Post by Logen Wolfsbane on Dec 11, 2015 16:51:38 GMT -5
--Name: Caivan O'Maille
--Age: 26
--Alignment: Neutral
--Height: 6'0''
--Weight: 180
--Body Type: Wiry
--Eyes: Green
--Hair: Red
--Gender: Male
--Kingdom: Shalott
--Organization: Skar
Human
You are a human, and your ancestors were all humans. There is no strain of any other race in your blood, you are the rarest of all races... a simple, plain human. Versatility is the greatest strength of humans, allowing them to succeed as any class type. Being the most adaptable race, humans live in all manner of environments. While other races consider them short-lived, humans have more ambition and drive than most. With enough hard work they can excel at whatever they set their minds on, for better or worse.
Free Skills: Versatility
Extra: Choose two free racial skills.
Free Language: None.
Weakness: None.
Size Category: Medium
Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
SUPPORT CLASS
Support Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Skills
(racial) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks. (CC)
(racial) Alert : You gain a +5 to Spot and Listen Checks.(CC)
(crystal) As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense throughout combat. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5.
Prerequisite: Monk DEFENSE (V)
(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make any other attacks, defend allies, cast spells or do anything to augment or detract from the battle once you've withdrawn and you cannot return and rejoin battle again.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) Bruised Armor : Due to punches and cuts on a Brawler's body, they gain a +3 DEF when wearing light or no armor throughout combat. At Emerald it bumps to +4, and at Obsidian it is +5 DEF. Prerequisite: Brawler Only DEFENSE (V)
(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) Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
Prerequisite: Swordmaster DEFENSE - Evade (V)
(crystal-flavor) Alluring Tongue : People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor. FLAVOR
(crystal-flavor) Charlatan : You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff. FLAVOR
(crystal-flavor) Disguise Aptitude: You have a knack for mundane alterations to your appearance giving a +5 to Disguise checks. FLAVOR
(class) Elusive Dance : Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF. Prerequisites: Noble Only DEFENSE (V)
(class) Charming Beauty : A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF. Prerequisite: Charmer DEFENSE (V)
Charmer : Bonus - "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Automatic Skills: Choose 1 free charmer skill.
(charmer) Anything You Want : A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against the attacker's Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended. Once per combat Prerequisites: Charmer (Primary) DEFENSE - Evade
(topaz) 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
(topaz) 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
(topaz) Charismatic Fighter : This style of swordplay uses wit and force of personality to increase accuracy taunting and distracting an opponent with feints, misdirection, and deception. When using a light melee weapon, you can use your Charisma Bonus instead of your Quickness Bonus to add to your Strike. This is an innate skill. Prerequisite: Noble (Primary), Swordmaster (Primary), Charmer (Primary) or Bard (Primary) only. COMBAT
(topaz-flavor) Sexy And You Know It : The character’s appearance is enhanced, making them look the best they ever could. The charmer gains a +5 to any Charisma-based rolls against humanoids of an appropriate gender/persuasion that could find them attractive. Prerequisite: Charmer (Primary) FLAVOR
(amber) Green Eyed Monster : With this skill a charmer can fill a foe with a horrible, malicious rage that makes them attack their own allies, choosing first and foremost the last ally that attacked the Charmer. Use the Lose Turn chart for how many rounds in one combat this can be used, either on one subject or several but never more than allowed per lose turns. Once per combat. Prerequisite: Charmer (Primary), Amber Rank COMBAT
(amber) Heartthrob : The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat. Prerequisite: Charmer COMBAT - Extra 1d (V)
(amber) Immunity to Charm : You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work. Prerequisites: Bard, Noble, Rogue, Thief Adept, Swordmaster, Charmer or Arcane Class only (V)
