Post by Logen Wolfsbane on Dec 11, 2015 16:49:14 GMT -5
--Name: Etienne Or'Slaon
--Age: 21
--Alignment: Evil
--Height: 5'10"'
--Weight: 165
--Body Type: Wiry
--Eyes: Dark Brown
--Hair: Blonde
--Gender: Male
--Kingdom: Madder
--Organization: Skar
Lycan
Lycans are humanoids who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence. Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes. Wereravens (corax) are the exception, they are created by being bound to a spirit egg, usually as a baby.
Free Skills: Shapeshifting, Bestial Fury
Extra: Choose one free racial skill.
Free Language: Feral
Weakness: Silver
Size Category: Medium
COMBAT CLASS
Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Free Skills: Combat Affinity
Skills
(racial) Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature. FLAVOR
(racial) Bestial Fury : A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG. Prerequisites: Shapeshifting COMBAT
(racial) 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.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(CC)
(crystal) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks. (CC)
(crystal) Live to Fight Another Day : Once per day, you may withdraw completely from combat and flee the scene without fear of being stopped in any way, skill, spell or otherwise. You cannot make any other attacks, defend allies, cast spells or do anything to augment or detract from the battle once you've withdrawn and you cannot return and rejoin battle again. You are out, able to live to fight another day, but left to simply witness the rest of the battle from afar and self-heal or be gone completely. (CC)
(crystal) 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. *Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. You divide your damage in half, and add one weapon's damage to one and one weapon's damage to the other.
(crystal) Double Tech : You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an innate skill. Prerequisite: Unarmed Only COMBAT
(crystal) Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat. Prerequisite: Acrobatics Skill DEFENSE
(crystal-flavor) Lightning Initiative You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls. FLAVOR (CC)
(crystal-flavor) Beastspeak: While shapeshifted, you are able to speak normally in any language in which you are fluent.
Prerequisites: Shapeshifting FLAVOR
(crystal-flavor) Disguise Aptitude: You have a knack for mundane alterations to your appearance giving a +5 to Disguise checks. FLAVOR
(class) Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
Fighter : Bonus - "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting.
Automatic Skills: You may choose one free combat or fighter skill.
[Fighters are a broad class that include all types of fighters, usually those that use weapons, ranged or melee, of some sort; but can also include unarmed fighters.]
(Fighter) Deflecting Shot: A knight or fighter can choose to shield one person, once per combat, by firing a projectile to impact with the weapon coming to harm the protected. The force of the impact knocks the weapon off it's path and no one takes damage. They must use a ranged weapon in combat to use this skill. Prerequisites: Knight or Fighter, Uses Ranged weapon in Combat DEFENSE - Evade (V - Use ranged weapon)
(topaz) Bloodthirsty Bullet : You fire your weapon at a target’s vital points, the energy of your shot tearing through armor and flesh alike to leave your enemy clutching at their wounds. Once per combat, your bullet bypasses any armor or non-magical defenses they may have. Prerequisite: Use a gunpowder weapon. COMBAT
(topaz) Easy Reload : You have specialized in hand-held gunpowder weapons, allowing you to load and fire one gun on the same round as your attack. This is an innate skill. Prerequisites: For gunpowder weapons only COMBAT
(topaz) Running Gunner : You have become so skilled in reloading your chosen gunpowder weapon that you may make other actions while reloading. This skill enables you to move or make another non-attack action while you are reloading your weapon such as using a potion, casting a non-attack spell, etc. Once per combat.
Prerequisites: Use a gunpowder weapon.
(topaz-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 (CC)
(amber) Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter. Prerequisites: Fighter (Primary), Amber rank. Can only be used with primary weapon. DEFENSE - Evade
(amber) Stop Bleeding: You make a firearm attack and then press the hot barrel against yourself or an adjacent creature to staunch a bleeding wound. This allows you to heal up to 5hp, once per combat. You do not have to attack someone when using the skill if you do not wish; you can instead shoot the firearm into the air, but that shot still uses up ammunition normally. Prerequisites: Use gunpowder weapon COMBAT
(amber) Swordsman's Folly : The enemy rushing at you will realize his mistake after your shot hurtles him back to square one. Once per combat, a melee attack meant for you is not only evaded, but you do damage to your would-be attacker in the amount of damage of your gunpowder weapon roll only (no defense allowed). Prerequisite: Use a gunpowder weapon.
(amber-flavor) Evil Brand : The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers. Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 bonus on Diplomacy, Insight and Intimidate checks made against evil creatures.
