Post by Original Delusion on Nov 25, 2015 17:35:36 GMT -5
Name: Kitty Knightlynn
Screen Name: Original Delusion
Alignment: Lawful Evil
Languages: Common,Primordial (free), Te-Pua Koy, Voivan
Country of Origin: Anoi'pua Islands
Current Rank: Amber Adept
Current Dice: 2d50 +3 to Strike when you are using two weapons.
Current Hit Points: 33 (Half Dice = 25 , Endurance = 3, Willpower = 0, Diehard = 5)
Defense DC: 22 (10 + Quickness)
[Kitty Knightlynn/ Amber Addeptl/ 2d50/ DC- 22/ HP-33 ( Aggressive Defense 5 Dmg Absorb )/ Combat +1d / Swashbuckler/ Self Heal- 14/ Flaws: None/ Weakness: Sonic- doubled ]
Traits
Strength [0]
Quickness [12] +5 to all Acrobatics
Endurance [3]
Willpower [0]
Intelligence [0] + 10 Knowledge
Perception [0] +5 to Spot and Listen, +2 Shards of the past
Charisma [0]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
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.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Daeva
Racial Weakness (if applicable):Sonic
- You take twice the amount of damage from your weakness unless otherwise specified.
Skills
(racial) Reincarnated Body
(racial) Polylingual
(racial) Shards of the Past
(combat) Combat Affinity
(flavor crystal) Performance- 3d50 for gold made
(flavor crystal) Thrice Keelhauled
(flavor crystal) Approximate Understanding
(crystal) Dexterous Fighter
(crystal) Self-Healing
[14]
(crystal) Sword and Pistol
(crystal) Alert
(crystal) Diehard
(teamwork) OPEN
(swashbuckler) Constant Cover - Evade
(flavor topaz) Legendary Booty -make a check to remember tales of Treasure location
(topaz) Acrobatic
(topaz) Your Opponent is Me! -not only attack their opponent, but stun them in some way.
(topaz) Blindfight
(Amber) Arm's Length -the target is forced back nulling any action or attack they might have made that round against her.
(Amber) Fencing Parry -Make a counterattack strike roll when attacked.
(Amber) The Perfect Cut- Roll your attack dice twice.
(Amber Flavor) Thievery- Thief not only hurts their target but also steals some of their gold. [ Amount of Attack dice rolled]
Combat Maneuvers
1. *Negate Defenses-Save: Yes-Deft Lunge: You are trained to take advantage of openings in a target's defense, enabling you to negate defenses against one target.
2. *Attack Enhancer-Save: No-Topaz: 2 Rounds, 1d3 Damage-Twist the Blade: You know how to make your blows especially painful so that it does extra damage.
3. Defense Absorb-Save: No-Crystal and Topaz: Absorbs 5 Dmg
-Aggressive Defense: You are so skilled at defending yourself during combat that you are able to absorb a certain amount of damage before taking wounds.
Weapons with dice effects / enchantments:
Primary Weapon: Bonny Cutlass [Weapon]
A famous lady pirate is said to have wielded the first Bonny Cutlass [1d6]. When wielding the cutlass, it begins to possess the wielder (minor possession, doesn't force target to do anything against alignment) and causes them to desire to speak like a pirate and to gain proficiency with the use of the cutlass even if they've never swung a sword in their life. It gives a +1 to Strike with the weapon. If the wielder is a Swashbuckler, the cutlass's damage dice increases to 1d8.
[Worth: 12,000gp]
Secondary Weapon: Rapier [1d5] 2000gp
Ranged Weapon: Privateer Pistol [1d6] (one shot, reload in a round, gunpowder misfire rules apply)
Hidden Weapon: Dagger of Entry [Weapon] ☼ ☼
This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3.
[Worth: 2,500gp]
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck: Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]
Torso/Body:
Armor: Scroll of Unarmed Armor Tech +16 DEF (Medium)
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet: Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
Body Mod:
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Everfull Mug [Magic Item]
This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day.
[Worth: 500gp]
2.
3.
4.
5.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
Inventory:
-1 Amulet of Armor +5 DEF
Skills Details:
Shards of the Past :[ Spot & Listen ] A daeva's past lives grant her bonuses on two particular tactics or talents. A daeva chooses two tactics or talents—she gains a +2 bonus on both of these skills. For instance, a daeva could choose Climb and Jump, or Spot and Listen, or Diplomacy and Escape. These must be clearly marked beside this skill on dossier and cannot be changed once they are chosen.
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.
Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
*Crystal*
Flavor 1: Performance : You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Roll as many dice as you have gemstone ranks, so a Crystal would roll 1d50, a Topaz would roll 2d50, etc. You may perform up to three times every 24 hours. FLAVOR
Flavor 2: Legendary Booty: Whenever there's treasure, someone knows about it, and it's usually the treasure hunter that does. Whenever the issue of a particular cache of treasure or legendary item is raised, the swashbuckler may make a check to remember tales of its location: roll 1d20 + INT, against a DC of 10 (mundane treasure you don't care about at this level), 15 (minor magic items), 20 (really good stuff) , 25 (artifacts, important plot items and extremely good items) or 30 (rare relics and epic items).
FLAVOR
Flavor 3: 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.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. Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you. Amber- 14
3. Sword and Pistol: You effortlessly pair melee and ranged weaponry. You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons. Normally, you add QCK to your ranged damage, and STR to any melee damage. This allows you to choose which one even though you are using a ranged and a melee weapon. This is an innate skill.
COMBAT
4.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.
5. Alert : You gain a +5 to Spot and Listen Checks.
*Topaz*
Flavor 1: Thrice Keelhauled : 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.FLAVOR
1.Constant Cover : A swashbuckler can always find cover, no matter the situation. Once per combat, a swashbuckler can use this cover to block the damage of an attack.DEFENSE - Evade
2. 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.
COMBAT - LOSE TURN
3. Blind Fight: 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.
*Amber*
Arm's Length: The swashbuckler is good at holding people at sword-point. Once per combat, an enemy that enters an area sword's length from her for any reason provokes a reaction from the swashbuckler. The swashbuckler rolls a strike against the enemy, if she makes their Defense DC, the target is forced back nulling any action or attack they might have made that round against her. This lasts for as many rounds as the Swashbuckler holds the target at point, or until the target is attacked. While held in place, their Defense DC is lowered by 2 points as they are stable and unmoving at the end of a blade. COMBAT
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.
The Perfect Cut : For all your twirling and ducking, for all your twisting and flipping around, nobody expects your true intent. Nobody knows that you are waiting for that one opening. That one lapse in your opponent's defense where you can move in and hit perfectly. Once per combat, you may roll your attack dice twice. COMBAT - Double Roll
Thievery : The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat. COMBAT FLAVOR