(amber-flavor)Animal Magnetism : You exude an undeniable, yet feral personality that others find both intoxicating and threatening. You gain a +3 bonus to Bluff, Diplomacy and Intimidation. You are able to choose one type of monster that you can use any of your charmer skills against, a second at Sapphire, a third at Emerald and a fourth at Obsidian. You may take this skill multiple times if desired. Prerequisites: Charmer (Primary) Only, Amber Rank FLAVOR
Amber -
Sapphire -
Emerald -
Obsidian -
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) Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(sapphire) Payback's A Bitch : Once per combat, a charmer can fire a greenish black ray that does 1d6 damage, though it does not effect the target, instead the person dearest to them or someone they have actively been defending. [Note: Deciding the identity of the dearest person is a cooperative decision between the player and the DM.] On the off chance that the target has no loved one, they take the damage instead. Prerequisite: Charmer (Primary), Magical or Psionic Affinity, Sapphire Rank COMBAT
(sapphire) Sealed with a Kiss : You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC. Charmers may take this skill even if they do not meet the CHA prerequisite. This is an innate skill. Prerequisites: Charisma 6, Magical or Psionic Affinity (V - Magical/Psionic Affinity and Charisma (CHA) 6)
(sapphire-flavor) Drunken Fighter - A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill. Prerequisite: Brawler, Fighter or Monk Profession (V) FLAVOR
Rank: Sapphire Dice: 2d68 DDC: 15 HP: 39 Defense : 12
Strength [ 0 ] Quickness [ 5 ] Endurance [ 0 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 10 ]
Diplomacy (Cha) [23] Intimidation (Cha/Str) [13/0] Bluff (Cha) [23] Disguise (Cha) [15] Stealth (Qck) [5]
Insight (Per) [5] Spot (Per) [5] Listen (Per) [5] Appraise (Per) [0] Locate Traps (Per) [0] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [10] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [10]
Use Object (Qck) [5] Athletics (End/Str) [0/0] Acrobatics (Qck) [10]
(emerald) Lucky Duck : You are lucky! You can re-roll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure. (CC)
(emerald) Lucky Bastard : You are one lucky bastard. You can use Lucky Duck up to 3/adventure and can take whichever is the best roll. You can also re-roll any other roll you make (Strike, Combat Dice, Save, etc) 1/adventure and take the best roll. Prerequisite: Lucky Duck Skill, Emerald Rank (CC - Lucky Duck, Emerald Rank)
(emerald) Karma : A Lucky Duck has learned how to integrate his luck into battle. If good, a Lucky Duck can redirect an attack against an ally to himself 1/combat. If evil a Lucky Duck can redirect an attack directed at himself to an ally instead. If neutral, he can redirect the attacks either of those ways. Prerequisite: Lucky Duck Skill AND Amber Rank
(emerald-flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks. FLAVOR
Rank: Emerald Dice: 2d78 DDC: 15 HP: 47 Defense : 16
Strength [ 0 ] Quickness [ 5 ] Endurance [ 5 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 10 ]
Diplomacy (Cha) [23] Intimidation (Cha/Str) [13/0] Bluff (Cha) [23] Disguise (Cha) [15] Stealth (Qck) [5]
Insight (Per) [10] Spot (Per) [10] Listen (Per) [10] Appraise (Per) [0] Locate Traps (Per) [5] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [15] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [10]
Use Object (Qck) [5] Athletics (End/Str) [5/0] Acrobatics (Qck) [5]
Brawler : Bonus - "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).
Automatic Skills: You may choose one free combat or brawler skill.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength. They only use hand to hand.]
(brawler) Finish Him Off: When an enemy's hit points drops to below half, the brawler's threat range for a critical drops to 19-20. Prerequisites: Brawler Profession, Emerald Rank COMBAT
(ruby) Low Blow : The brawler is a vicious, dirty fighter. This is demonstrated by their cruelty towards their enemy. Brawlers are not bound to the same moral code as others are. In combat everything goes for them, from hair pulling to eye gouging and yes even the dreaded low blow. Depending on their opponent (man or woman) the brawler attack what they know is the most sensitive areas. For a man this means a devastating blow to the family jewels, while to a woman it is the downright mauling of their chest. The attack leaves their opponent in horrible pain as well as a state of shock. This allows the brawler to roll 1d extra of their dice, once per combat. (So a 2d would roll 3d) Prerequisites: Brawler COMBAT - Extra 1d(V)
(ruby) 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 (V)
(ruby)
(ruby-flavor) Alibi : The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered.