FLAVOR
COMBAT CLASS
Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Free Skills: Combat Affinity
(sapphire) Healing Shift: When you shift from one form to another, you are able to heal yourself of all damage, once per day. Prerequisites: Shapeshifting, Sapphire Rank
(sapphire) Battle Sense : Years in the field of battle have taught you to read the small signs presented by a foe giving you the ability to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
Prerequisite: Fighter Profession (Primary) & Sapphire Rank COMBAT - Reflect
(sapphire) Pistol Whip : While it may not be a recommended use of a pistol, with the right know-how you can utilize one as an effective mace-like weapon. This allows you at any time in melee combat to use your pistol as a melee bludgeoning weapon and roll the same damage dice you'd roll if you were firing your weapon. Prerequisite: Use a gun. COMBAT
(sapphire-flavor) Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw, sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn. Prerequisites: Fighter, Amber Rank FLAVOR
Rank: Sapphire Dice: 2d68 DDC: 20 HP: 39 Defense : 20 (Ink'd Armor) Strike : +13 DMG : +10/+13
Strength [ 5 ] Quickness [ 10 ] Endurance [ 0 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 0 ]
Diplomacy (Cha) [0] Intimidation (Cha/Str) [0/5] Bluff (Cha) [0] Disguise (Cha) [5] Stealth (Qck) [10]
Insight (Per) [0] Spot (Per) [0] Listen (Per) [0] Appraise (Per) [0] Locate Traps (Per) [0] Rogue (Qck) [10]
Escape (Qck) [10] Gather Info (Cha) [0] Knowledge (Int) [0] Ride (Qck) [10] Handle Animal (Cha) [0]
Use Object (Qck) [10] Athletics (End/Str) [0/5] Acrobatics (Qck) [15]
(emerald) 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. COMBAT
(emerald) Point Blank Master : You now gain a +1 boost to strike when using a ranged weapon in close combat. At Ruby it is +2, and at Obsidian it is +3. Prerequisite: Point Blank Shot COMBAT
(emerald) Greater Dual-Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll. This is an innate skill. Prerequisite: Dual-Wield or Double Fist or Double Invocation, Ruby Rank COMBAT
(emerald-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 FLAVOR
Rank: Emerald Dice: 2d78 DDC: 20 HP: 44 Defense : 20 (Ink'd Armor) Strike : +14 DMG : +15/+16
Strength [ 10 ] Quickness [ 10 ] Endurance [ 0 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 0 ]
Diplomacy (Cha) [0] Intimidation (Cha/Str) [0/10] Bluff (Cha) [0] Disguise (Cha) [5] Stealth (Qck) [10]
Insight (Per) [0] Spot (Per) [5] Listen (Per) [5] Appraise (Per) [0] Locate Traps (Per) [0] Rogue (Qck) [10]
Escape (Qck) [10] Gather Info (Cha) [0] Knowledge (Int) [0] Ride (Qck) [10] Handle Animal (Cha) [0]
Use Object (Qck) [10] Athletics (End/Str) [0/10] Acrobatics (Qck) [15]
Ranger : Bonus - "Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Automatic Skills: You may choose 1 free combat or ranger skill.
[Rangers are the trackers and protectors of the forest, most choosing a bow for their weapon of choice.]
(ranger) 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. (CC)
(ruby) Instinct Attack: Shapeshifting warriors know that the magic wielded by many powerful creatures can confuse the mind and cloud a warrior's judgment, and so they learn to react to magic forcefully. Whenever you fail a Willpower save against a spell (excluding "harmless" spells), you can make a single melee attack as an immediate action before the spell takes effect. Prerequisites: Shapeshifting, Ruby Rank COMBAT
(ruby) Unarmed Focus: You have become a master of using a one-handed tech, or dual one-handed techs, and whether you are Strength based, or Quickness Based (Dexterous Fighter), your strikes hit with more damage, allowing you to add in half your Strength (or QCK with Dex Fighter) bonus to every unarmed attack you make. This is an innate skill.
Prerequisites: Use one-handed unarmed tech/s COMBAT
(ruby) Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your Strength (or QCK with Dex Fighter) . This is an innate skill and replaces Unarmed Focus or Two-Handed Tech.
