Post by Majaris on Nov 23, 2015 20:31:33 GMT -5
b l u e
name: bram everhart
nickname: blue
description: dark brown hair, blue eyes, 6' tall
age: 73
race: arkai (earth) (bu'umi)
node: jade star, left shoulder
alignment: neutral good
home country: doxenia
languages: common, doxenian, arkai, terran, runin
deities: arw'n (arkai deity), diti
small bio: from a small settlement in eastern doxenia, bram was raised with his own kind, the bu'umi arkai; his extended family. his father joost (yoost) was a blacksmith, his mother anouk a druid. at seventeen, when his node flowered, the elder of his tribe (his great-grandfather) granted him his first wife, an arkai named anka. they have two sons named joran (48yrs) and balduin (55yrs) and one daughter abigael (27yrs). he has many sisters and brothers, but is closest to his sister, sanne (sah-na), and his brother, nicolas who are closer to his age than the others. his second wife lisbet died of fever last year, before bearing him any offspring. though anka presses him to take another wife, he has yet to do so, and has instead decided to adventure in hopes to bring peace to his chaos inside.
p class: combat
1 free 1d once per combat
s class: arcane
+2 spell dc
profession: brawler
"Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
strength [9]
quickness [4]
endurance [0]
willpower [2]
intelligence [5]
perception [1]
charisma [0]
stats--
rank: sapphire champion
dice: 2d64
defense dc: 14
hit points: 39 (Half=32, End=0, Will=2, Diehard = 5)
initiative: 8 (qck 4, lovesick -5, muscle reactions 9)
search: 4 (per 1, investigator 5, lovesick -2)
gather info: 4 (per 1, investigator 5, lovesick -2)
insight: 4 (per 1, investigator 5, lovesick -2)
spot: 4 (per 1, alert 5, lovesick -2)
listen: 4 (per 1, alert 5, lovesick -2)
acrobatic: 9 (qck 4, acrobatic 5)
weak: air 1.5
skills--
(racial) Full Immunity (Earth)
(racial) Elemental Signature (1d Extra)
(racial) Darksight
(combat) Combat Affinity
(flaw) Power Attack
(flavor crystal) Strong Stomach
(flavor crystal) Investigator
(flavor crystal) Safe Path
(crystal) Diehard
(crystal) Magical Affinity
(crystal) Alert
(crystal) Acrobatic
(crystal) Sidestep (evade)
(teamwork)
(flavor topaz) Bottomless Pockets
(topaz) Two-Handed Tech (add half str)
(topaz) Retribution (counter, no strike)
(topaz) Steel Skin (evade)
(fighter) Blindfight
(flavor amber) Muscle Reactions
(amber) Block and Punch (1/2 dmg, counter)
(amber) Bloodlust (dbl roll)
(amber) Flicker Jab (bypass mundane def)
(arcane) Selective Spell
(flavor sapphire) Whatever's Handy
(sapphire) Dead End (reflect)
(sapphire) Trap Wrecker
(sapphire) Suplex (dbl str, lose turn)
(flavor emerald)
(emerald)
(emerald)
(emerald)
flaws--
Ignorant
You have been raised with a lack of knowledge and information about certain facts.
Penalty: You cannot take any Knowledge skills, or make any knowledge checks, even unskilled checks about knowledge.
Killing Hands
You only meant to slap some sense into him, not kill him!
Penalty: Your character's strength is so great that is fists strike with the force of a mace or club--even the flat of your palm is as deadly as it's edge. Your character does not have the ability to strike non-lethal blows (meaning some skills, events, goods).
Lovesick [Anka]
Your love for another occupies your every thought, and you become despondent when you are away from that person.
Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
weapons--
dominator 2d10
strike: +9 (Power Attack)
damage: +20 (9 Str, 5 Brawlers Rage, 2 Rumbling, 4 Two-Handed Tech)
--Crits 19-20
--adamantine, +5 Strength Rolls
--phantom
--cold iron
--magic (Rumbling Armor Enchant)
Battering Hand
☼
You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll).
Phantom
☼
This allows your attack technique to hit incorporeal creatures.
Earth Fist
☼
Your unarmed strike counts as cold iron, which deals extra damage to some creatures.
Impact
☼ ☼
Any tech enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
armor-- +25 def
unarmed armor tech +17 def (medium)
unarmed defense tech +3 def
b-leather gloves +5 def
Calloused ☼☼
This improvement enables the user to rely on the thick muscle, countless scar tissue or calloused leather flesh over their body and once per combat this may be used to dodge one full attack by simply shrugging the attack without taking damage.
Magically Warded
Rumbling ☼ ☼ ☼
Rumbling armor tech enchant gains a +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction.
Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
b-Amulet of Spell Learning [Neck] (Magical Affinity Only)
This silver locket only has power when used by someone with magical affinity. It allows a mage to write 1 extra spell per dice rank, starting with the rank they are when they obtain the item.
[Worth: 4,000gp]
Dark Peacoat [Cloak]
Armor Tech [Armor]
Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000gp]
Bands of the Serpent [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also allows the wearer to communicate telepathically with any form of reptile.
[Worth: 2000gp]
skill definitions--
Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Alert: You gain a +5 to Spot and Listen Checks.
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
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.
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.
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.
FLAVOR
Elemental Signature: You may choose one elemental attack that allows you an extra 1d once per combat.
Prerequisites: Arkai Racial
COMBAT
Flicker Jab: The Brawler uses a quick jab to a weak point in his opponent's stance, bypassing any mundane defenses for that one attack. The target may still evade, reflect, etc but any mundane armor defenses are bypassed.
Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
FLAVOR
Muscle Reactions: 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.
Prerequisites: STR 6
Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
COMBAT
Retribution: Once per combat, as a reaction, you can make a single melee attack against an enemy who has just caused you damage, no strike roll needed.
Prerequisites: Brawler (Primary)
COMBAT
Safe Path: The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
Prerequisites: Obsidiman, Arkai, Elemental, or Lumian Race
FLAVOR
Steel Skin: 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
Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
FLAVOR
Suplex : You may attempt to grab your opponent, stand him straight up in the air, and fall backwards, slamming him into the floor. This does double your strength bonus and the target ends up prone in the space behind you, causing him to lose a turn. Once per combat.
Trap Wrecker : You can disarm a mundane trap with brute force. Once per adventure, if a trap has been detected and found, a brawler may simply disarm the trap by smashing the thing to bits with their brute force.
Whatever's Handy: In a pinch, a brawler can grab just about anything that is not a weapon and use it for a makeshift weapon, such as chairs, bottles, hunks of rock, etc. You may use this makeshift weapon with any of your normal unarmed bonuses and tech rolls up to as many rounds as your gemstone rank. So, a Crystal could use it for one round, while a Sapphire could use it four rounds.
name: bram everhart
nickname: blue
description: dark brown hair, blue eyes, 6' tall
age: 73
race: arkai (earth) (bu'umi)
node: jade star, left shoulder
alignment: neutral good
home country: doxenia
languages: common, doxenian, arkai, terran, runin
deities: arw'n (arkai deity), diti
small bio: from a small settlement in eastern doxenia, bram was raised with his own kind, the bu'umi arkai; his extended family. his father joost (yoost) was a blacksmith, his mother anouk a druid. at seventeen, when his node flowered, the elder of his tribe (his great-grandfather) granted him his first wife, an arkai named anka. they have two sons named joran (48yrs) and balduin (55yrs) and one daughter abigael (27yrs). he has many sisters and brothers, but is closest to his sister, sanne (sah-na), and his brother, nicolas who are closer to his age than the others. his second wife lisbet died of fever last year, before bearing him any offspring. though anka presses him to take another wife, he has yet to do so, and has instead decided to adventure in hopes to bring peace to his chaos inside.
p class: combat
1 free 1d once per combat
s class: arcane
+2 spell dc
profession: brawler
"Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
strength [9]
quickness [4]
endurance [0]
willpower [2]
intelligence [5]
perception [1]
charisma [0]
stats--
rank: sapphire champion
dice: 2d64
defense dc: 14
hit points: 39 (Half=32, End=0, Will=2, Diehard = 5)
initiative: 8 (qck 4, lovesick -5, muscle reactions 9)
search: 4 (per 1, investigator 5, lovesick -2)
gather info: 4 (per 1, investigator 5, lovesick -2)
insight: 4 (per 1, investigator 5, lovesick -2)
spot: 4 (per 1, alert 5, lovesick -2)
listen: 4 (per 1, alert 5, lovesick -2)
acrobatic: 9 (qck 4, acrobatic 5)
weak: air 1.5
skills--
(racial) Full Immunity (Earth)
(racial) Elemental Signature (1d Extra)
(racial) Darksight
(combat) Combat Affinity
(flaw) Power Attack
(flavor crystal) Strong Stomach
(flavor crystal) Investigator
(flavor crystal) Safe Path
(crystal) Diehard
(crystal) Magical Affinity
(crystal) Alert
(crystal) Acrobatic
(crystal) Sidestep (evade)
(teamwork)
(flavor topaz) Bottomless Pockets
(topaz) Two-Handed Tech (add half str)
(topaz) Retribution (counter, no strike)
(topaz) Steel Skin (evade)
(fighter) Blindfight
(flavor amber) Muscle Reactions
(amber) Block and Punch (1/2 dmg, counter)
(amber) Bloodlust (dbl roll)
(amber) Flicker Jab (bypass mundane def)
(arcane) Selective Spell
(flavor sapphire) Whatever's Handy
(sapphire) Dead End (reflect)
(sapphire) Trap Wrecker
(sapphire) Suplex (dbl str, lose turn)
(flavor emerald)
(emerald)
(emerald)
(emerald)
flaws--
Ignorant
You have been raised with a lack of knowledge and information about certain facts.
