Post by Dorian Thales on Jul 24, 2015 20:01:32 GMT -5
Name: Fremont Forestier
Screen Name: bunch of ribbits
Alignment: Neutral
Hair: N/A
Eyes: Green
Height: 2'0"
Weight: 30 lbs.
Rank: Sapphire Shield
Dice: 2d68
HP: 41
XP: 309
GP: 29,000gp
Strength [0]
Quickness [12]
Endurance [4]
Willpower [3]
Intelligence [0]
Perception [1]
Charisma [1]
Race: Grippli
Racial Weakness: None
Languages: Common, Grippli, Maddish, Halfling, Insectid
Country of Origin: Madder
Chosen Deity: None.
Memberships: Obsidian Heart
Primary Class: Combat
Class Bonus: Extra 1d attack once per combat, free skill: combat affinity
Primary Profession: Swashbuckler
Profession Bonus: "Not Left Handed" - A swashbuckler can use two weapons as per the Dual-Wield skill, and gain any skills that have "Dual-Wield" as a prerequisite. You also gain a +3 to Strike when you are using two weapons.
Automatic Skills: You may choose one free combat or swashbuckler skill, or the Acrobatic skill.
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. You also gain the free skill of "Magical Affinity"
Secondary Profession: (tba)
Flaws
1. Curiosity: You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
2. Easygoing: You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff Checks.
3. Phobia (Large birds, ie: eagles, hawks, vultures, etc. Also less mundane creatures that are predominantly bird-like): A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
Skills
(racial) Big Eyes and Sticky Hands: This grippli-only skill grants the grippli darkvision up to 60 feet. They also can climb without needing to make climb checks, unless the DM says otherwise.
(racial) Agile Tongue: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, and this allows you to disarm a target once per combat. Disarming this way takes a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. You can, instead of disarming a weapon, choose to steal one item that is visible on the target instead of removing a weapon such as a visible amulet, a wand, a bracelet, etc.
(racial) Jumper: A Grippli can always 'take 10' for Jump Checks, and once per day they may choose to auto-pass one Jump Check.
(racial) Small and Fast: You are a small or tiny race and gain a boost to your Defense DC. Small size gains +1, Tiny size gains +2.
(Free Teamwork): Darting Retrieval: As your ally disarms a foe, you knock the disarmed item out of the way. If your ally disarms a foe (or otherwise removes an item from them), if the item lands within melee range you can move the disarmed item further away as a free action, causing the target to be unable to retrieve the item in one round; needing two instead. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Your ally with this Teamwork skill must also have Disarm Skill.
(flavor crystal) Knowledge (Region: Swamps, Wild Animals, Botany, Bugs): +10 to checks
(flavor crystal) 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.
(flavor crystal) Daredevil Athlete: 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.
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Acrobatic Backstab: 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.
(crystal) Sidehop (Sidestep): You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
(crystal) Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. Once per combat.
(flaw) Poison/Venom Immunity: Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.]
(combat) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(swashbuckler) Fencing Parry: Swashbucklers are good at keeping themselves safe from injury. Once per combat, a Swashbuckler may make a counterattack strike roll when attacked. If the Swashbuckler's strike is higher, the attack is parried and he is safe from harm, neither takes damage. This does not work in heavy armor.
(flavor topaz) 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.
(topaz) Blindfight: 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.
(topaz) Outrageous Attire: All swashbucklers, by law, are required to dress in a ridiculous manner, with the exception of female pirates, who must dress both ridiculous and sexy. At either rate, enemies have a hard time actually taking their garb seriously. During the first round of combat, all foes that can see the swashbuckler take a -2 to their Strike if they are targeting the swashbuckler.
(topaz) 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.
(flavor amber) Swamp Child: You have spent years in the swamps of Madder. You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain. You gain a +2 to Spot, Search and Listen in swamps, you will never starve in the swamps and marshes and you have no issue moving across the terrain.
(amber) Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is an innate skill.
(amber) Dexterous Fighter: This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(amber) Catch Me If You Can: The swashbuckler doubles her movement speed when wearing light or no armor, allowing her to move with ease and speed around the battle area. This allows the swashbuckler to reach enemies faster than her other allies, and allows for an attack as well as the movement in one round in circumstances where the DM will only allow normally allow movement. This can be used once per combat.
(arcane) Magic Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(flavor sapphire) Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
(sapphire) En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
(sapphire) Your Opponent Is Me!: You have to pay attention to a Swashbuckler when fighting him, as even losing concentration for a moment will mean your kidneys get turned into kebabs. Once per combat, the Swashbuckler attacks a foe in melee combat, and their flamboyant and unpredictable moves act in the swashbuckler's favor, allowing them to not only attack their opponent, but stun them in some way. The swashbuckler can use their pommel, kick dirt in their eyes, entangle them in rope or their cloak, or numerous other creative ways all giving the same result: a lose turn that grows with the swashbuckler.
