Post by isaiahdaun on Dec 13, 2015 18:55:43 GMT -5
Name:
Isaiah Daun
Screen Name:
emotionjockey
Alignment: Neautral
Languages: Common, Primordial,
Country of Origin: Off world
Current Rank: Crystal Adept
Current Dice: 2d32
Current Hit Points: 22 (Half Dice = 16 , Endurance = 0, Willpower = 0, Diehard = 5)
Defense DC: 17 (10 + 5 Quickness)
Traits
Strength [0] +5 to all Intimidation rolls
Quickness [5]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0] +5 on Spot, Listen, Insight and Search Checks
Charisma [0] +5 on Gather Info,
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession:
Profession Bonus:
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Deava
Racial Weakness (if applicable): Sonic
*Crystal*
Racial Skill: Reincarnated Body
Racial Skill: Polylingual - Can speak and understand, but not write and read
Racial Skill: Darksight
Class: Combat Affinity
Flavor: Investigator: You gain a +5 on Gather Info, Insight and Search Checks. FLAVOR
Flavor: Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls. FLAVOR
Flavor: Trackless Step : You can move without leaving footprints or any type of track behind him, therefore allowing him to move freely without fear of being found and followed. FLAVOR
1. Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
2. Alert : You gain a +5 to Spot and Listen Checks
3. 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
4. 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
5. Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
DEFENSE - Evade
Weapons with dice effects / enchantments:
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor:
Cloak/Shoulders:
Waist:
Belt of Fallen Heroes [Waist]
This large brass belt has three panels depicting scenes of battle. Once per day, the wearer can summon the spirit of a hero of one of the depicted battles. This spirit acts as an unseen servant, though unlike the force created by that spell, the summoned hero is not entirely mindless. While the summoned hero is active, it attempts to guide its wearer to victory via telepathic warning and advice, granting its user a +2 bonus on all saving throws the wearer must make. If desired, the wearer can summon the spirit to aid another instead of themselves.
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1. Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
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.
2.
3.
4.
5.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)