Penalty: You cannot take any Knowledge skills, or make any knowledge checks, even unskilled checks about knowledge.
Killing Hands
You only meant to slap some sense into him, not kill him!
Penalty: Your character's strength is so great that is fists strike with the force of a mace or club--even the flat of your palm is as deadly as it's edge. Your character does not have the ability to strike non-lethal blows (meaning some skills, events, goods).
Lovesick [Anka]
Your love for another occupies your every thought, and you become despondent when you are away from that person.
Penalty: When you are on missions or adventures without the object of your affection, you take -5 to initiative checks, and a -2 to any check associated with Perception (such as Spot, Listen, Insight).
weapons--
dominator 2d10
strike: +9 (Power Attack)
damage: +20 (9 Str, 5 Brawlers Rage, 2 Rumbling, 4 Two-Handed Tech)
--Crits 19-20
--adamantine, +5 Strength Rolls
--phantom
--cold iron
--magic (Rumbling Armor Enchant)
Battering Hand
☼
You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll).
Phantom
☼
This allows your attack technique to hit incorporeal creatures.
Earth Fist
☼
Your unarmed strike counts as cold iron, which deals extra damage to some creatures.
Impact
☼ ☼
Any tech enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
armor-- +25 def
unarmed armor tech +17 def (medium)
unarmed defense tech +3 def
b-leather gloves +5 def
Calloused ☼☼
This improvement enables the user to rely on the thick muscle, countless scar tissue or calloused leather flesh over their body and once per combat this may be used to dodge one full attack by simply shrugging the attack without taking damage.
Magically Warded
Rumbling ☼ ☼ ☼
Rumbling armor tech enchant gains a +2 bonus to unarmed damage, including damage given during a grapple. Her unarmed attacks count as magic weapons for the purpose of bypassing damage reduction.
Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
b-Amulet of Spell Learning [Neck] (Magical Affinity Only)
This silver locket only has power when used by someone with magical affinity. It allows a mage to write 1 extra spell per dice rank, starting with the rank they are when they obtain the item.
[Worth: 4,000gp]
Dark Peacoat [Cloak]
Armor Tech [Armor]
Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000gp]
Bands of the Serpent [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also allows the wearer to communicate telepathically with any form of reptile.
[Worth: 2000gp]
skill definitions--
Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
Alert: You gain a +5 to Spot and Listen Checks.
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
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.
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.
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.
FLAVOR
Elemental Signature: You may choose one elemental attack that allows you an extra 1d once per combat.
Prerequisites: Arkai Racial
COMBAT
Flicker Jab: The Brawler uses a quick jab to a weak point in his opponent's stance, bypassing any mundane defenses for that one attack. The target may still evade, reflect, etc but any mundane armor defenses are bypassed.
Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
FLAVOR
Muscle Reactions: 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.
Prerequisites: STR 6
Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
COMBAT
Retribution: Once per combat, as a reaction, you can make a single melee attack against an enemy who has just caused you damage, no strike roll needed.
Prerequisites: Brawler (Primary)
COMBAT
Safe Path: The Safe Path skill allows you to find the safest path through unfamiliar territory by contacting an elemental spirit and discussing the terrain with it. He does not conjure the elemental, he only establishes mental contact with it. Sometimes the elemental animates a part of the nearby landscape, making its conversation “audible” to other characters. Unless you have knowledge of the elemental’s language, the elemental will only communicate using “sign language,” utilizing its native element to produce simple, but effective, signals which you will need to translate.
Prerequisites: Obsidiman, Arkai, Elemental, or Lumian Race
FLAVOR
Steel Skin: 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
Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
FLAVOR
Suplex : You may attempt to grab your opponent, stand him straight up in the air, and fall backwards, slamming him into the floor. This does double your strength bonus and the target ends up prone in the space behind you, causing him to lose a turn. Once per combat.
Trap Wrecker : You can disarm a mundane trap with brute force. Once per adventure, if a trap has been detected and found, a brawler may simply disarm the trap by smashing the thing to bits with their brute force.
Whatever's Handy: In a pinch, a brawler can grab just about anything that is not a weapon and use it for a makeshift weapon, such as chairs, bottles, hunks of rock, etc. You may use this makeshift weapon with any of your normal unarmed bonuses and tech rolls up to as many rounds as your gemstone rank. So, a Crystal could use it for one round, while a Sapphire could use it four rounds.