(sapphire) Artisan Flourish: As you move about the field of battle as a dancer moves across the floor, any opponent you stand against, finds it hard to judge where you will be. As they swing at you, you are able to roll beneath their strike and deliver one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
Stuff!
Primary Weapon: Broadsword, small (1d7 damage)
Secondary Weapon: Parrying Dagger, small (1d3 damage)
Ranged Weapon: Composite Shortbow, small (2d5 damage)
Hidden Weapons: None.
Head: None.
Face: None.
Neck: Amulet of Armor +7
Torso: None.
Body (Armor): Spiderweave +13
Cloak: Eye-searingly red coat.
Waist:
Legs: Eye-searingly red trousers.
Arms/Wrist: Bracers of Sworn Vengeance [Arms]
These white leather bracers have delicate elven runes etched upon them, one reading “swift defeat” and the other “vengeance.” Once per adventure, when the wearer takes damage from a target, he may cry out, “Death to those who wrong me!”, swearing vengeance against the attacker. The wearer gains a +1 bonus on strike rolls, and deals an additional 1d of weapon damage on successful weapon attack rolls (so a 1d6 is now 2d6) against the target. For the duration of the effect, the wearer takes a –2 penalty on strike rolls against any target other than his sworn enemy. These bonuses and penalties last for one full adventure or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 48 hours have passed.
[Worth: 7000gp]
Hands:
Feet:
Body Mod:
Rings:
1)
2)
Books:
1)
2)
3)
Consumables:
1)
2)
3)
4)
5)
Magic Pack Items:
1)
2)
3)
4)
5)
Other
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Owned, not carried
Screen Name: bunch of ribbits
Alignment: Neutral
Hair: N/A
Eyes: Green
Height: 2'0"
Weight: 30 lbs.
Rank: Sapphire Shield
Dice: 2d68
HP: 41
XP: 309
GP: 29,000gp
Strength [0]
Quickness [12]
Endurance [4]
Willpower [3]
Intelligence [0]
Perception [1]
Charisma [1]
Race: Grippli
Racial Weakness: None
Languages: Common, Grippli, Maddish, Halfling, Insectid
Country of Origin: Madder
Chosen Deity: None.
Memberships: Obsidian Heart
Primary Class: Combat
Class Bonus: Extra 1d attack once per combat, free skill: combat affinity
Primary Profession: Swashbuckler
Profession Bonus: "Not Left Handed" - A swashbuckler can use two weapons as per the Dual-Wield skill, and gain any skills that have "Dual-Wield" as a prerequisite. You also gain a +3 to Strike when you are using two weapons.
Automatic Skills: You may choose one free combat or swashbuckler skill, or the Acrobatic skill.
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. You also gain the free skill of "Magical Affinity"
Secondary Profession: (tba)
Flaws
1. Curiosity: You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity overrides your common sense.
Penalty: Once per game session, the DM or another player can activate this flaw to force you to investigate something unusual, even if it looks like it might be dangerous. You must roll a willpower check (DC15) to keep yourself from otherwise touching, pressing, or investigating what has caught your eye. In addition, you suffer a -2 penalty to checks such as Insight when being seduced, being tricked into a trap of some sort, or any similar situation in which your curiosity can be piqued and may outweigh your better judgement.
2. Easygoing: You are naturally friendly. Others feel comfortable around you, but this trait also makes it more difficult for you to be pushy or suspicious.
Penalty: You gain a -2 penalty on Intimidate and Bluff Checks.
3. Phobia (Large birds, ie: eagles, hawks, vultures, etc. Also less mundane creatures that are predominantly bird-like): A character afflicted by a phobia persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.
Penalty: A DC15 willpower save is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia. If they fail, they are Stricken with Fear, if they pass they are simply Shaken (See Combat Charter).
Skills
(racial) Big Eyes and Sticky Hands: This grippli-only skill grants the grippli darkvision up to 60 feet. They also can climb without needing to make climb checks, unless the DM says otherwise.
(racial) Agile Tongue: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, and this allows you to disarm a target once per combat. Disarming this way takes a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. You can, instead of disarming a weapon, choose to steal one item that is visible on the target instead of removing a weapon such as a visible amulet, a wand, a bracelet, etc.
(racial) Jumper: A Grippli can always 'take 10' for Jump Checks, and once per day they may choose to auto-pass one Jump Check.
(racial) Small and Fast: You are a small or tiny race and gain a boost to your Defense DC. Small size gains +1, Tiny size gains +2.
