Post by Logen Wolfsbane on Dec 17, 2015 9:07:57 GMT -5
--Age: 155
--Alignment: Neutral
--Height: 5'11"
--Weight: 160
--Body Type: Wiry
--Eyes: Black
--Hair: Black
--Gender: Male
--Kingdom: None - Gypsy
--Organization: Azure Butterflies Previously, Skar
Vampire
Vampires appear just as they did in life, although sometimes their features are often hardened and feral, with the predatory look of wolves. They often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Vampires survive on blood, or life energy.
Free Skills: Darksight, Vampiric Command
Extra: Choose one free racial skill.
Free Language: Black Tongue
Weakness: If you do not have Daywalker as a skill, it is sunlight.
If you HAVE the Daywalker skill, the sunlight does not carry the same effect. Instead your body composition is now weak against Holy items.
Size Category: Medium
SUPPORT CLASS
Support Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Skills
(racial) Vampiric Command
The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target. Prerequisites: Vampire Only
(racial) Darksight
The ability to see in total darkness up to 60 feet.(CC)
(racial) Alert
You gain a +5 to Spot and Listen Checks. (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)
(crystal)
(crystal)
(crystal-flavor) Daywalker
The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing!
Prerequisites: Vampire Race Only FLAVOR
(crystal-flavor)
(crystal-flavor)
(class)
(class)
Rogue : Bonus - "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed, they simply know where the traps are in their immediate area. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Automatic Skills: Choose 1 free rogue skill.
[Rogues are the sneak-thieves, lockpickers and trap disablers of our world. They can be deadly with their stealthy attacks.]
(Rogue)
(topaz)
(topaz)
(topaz)
(topaz-flavor)
(amber)
(amber)
(amber)
(amber-flavor)
ARCANE CLASS
Arcane Bonus: You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
(class)
(sapphire)
(sapphire)
(sapphire)
(sapphire-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)
(emerald)
(emerald)
(emerald-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]
Thief Adept : Bonus - "Telekinetic Toolkit" Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept!
Automatic Skills: Lock Sense
[Thief Adepts are similar to rogues, except they rely on magic to enhance their roguish skills, and often focus on thievery.]
(ranger)
(ruby)
(ruby)
(ruby)
(ruby-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)
(obsidian)
(obsidian)
(obsidian)
(obsidian)
(obsidian)
(obsidian-flavor)
(obsidian-flavor)
(obsidian-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]