Prerequisite: Thief Adept, Rogue, Bard, Noble, Charmer, Swashbuckler, Bloodhound Classes AND Reputation 10
(V - Reputation 10) FLAVOR
Rank: Ruby Dice: 2d90 DDC: 15 HP: 58 Defense : 19
Strength [ 0 ] Quickness [ 5 ] Endurance [ 5 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 3 ] Charisma [ 12 ]
Diplomacy (Cha) [25] Intimidation (Cha/Str) [15/0] Bluff (Cha) [25] Disguise (Cha) [17] Stealth (Qck) [5]
Insight (Per) [13] Spot (Per) [13] Listen (Per) [13] Appraise (Per) [3] Locate Traps (Per) [8] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [17] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [12]
Use Object (Qck) [5] Athletics (End/Str) [5/0] Acrobatics (Qck) [5]
(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) 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
(obsidian) 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
(obsidian) Dead End : You know what your opponent is going to do. You can see how they adjust their grip upon their weapon, how they shift the weight in their stance, the look of concentration before a non-regged spell, the reaching for an arrow, the twisting of fingers, how they eye where they wish to strike you. As they act against you, the fool, they were already stopped. Before they can finish their attack you lash out and stop them cold with a terrible strike. Once per combat, you may turn the damage meant for you back upon your attacker. Prerequisite: Brawler Profession (Primary) & Sapphire Rank COMBAT - Reflect
(obsidian) 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)
(obsidian) Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. Prerequisite: Sapphire Rank COMBAT (CC - Combatant)
(obsidian) 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)
(obsidian-flavor) Forgetful Caress : You are able to make a target lose certain memories. You must touch the target with a caress, kiss or some other intimate contact. The target rolls a Willpower Save (DC10 + Charmer's Charisma Bonus). If the save is failed, the charmer may cause the target to forget one single piece of information such as the charmer's appearance, their meeting, or even the charmer's name. The charmer cannot make them forget a skill, ability, spell or anything of that sort. If they pass their save, they do not forget anything but do not realize the skill was used on them either. Once a target has passed the save, the Charmer cannot try again on them for 24 hours. Prerequisites: Charmer, Magical or Psionic Affinity
(V - Magical/Psionic Affinity) FLAVOR
(obsidian-flavor) No Flies On Me : Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal. Prerequisite: Charmer (V)
FLAVOR
(obsidian-flavor) Polyglot : Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once. FLAVOR (CC - Ravens or Creatures that can Speak Only)
Rank: Obsidian Dice: 2d95 DDC: 15 HP: 67 Defense : 23
Strength [ 0 ] Quickness [ 5 ] Endurance [ 5 ] Willpower [ 10 ] Intelligence [ 0 ] Perception [ 3 ] Charisma [ 12 ]
Diplomacy (Cha) [25] Intimidation (Cha/Str) [15/0] Bluff (Cha) [25] Disguise (Cha) [17] Stealth (Qck) [5]
Insight (Per) [13] Spot (Per) [13] Listen (Per) [13] Appraise (Per) [8] Locate Traps (Per) [3] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [17] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [12]
Use Object (Qck) [5] Athletics (End/Str) [5/0] Acrobatics (Qck) [5]
--Age: 26
--Alignment: Neutral
--Height: 6'0''
--Weight: 180
--Body Type: Wiry
--Eyes: Green
--Hair: Red
--Gender: Male
--Kingdom: Shalott
--Organization: Skar
Human
You are a human, and your ancestors were all humans. There is no strain of any other race in your blood, you are the rarest of all races... a simple, plain human. Versatility is the greatest strength of humans, allowing them to succeed as any class type. Being the most adaptable race, humans live in all manner of environments. While other races consider them short-lived, humans have more ambition and drive than most. With enough hard work they can excel at whatever they set their minds on, for better or worse.
