Post by Original Delusion on Oct 13, 2015 19:01:59 GMT -5
Screen Name: Original Delusion
Race: Feykin
Racial Weakness (if applicable): Weakness: Cold Iron- x1.5
Alignment: Choatic Neutral
Languages: Common, Slyvan, Ancient (Latin)
Country of Origin: Off- World
Quick Look:
Current Rank: Emerald Defender
Current Dice: 2d72
Current Hit Points: 51 (half dice 36, +5 End,+10 Dies hard (x2)
Initiative = d20 (+12 Qck, +10 Magic Bison )
Defense DC: 22 (10=12 Qck)
Defense to Dmg = Ensorcelled Aurum Heraldic Coin Armor +23 def
Magic/ Mundane/ Ghost ward/ Punishing 1d5 CND/ Absolute Courage / tattooed
Magic DC: N/A
Magic Save: N/A
Combat String
[Lunatte Rosalva/ Emerald Defender/ 2d72/ DC- 22/ HP-51/ Combat/ Brawler/ Dex Fighter +12 Qck/ Flaws:Blind( Blind Sense, Blind Fight), Merciful, Trusting, Easygoing/ Weakness: Cold Iron- x1.5 ]
*Traits*
Strength [0]
Quickness [12]
Endurance [5]
Willpower [0]
Intelligence [0] +10 Approx understanding.
Perception [9]
Charisma [0]
*Talents*
Spot: (PER 9)(Alert 5) = +14
Listen: (PER 9)(Alert 5/ CM: Acute Hearing 2/ Danger sense 2) = +18
Search: (PER 9)(Investigator 5) = +14
Locate Traps: (PER 9) = +9
Disable Traps: (QCK 12) = +12
Lockpicking: (QCK 12) = +12
Escape: (QCK 12) = +12
Acrobatics: (QCK 12) (+ 15 Alert/Belt/ Slippers) = +27
Athletics: (Qck 12) or (STR 0 )(Athletic 5) = +17
Diplomacy: (CHA 0) = +0
Intimidation: (STR 0) = +0
Bluff: (CHA 0) = +0
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 12) = +12
Insight: (PER 9) = +9
Handle Animal: (CHA 0) = +0
Ride: (QCK 12) = +12
Swim: (STR 0) or (END 5) = =12/+5
Appraise: (PER 9) = +9
Gather Info: (CHA 0) = +5
Use Object: (QCK 12) = +12
Save against Disease/Poison: (END 5) = +5
Willpower Save: (WLP 0) = +0
Primary Class: Combat
Class Bonus: Extra 1d Attack, once per combat.
Free Skills: Combat Affinity
Primary Profession: Brawler
Profession Bonus: Bonus - "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF
Automatic Skills: Chin Music: There is a spot, on the jaw, that if struck just right, puts the assaulted into dream land. As a Brawler, you've learned to master this skill. In one quick flash you set knuckles or foot to that spot and knock your target clean out, stunning them. Use once per combat, target loses a turn from Brawler's attack. Willpower save against brawler's DC10 + Strength each round. Prerequisite: Brawler (Primary) COMBAT - Lose Turn
Secondary Class: Combat
Class Bonus: Extra 1d Attack, once per combat.
Secondary Profession:
Profession Bonus:
*Skills*
Flaw: Diehard : 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
Racial Skill: Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Racial Skill: Alert : You gain a +5 to Listen Checks.
Racial Skill: Diehard : 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
*Crystal*
Flavor:Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
Flavor: Blindsense : Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blind sense skill notices things it cannot see, but without the precision of blind fight. Someone with blind sense 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: Approximate Understanding: You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure. Prerequisites: You cannot have ANY knowledge skill such as Knowledge, Voracious Reader, etc. FLAVOR
1. 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. COMBAT
2. Parry : 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. Prerequisite: Fighter DEFENSE - Evade
3.Dual-Wield : You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
4. Dirty Trickster : You can attempt to hinder a foe in some way, while making an attack. This skill covers any sort of situational attack that imposes a penalty on a foe for one round only. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to cause him to fall, or hitting a foe in a sensitive spot to make him sickened for a round. This allows creativity on your part, as to what you actually do, but the penalty is always a single round lose a turn in combat by being blinded, dazed, entangled, afraid, dazzled, deafened or sickened. DM/Proctor as always has final call on anything you may choose to do. You may use this once per combat COMBAT
5. Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill.
*Topaz*
Flavor: Empathy : You are able to feel the emotions of anyone in your general area. You cannot alter their emotions with this gift but you are able to "know" what is wrong. Players can roll 1d6 to determine the "strength" at which they understand the targets emotion.