(Free Teamwork): Darting Retrieval: As your ally disarms a foe, you knock the disarmed item out of the way. If your ally disarms a foe (or otherwise removes an item from them), if the item lands within melee range you can move the disarmed item further away as a free action, causing the target to be unable to retrieve the item in one round; needing two instead. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Your ally with this Teamwork skill must also have Disarm Skill.
(flavor crystal) Knowledge (Region: Swamps, Wild Animals, Botany, Bugs): +10 to checks
(flavor crystal) 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.
(flavor crystal) Daredevil Athlete: 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.
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Acrobatic Backstab: 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.
(crystal) Sidehop (Sidestep): You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
(crystal) Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. Once per combat.
(flaw) Poison/Venom Immunity: Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.]
(combat) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(swashbuckler) Fencing Parry: Swashbucklers are good at keeping themselves safe from injury. Once per combat, a Swashbuckler may make a counterattack strike roll when attacked. If the Swashbuckler's strike is higher, the attack is parried and he is safe from harm, neither takes damage. This does not work in heavy armor.
(flavor topaz) 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.
(topaz) Blindfight: 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.
(topaz) Outrageous Attire: All swashbucklers, by law, are required to dress in a ridiculous manner, with the exception of female pirates, who must dress both ridiculous and sexy. At either rate, enemies have a hard time actually taking their garb seriously. During the first round of combat, all foes that can see the swashbuckler take a -2 to their Strike if they are targeting the swashbuckler.
(topaz) 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.
(flavor amber) Swamp Child: You have spent years in the swamps of Madder. You can find food and shelter in the deep swamps, and you can move more freely through the difficult terrain. You gain a +2 to Spot, Search and Listen in swamps, you will never starve in the swamps and marshes and you have no issue moving across the terrain.
(amber) Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is an innate skill.
(amber) Dexterous Fighter: This fighting style values placement and quickness of the attack to do the most damage over raw power, and allows a combatant to use their quickness (QCK) instead of their strength (STR) for adding to damage. This is an innate skill.
(amber) Catch Me If You Can: The swashbuckler doubles her movement speed when wearing light or no armor, allowing her to move with ease and speed around the battle area. This allows the swashbuckler to reach enemies faster than her other allies, and allows for an attack as well as the movement in one round in circumstances where the DM will only allow normally allow movement. This can be used once per combat.
(arcane) Magic Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(flavor sapphire) Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
(sapphire) En Garde!: You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
(sapphire) Your Opponent Is Me!: You have to pay attention to a Swashbuckler when fighting him, as even losing concentration for a moment will mean your kidneys get turned into kebabs. Once per combat, the Swashbuckler attacks a foe in melee combat, and their flamboyant and unpredictable moves act in the swashbuckler's favor, allowing them to not only attack their opponent, but stun them in some way. The swashbuckler can use their pommel, kick dirt in their eyes, entangle them in rope or their cloak, or numerous other creative ways all giving the same result: a lose turn that grows with the swashbuckler.
(sapphire) Artisan Flourish: As you move about the field of battle as a dancer moves across the floor, any opponent you stand against, finds it hard to judge where you will be. As they swing at you, you are able to roll beneath their strike and deliver one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
Stuff!
Primary Weapon: Broadsword, small (1d7 damage)
Secondary Weapon: Parrying Dagger, small (1d3 damage)
Ranged Weapon: Composite Shortbow, small (2d5 damage)
Hidden Weapons: None.
Head: None.
Face: None.
Neck: Amulet of Armor +7
Torso: None.
Body (Armor): Spiderweave +13
Cloak: Eye-searingly red coat.
Waist:
Legs: Eye-searingly red trousers.
Arms/Wrist: Bracers of Sworn Vengeance [Arms]
These white leather bracers have delicate elven runes etched upon them, one reading “swift defeat” and the other “vengeance.” Once per adventure, when the wearer takes damage from a target, he may cry out, “Death to those who wrong me!”, swearing vengeance against the attacker. The wearer gains a +1 bonus on strike rolls, and deals an additional 1d of weapon damage on successful weapon attack rolls (so a 1d6 is now 2d6) against the target. For the duration of the effect, the wearer takes a –2 penalty on strike rolls against any target other than his sworn enemy. These bonuses and penalties last for one full adventure or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 48 hours have passed.
[Worth: 7000gp]
Hands:
Feet:
Body Mod:
Rings:
1)
2)
Books:
1)
2)
3)
Consumables:
1)
2)
3)
4)
5)
Magic Pack Items:
1)
2)
3)
4)
5)
Other
Backpack
Bedroll
Blanket
Belt Pouches
Ink/Pen/Parchment
Rations
Wineskin, waterskin
Whetstone
Sealing wax
Small mirrors
Owned, not carried