Free Skills: Versatility
Extra: Choose two free racial skills.
Free Language: None.
Weakness: None.
Size Category: Medium
Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
SUPPORT CLASS
Support Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Skills
(racial) Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks. (CC)
(racial) Alert : You gain a +5 to Spot and Listen Checks.(CC)
(crystal) As Water: Having been trained in both the mental and physical arts, the monk knows to keep both their mind and body loose and flowing like water. Always able to shift, to adapt, to flow around combat. This relaxed state of being grants them a +2 defense throughout combat. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5.
Prerequisite: Monk DEFENSE (V)
(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) Bruised Armor : Due to punches and cuts on a Brawler's body, they gain a +3 DEF when wearing light or no armor throughout combat. At Emerald it bumps to +4, and at Obsidian it is +5 DEF. Prerequisite: Brawler Only DEFENSE (V)
(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) Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
Prerequisite: Swordmaster DEFENSE - Evade (V)
(crystal-flavor) Alluring Tongue : People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor. FLAVOR
(crystal-flavor) Charlatan : You're adept at fooling people. You know how to tell them just what they want to hear; you are especially adept at telling lies that people believe to be truth. +5 to Bluff. FLAVOR
(crystal-flavor) Disguise Aptitude: You have a knack for mundane alterations to your appearance giving a +5 to Disguise checks. FLAVOR
(class) Elusive Dance : Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF. Prerequisites: Noble Only DEFENSE (V)
(class) Charming Beauty : A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF. Prerequisite: Charmer DEFENSE (V)
Charmer : Bonus - "Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Automatic Skills: Choose 1 free charmer skill.
(charmer) Anything You Want : A charmer may attempt to interrupt an incoming attack by rolling a diplomacy check against the attacker's Strike roll. If their diplomacy roll is higher than the strike, the Charmer stays their hand and no one takes damage. If the Charmer fails, then the target may make an immediate attack upon the Charmer, and the original target takes the damage as intended. Once per combat Prerequisites: Charmer (Primary) DEFENSE - Evade
(topaz) 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
(topaz) 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
(topaz) Charismatic Fighter : This style of swordplay uses wit and force of personality to increase accuracy taunting and distracting an opponent with feints, misdirection, and deception. When using a light melee weapon, you can use your Charisma Bonus instead of your Quickness Bonus to add to your Strike. This is an innate skill. Prerequisite: Noble (Primary), Swordmaster (Primary), Charmer (Primary) or Bard (Primary) only. COMBAT
(topaz-flavor) Sexy And You Know It : The character’s appearance is enhanced, making them look the best they ever could. The charmer gains a +5 to any Charisma-based rolls against humanoids of an appropriate gender/persuasion that could find them attractive. Prerequisite: Charmer (Primary) FLAVOR
(amber) Green Eyed Monster : With this skill a charmer can fill a foe with a horrible, malicious rage that makes them attack their own allies, choosing first and foremost the last ally that attacked the Charmer. Use the Lose Turn chart for how many rounds in one combat this can be used, either on one subject or several but never more than allowed per lose turns. Once per combat. Prerequisite: Charmer (Primary), Amber Rank COMBAT
(amber) Heartthrob : The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat. Prerequisite: Charmer COMBAT - Extra 1d (V)
(amber) Immunity to Charm : You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work. Prerequisites: Bard, Noble, Rogue, Thief Adept, Swordmaster, Charmer or Arcane Class only (V)
(amber-flavor)Animal Magnetism : You exude an undeniable, yet feral personality that others find both intoxicating and threatening. You gain a +3 bonus to Bluff, Diplomacy and Intimidation. You are able to choose one type of monster that you can use any of your charmer skills against, a second at Sapphire, a third at Emerald and a fourth at Obsidian. You may take this skill multiple times if desired. Prerequisites: Charmer (Primary) Only, Amber Rank FLAVOR
Amber -
Sapphire -
Emerald -
Obsidian -
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) Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill.