Prerequisites: Unarmed Focus or Two-Handed Tech, Ruby Rank COMBAT
(ruby-flavor) Camouflage : A bloodhound of this rank can hide in any natural terrain, even if the terrain does not provide cover. Prerequisites: Bloodhound OR Ranger AND Emerald Rank (V - Emerald Rank) FLAVOR
Rank: Ruby Dice: 2d90 DDC: 20 HP: 60 Defense : 20 (Ink'd Armor) Strike : +10/+17 DMG : +15/+19
Strength [ 10 ] Quickness [ 10 ] Endurance [ 0 ] Willpower [ 10 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 0 ]
Diplomacy (Cha) [0] Intimidation (Cha/Str) [0/10] Bluff (Cha) [0] Disguise (Cha) [5] Stealth (Qck) [10]
Insight (Per) [0] Spot (Per) [5] Listen (Per) [5] Appraise (Per) [0] Locate Traps (Per) [0] Rogue (Qck) [10]
Escape (Qck) [10] Gather Info (Cha) [0] Knowledge (Int) [0] Ride (Qck) [10] Handle Animal (Cha) [0]
Use Object (Qck) [10] Athletics (End/Str) [0/10] Acrobatics (Qck) [10]
(obsidian) Multitalented Mastery: Both your primary and secondary professions are now considered "Primary" allowing you to take skills for Primary professions only. Prerequisite: Obsidian Rank
(obsidian) Devastation: Even in the chaos of a battlefield, there are moments when a fighter has a clear picture of what they must do. Once per combat the fighter may double his rank dice, making their one attack truly destructive.
Prerequisites: Fighter (Primary), Obsidian Rank COMBAT - Double Roll
(obsidian) Death From Above: Your skill at ranged combat is without peer. You can achieve things from a distance that would cast fear into any foe. This skill doubles the boosts to your Ranger profession. Prerequisites: Ranger (Primary), Obsidian Rank COMBAT
(obsidian) Onslaught : A ranger of this rank and skill is a force to behold, and those who are targetted by him stand little chance as he sends arrows one after the other in a barrage against his enemies. The first attack rolled when using this skill is treated as normal. After strike and damage are rolled, the ranger may continue to attack until he misses, no other skills are allowed to be used, only weapon dmg, Quickness, and class bonuses apply to any attacks after the first.
Prerequisite: Ranger (Primary), Obsidian Rank COMBAT
(obsidian) Bank Shot : Bank Shot allows you to ricochet projectiles and thrown weapons off objects on the way to their target. This means you do not need to have a straight shot, but can attack them while remaining hidden. A Bank Shot also bypasses any shield a target might be holding or using. This can be used once per combat.
Prerequisite: Ranger (Primary), Topaz Rank COMBAT
(obsidian) Vengeance Strike: A ranger may use this skill once per combat, when an enemy hits an ally with a melee or ranged attack. The ranger can choose to make a single attack against the creature who attacked his ally, even if it is not his turn. Roll Strike, if you hit then proceed with damage normally. Prerequisite: Ranger, Ruby Rank (V - Ruby Rank) COMBAT
(obsidian) Vicious Volley: You have reached a level of proficiency with your ranged weapon that few can boast. Able to draw and fire numerous times in the span it takes somebody else to loose once. Once per combat roll a 1d4 to determine how many are hit by your multiple attack. Prerequisites: Ranger (Primary), Ruby Rank COMBAT
(obsidian-flavor) Mask of Gentility : You cunningly hide your true motives and nature behind a facade of camaraderie and gentility. No mage or psion or magic item is able to tell your true alignment or nature unless you wish them to know.
Prerequisites: Evil Alignment FLAVOR
(obsidian-flavor) Walk the Walls : You can run straight up a wall for a few seconds (8 feet) without making a climb check.
Prerequisites: Acrobatics Skill FLAVOR (CC - Acrobatic Skill)
(obsidian-flavor) Walk Like a Man : Any beastfolk or werecreature in a form other than human may use this skill to leave human footprints instead of animal prints. Prerequisites: Any type of non-human that has a beastly form and a human form.
FLAVOR
Rank: Obsidian Dice: 2d95 DDC: 20 HP: 67 Defense : 20 (Ink'd Armor) Strike : +10/+20 DMG : +15/+23
Strength [ 10 ] Quickness [ 10 ] Endurance [ 5 ] Willpower [ 10 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 0 ]
Diplomacy (Cha) [0] Intimidation (Cha/Str) [0/10] Bluff (Cha) [0] Disguise (Cha) [5] Stealth (Qck) [10]
Insight (Per) [0] Spot (Per) [5] Listen (Per) [5] Appraise (Per) [0] Locate Traps (Per) [0] Rogue (Qck) [10]
Escape (Qck) [10] Gather Info (Cha) [0] Knowledge (Int) [0] Ride (Qck) [10] Handle Animal (Cha) [0]
Use Object (Qck) [10] Athletics (End/Str) [5/10] Acrobatics (Qck) [15]