound's roll is higher, then the target is hog-tied and will remain hog-tied until they roll an Escape or Strength, or they are untied.)
F-S) Muscle Reactions
S) Multiple Marks (Starting at Sapphire rank, you may have two marks, at Ruby three marks, and at Obsidian you may have a total of four marks at any given time.)
S) Blindfight
S) Redirect
F-E) Tenacious Pursuit ( A bloodhound tracking a mark moves twice as fast as normal, allowing them to catch up to a mark in record time. He takes no penalties for moving silently, or hide during this pursuit at higher speeds.)
E) Polearm Acrobat ( While wielding a polearm, spear, staff, or similarly shaped object, you receive a +3 bonus to Acrobatics checks and a +1 to your Defense DC.)
E) Crippling Strike (A bloodhound can deliver a strike against his mark with such precision that a successful attack also deals 2 points of Strength OR Quickness (Bloodhound must choose in attack post) damage to the mark. A bloodhound can deliver a crippling strike with a melee attack, or with a ranged attack from a distance of up to 30 feet. Once per combat.)
E) No Way Out (When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.)