(sapphire) Payback's A Bitch : Once per combat, a charmer can fire a greenish black ray that does 1d6 damage, though it does not effect the target, instead the person dearest to them or someone they have actively been defending. [Note: Deciding the identity of the dearest person is a cooperative decision between the player and the DM.] On the off chance that the target has no loved one, they take the damage instead. Prerequisite: Charmer (Primary), Magical or Psionic Affinity, Sapphire Rank COMBAT
(sapphire) Sealed with a Kiss : You are able to cast spells (both regged and non-regged) by sheer Charisma, such as a Charmer blowing a kiss at your enemy. This enables you to use your Charisma Bonus instead of your Intelligence Bonus to determine magic strike, magic damage, and spell DC. Charmers may take this skill even if they do not meet the CHA prerequisite. This is an innate skill. Prerequisites: Charisma 6, Magical or Psionic Affinity (V - Magical/Psionic Affinity and Charisma (CHA) 6)
(sapphire-flavor) Drunken Fighter - A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill. Prerequisite: Brawler, Fighter or Monk Profession (V) FLAVOR
Rank: Sapphire Dice: 2d68 DDC: 15 HP: 39 Defense : 12
Strength [ 0 ] Quickness [ 5 ] Endurance [ 0 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 10 ]
Diplomacy (Cha) [23] Intimidation (Cha/Str) [13/0] Bluff (Cha) [23] Disguise (Cha) [15] Stealth (Qck) [5]
Insight (Per) [5] Spot (Per) [5] Listen (Per) [5] Appraise (Per) [0] Locate Traps (Per) [0] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [10] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [10]
Use Object (Qck) [5] Athletics (End/Str) [0/0] Acrobatics (Qck) [10]
(emerald) Lucky Duck : You are lucky! You can re-roll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure. (CC)
(emerald) Lucky Bastard : You are one lucky bastard. You can use Lucky Duck up to 3/adventure and can take whichever is the best roll. You can also re-roll any other roll you make (Strike, Combat Dice, Save, etc) 1/adventure and take the best roll. Prerequisite: Lucky Duck Skill, Emerald Rank (CC - Lucky Duck, Emerald Rank)
(emerald) Karma : A Lucky Duck has learned how to integrate his luck into battle. If good, a Lucky Duck can redirect an attack against an ally to himself 1/combat. If evil a Lucky Duck can redirect an attack directed at himself to an ally instead. If neutral, he can redirect the attacks either of those ways. Prerequisite: Lucky Duck Skill AND Amber Rank
(emerald-flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks. FLAVOR
Rank: Emerald Dice: 2d78 DDC: 15 HP: 47 Defense : 16
Strength [ 0 ] Quickness [ 5 ] Endurance [ 5 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 10 ]
Diplomacy (Cha) [23] Intimidation (Cha/Str) [13/0] Bluff (Cha) [23] Disguise (Cha) [15] Stealth (Qck) [5]
Insight (Per) [10] Spot (Per) [10] Listen (Per) [10] Appraise (Per) [0] Locate Traps (Per) [5] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [15] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [10]
Use Object (Qck) [5] Athletics (End/Str) [5/0] Acrobatics (Qck) [5]
Brawler : Bonus - "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).
Automatic Skills: You may choose one free combat or brawler skill.
[Brawlers live for the fight, whether on the street, in the bar or on the battlefield. They make up for their lack of finesse with sheer strength. They only use hand to hand.]
(brawler) Finish Him Off: When an enemy's hit points drops to below half, the brawler's threat range for a critical drops to 19-20. Prerequisites: Brawler Profession, Emerald Rank COMBAT
(ruby) Low Blow : The brawler is a vicious, dirty fighter. This is demonstrated by their cruelty towards their enemy. Brawlers are not bound to the same moral code as others are. In combat everything goes for them, from hair pulling to eye gouging and yes even the dreaded low blow. Depending on their opponent (man or woman) the brawler attack what they know is the most sensitive areas. For a man this means a devastating blow to the family jewels, while to a woman it is the downright mauling of their chest. The attack leaves their opponent in horrible pain as well as a state of shock. This allows the brawler to roll 1d extra of their dice, once per combat. (So a 2d would roll 3d) Prerequisites: Brawler COMBAT - Extra 1d(V)
(ruby) 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 (V)
(ruby)
(ruby-flavor) Alibi : The good criminal always knows that he needs an alibi. A person or group of people that can verify that he was someplace while in actuality he was in another doing whatever criminal activities he was involved in. Once a week you can use this ability and not be charged with criminal activity where your identity has been discovered.