1 - 3 = Insight. You know "something" is wrong or something is up.
4 - 5 = You know what is wrong or what is up, down to the exact detail.
6 = Shared Emotion. You know and feel everything the target does, as it were happening to you.
1. Jawbreaker : You deliver a powerful strike to the mouth, breaking teeth and bone. When you make a successful strike against an opponent, you can cripple that opponent’s mouth, dealing normal unarmed damage as well as stunning them for one round. Also, until they heal of the damage inflicted on that attack, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that has no discernible mouth is immune to the effects of this skill. Once per combat. COMBAT
2. Bonebreaker : When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. When you make a successful strike against an opponent that is stunned, you may add in half of your Strength or Quickness bonus in addition to your normal bonuses for any unarmed attack you make in combat against a stunned target. Prerequisite: Jawbreaker COMBAT
3. Neckbreaker: During a grapple, with a quick jerk, you snap an enemy NPC's neck. If you have an opponent your size or smaller grappled, you may wrench that opponent's neck and roll an extra 1d of your combat dice. This is in addition to anything you are allowed for a grapple. This damage cannot be considered non lethal. Once per combat. Prerequisite: Jawbreaker COMBAT
*Amber*
Flavor : Polylingual : You can speak and understand all languages, but cannot read or write in any language but your own.
1. Block and Punch : This skill allows a brawler to block an incoming melee weapon or unarmed attack taking only half damage, and then immediately make a counterattack upon the same target. Strike is rolled and the attack proceeds as normal. Once per combat. Prerequisites: Brawler Profession (Primary), Amber Rank COMBAT
2. Bloodlust: The sound of painful grunts, the pain of new wounds, the scent of blood in the air. You are in the thick of it, there is no escape for your enemy. Your anger is at full tilt, unable to control yourself you lunge forwards with nightmarish strength. You may roll your combat dice twice, once per combat. Prerequisite: Brawler Profession (Primary), Amber Rank COMBAT - Double Roll
3. 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. Prerequisite: Combat Class OR Rogue or Monk Profession
*Sapphire*
Flavor: Entrepreneur : You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold! FLAVOR
1. Stare Down : When you render an opponent unconscious or dead, you may choose one target of the same or lower gemstone rank than you that is still standing to immediately intimidate with just a stare. You may roll an Intimidate Check, if you pass the check by 5 or more points, your target drops his weapon or stops what he is doing and surrenders. Once per combat. Prerequisites: Brawler Profession (Primary), Sapphire Rank COMBAT
2. Taunt : Being in a combative environment for most of your waking hours not only trains the body, but it sharpens the mind. The brawlers tongue is just as effective as his fists inside the ring. Using profanity that would make the devil himself blush, the brawler speaks an insult so crude it bewilders their opponent. And while their victim is trying to figure out what their mother was doing with a goat, an ear of corn, some barber shears, a mop, and a knights helmet, the gladiator rushes in waylaying them with the first blow. This gives a brawler first strike in any one-on-one combat. Prerequisites: Brawler (Primary)
3. Executioner's Shot : As your enemy charges towards you, you calmly prepare to put him down right when you know you won’t miss. This skill allows you to add your Quickness bonus twice to your damage for one shot per combat. Prerequisites: Any ranged weapon. COMBAT
*Emerald*
Flavor: Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
1. Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5.
2. Ranged Blindfight: This skill allows you to use a ranged weapon in close combat ONLY, while in a situation where you are blinded in some way. You should be within 30 feet of your enemy, talk to the DM if you are unsure.
3. Combat Marksman: You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
*Ruby*
Flavor:
1.
2.
3.
*Obsidian*
Flavor:
1.
2.
3.
Weapons with dice effects / enchantments:
Primary Weapon: Brawler Unarmed Tech 2d10/ Ferocious /Improved Strike ☼☼☼☼
If its wielder is willing to forgo the opportunity to evade foes, a ferocious weapon can land tremendous blows. It allows the wielder to transfer some or all of his Quickness bonus to damage rolls (reducing his Defense DC that round by the same amount). As a free action, the wielder chooses how to allocate his Quickness bonus at the start of his turn, and the effect lasts until his next turn. For instance, someone with a Quickness Bonus of 6, with a Defense DC16, could allocate 5 points to extra damage that round. For that round, their Defense DC is DC11.
You learn, through repetitive success how to most effectively strike an opponent and guides itself to weak points. This enchantment gives the tech no bonuses to attack or damage until after a successful hit is scored. After a successful hit is scored, the wielder receives an inherent +1 bonus to his Strike against the subject he is fighting (only). If he scores another hit, he adds another inherent bonus of +1 that stacks to his previous one. This continues up until +5. The inherent bonuses last for 1 combat against that particular creature. Once per combat.