Prerequisite: Thief Adept, Rogue, Bard, Noble, Charmer, Swashbuckler, Bloodhound Classes AND Reputation 10
(V - Reputation 10) FLAVOR
Rank: Ruby Dice: 2d90 DDC: 15 HP: 58 Defense : 19
Strength [ 0 ] Quickness [ 5 ] Endurance [ 5 ] Willpower [ 5 ] Intelligence [ 0 ] Perception [ 3 ] Charisma [ 12 ]
Diplomacy (Cha) [25] Intimidation (Cha/Str) [15/0] Bluff (Cha) [25] Disguise (Cha) [17] Stealth (Qck) [5]
Insight (Per) [13] Spot (Per) [13] Listen (Per) [13] Appraise (Per) [3] Locate Traps (Per) [8] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [17] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [12]
Use Object (Qck) [5] Athletics (End/Str) [5/0] Acrobatics (Qck) [5]
(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) 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
(obsidian) 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
(obsidian) Dead End : You know what your opponent is going to do. You can see how they adjust their grip upon their weapon, how they shift the weight in their stance, the look of concentration before a non-regged spell, the reaching for an arrow, the twisting of fingers, how they eye where they wish to strike you. As they act against you, the fool, they were already stopped. Before they can finish their attack you lash out and stop them cold with a terrible strike. Once per combat, you may turn the damage meant for you back upon your attacker. Prerequisite: Brawler Profession (Primary) & Sapphire Rank COMBAT - Reflect
(obsidian) 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)
(obsidian) Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. Prerequisite: Sapphire Rank COMBAT (CC - Combatant)
(obsidian) 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)
(obsidian-flavor) Forgetful Caress : You are able to make a target lose certain memories. You must touch the target with a caress, kiss or some other intimate contact. The target rolls a Willpower Save (DC10 + Charmer's Charisma Bonus). If the save is failed, the charmer may cause the target to forget one single piece of information such as the charmer's appearance, their meeting, or even the charmer's name. The charmer cannot make them forget a skill, ability, spell or anything of that sort. If they pass their save, they do not forget anything but do not realize the skill was used on them either. Once a target has passed the save, the Charmer cannot try again on them for 24 hours. Prerequisites: Charmer, Magical or Psionic Affinity
(V - Magical/Psionic Affinity) FLAVOR
(obsidian-flavor) No Flies On Me : Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal. Prerequisite: Charmer (V)
FLAVOR
(obsidian-flavor) Polyglot : Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once. FLAVOR (CC - Ravens or Creatures that can Speak Only)
Rank: Obsidian Dice: 2d95 DDC: 15 HP: 67 Defense : 23
Strength [ 0 ] Quickness [ 5 ] Endurance [ 5 ] Willpower [ 10 ] Intelligence [ 0 ] Perception [ 3 ] Charisma [ 12 ]
Diplomacy (Cha) [25] Intimidation (Cha/Str) [15/0] Bluff (Cha) [25] Disguise (Cha) [17] Stealth (Qck) [5]
Insight (Per) [13] Spot (Per) [13] Listen (Per) [13] Appraise (Per) [8] Locate Traps (Per) [3] Rogue (Qck) [5]
Escape (Qck) [5] Gather Info (Cha) [17] Knowledge (Int) [0] Ride (Qck) [5] Handle Animal (Cha) [12]
Use Object (Qck) [5] Athletics (End/Str) [5/0] Acrobatics (Qck) [5]