Secondary Weapon:Weapon: Scourge [1d8] w/ Defiant & Shadowreach ☼ ☼ ☼ ☼
Ranged Weapon: ( 2x Duel-wield) Pistol of the Infinite Sky 11,000gp ☼ ☼ ☼ Phantom ( PBS +3 Dmg)
( Blind Sense, Blind Fight, Ranged Blind Fight,Combat Marksman,Point Blank shot)
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Heavy Steel Shield (animated) ☼ ☼
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck: Scarab of Protection [Neck, Wrist or Ring]
This magical item can be worn as a brooch, pendant, or even made into a ring. It holds the power to defend the person that wears it. It absorbs the first 5 points of any damage that a person takes [Worth: 12,000gp]
Torso/Body:
Armor: Ensorcelled Aurum Heraldic Coin Armor +23 def
Magic/ Mundane/ Ghost ward/ Punishing 1d5 CND/ Absolute Courage / tattooed
Cloak/Shoulders:
Waist: Belt of Tumbling: +5 bonus on Acrobatics checks.
Legs:
Arms/Wrist: Friendship Bracelet
-Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.[ Elly, Ellis, Lily,Hectate]
Hands: Gloves of Reconnaissance [Hands]
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used 3 times per day.
[Worth: 1,500gp]
Feet: Acrobat Slippers: These supple gray leather slippers enable the wearer to keep his balance in precarious positions. This gives a boost of +5 to Acrobatics Checks. [Worth: 2000gp]
Body Mod: Magic Bison 10,000gp It grants a permanent +10 bonus to initiative
Free: Obsidian Heart Insignia: Allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish.
Rings: (Up to two active)
1. Ring of Elusive Escape [Ring]
1/day may open a dimension door instantly instead of rolling an Acrobatics save to bypass damage from environmental reasons (such as falling rocks) or traps, the wearer is briefly hidden and safe from harm and leaves behind an image that looks like it took the damage.
[Worth: 5,500gp]
2. Ring of Cold Embers [Ring]
(Female Only)
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3,000gp]
Free: Obsidian Heart Ring: With a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts.
Consumables: (Up to five types, no limit on how much of each type.)
1. Healing Potion [ x1]10 HP
2. Rune of Interrogation: This rune causes one target to be forced to answer 3 questions, or remain in excruciating pain throughout their body until the truthful answers are given. Save required. DC17 WLP
3. Rune of Identification: This rune's spell is instantaneous. When used to identify any magical item, the user instantly knows what the item does, how to use it, whether it has any drawbacks or curses, and any other information about the item including who made it and where it was made (per DM). No save, unless item is intelligent or DM chooses to request a save
4.
5.
-Backpack of holding /Magical Pack Items
1. Flying Lantern [Magic Item] Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way. [Worth: 1,200gp]
2. Rope of Climbing
3. Ring of Gnomekind [Ring]This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making her look like a gnome. The spell remains in place until the ring is removed.
4.Campfire Bead [Magic Item]
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead.
[Worth: 500gp]
5. Casualty Blanket [Magic Item]
At first glance the Casualty Blanket appears to be nothing more than a mundane woolen blanket of advanced age and wear. Its weave is strong enough to tolerate extreme abuse, and is surprisingly soft and pliable. It appears to have no magical aura under casual observation with a Detect Magic spell, determined scrutiny does reveal a faint magical aura.
Use of an Identify will reveal the following abilities:
-If the blanket is placed over a injured character, the blanket will immediately heal up to 10hp.
-If the blanket is placed over an ill character, the blanket will immediately cure disease.
-If the blanket is placed over a dying character, the blanket will immediately stabilize the character to within 1 point of death.
-If the blanket is placed over a dead character, the blanket will immediately cast Gentle Repose which will last for a maximum duration of one month, until the blanket is removed, or until the character is either buried or Raised. Gentle Repose keeps the body from rotting or otherwise becoming unable to be rezzed.
[Worth: 7,000gp]
Mundane (non-magical pack Items)
-- Unlit Torches
-- Waterskins
-- Mess Kit: bowl, plate, fork, spoon, and cup
-- Rations
-- Ink / Ink Pen / Parchment
-- Flint & Steel
-- Tools such as hammer, shovel, spade etc.
-- Soap
-- Spyglass
-- Fishnet
-- Coffee Pot
-- Cooking Pots, Kettles
-- Compass
-- Tent
Other Information: (You can put age, description, status, children, etc)