Post by colin on Jan 5, 2016 19:57:40 GMT -5
Colin Andrew Wayne
" What d'ya think, Darlin?"
+Colin/Amber Adept/2d50/35HP/DDC 16/ Support/ Charmer/Weakness- silver/Aggressive Defense +5 Dmg Absorb/ Brawn- Topaz +2 HP/ Self healing -14/ Flaws- Chivalrous Courtesy, Favorite Target, Intolerance (Senseless arguing)+
Name: Colin Wayne
Alignment: Neutral
Race: Lycan (bear)
Size: Medium
Racial Weakness: Silver
Languages: Common, Feral (free)
Country of Origin: Offworld
Storyline: Obsidian Heart
Primary Class: Support
Class Bonus: ( 2 free support skills) Self Healing (Topaz - 14) , Athletic - +5 to all Athletics Checks.
Profession ( Primary) Charmer
Bonus - "Silver Tongue" 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.- Anything You Want- 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
Profession ( Primary) Charmer
Bonus - "Silver Tongue" 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.- Anything You Want- 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
Rank: 100/Amber Adept
Dice: 2d50
Defense DC: 10 (10 + 6 Quickness)
Hit Points: 35 (Half Dice = 25 , Endurance = 3, Willpower = 2, Diehard = 5)
Traits
Strength [0]
Quickness [6]
Endurance [3]
Willpower [2]
Intelligence [0]
Perception [0]
Charisma [5]
Talents
Spot: (PER )(Alert 5 ) = +
5
Listen: (PER )(Alert 5) = +
5
Search: (PER )= +
5
Locate Traps: (PER ) = +
5
Disable Traps: (QCK 6 ) = +
6
Lockpicking: (QCK 6 ) = +
6
Escape: (QCK 6) = +
6
Acrobatics: (QCK 6)(Acrobatic 5)= +
11
Athletics: (Qck 6) or (STR 0 )(Athletic 5) = +
11
Diplomacy: (CHA 5)( Silver Tongue 5)= +10
Intimidation: (STR 0) = +0
Bluff: (CHA 5)(Silver Tongue 5) = +10
Disguise: (CHA 5) = +5
Stealth (Hide, Move Silent): (QCK 6) = +
6
Insight: (PER 0)( I notice everything 5) = +5
Handle Animal: (CHA 5) = +5
Ride: (QCK 6) = +
6
Swim: (STR 0) or (END 3) = +
3
Appraise: (PER ) = +
0
Gather Info: (CHA 5) = +
5
Use Object: (QCK 6) = +
6
Save against Disease/Poison: (END 3) = +
3
Willpower Save: (WLP 2) = +2
Talents
Spot: (PER )(Alert 5 ) = +
5
Listen: (PER )(Alert 5) = +
5
Search: (PER )= +
5
Locate Traps: (PER ) = +
5
Disable Traps: (QCK 6 ) = +
6
Lockpicking: (QCK 6 ) = +
6
Escape: (QCK 6) = +
6
Acrobatics: (QCK 6)(Acrobatic 5)= +
11
Athletics: (Qck 6) or (STR 0 )(Athletic 5) = +
11
Diplomacy: (CHA 5)( Silver Tongue 5)= +10
Intimidation: (STR 0) = +0
Bluff: (CHA 5)(Silver Tongue 5) = +10
Disguise: (CHA 5) = +5
Stealth (Hide, Move Silent): (QCK 6) = +
6
Insight: (PER 0)( I notice everything 5) = +5
Handle Animal: (CHA 5) = +5
Ride: (QCK 6) = +
6
Swim: (STR 0) or (END 3) = +
3
Appraise: (PER ) = +
0
Gather Info: (CHA 5) = +
5
Use Object: (QCK 6) = +
6
Save against Disease/Poison: (END 3) = +
3
Willpower Save: (WLP 2) = +2
(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.
(racial) Bestial Fury - +5 Dmg when shifted.
(racial) Claw Strike [1d4]
(flavor crystal) Knowledge - (c: Architecture & Engineering)(t: Dungeoneering)(a: Religion)
(flavor crystal) Low-Light Vision - See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
(flavor crystal) 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.
(crystal) Acrobatic - +5 to all Acrobatics Checks
(crystal) 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.
(crystal) Alert - +5 to Spot and Listen Checks.
(crystal) Razor tusk [ 1d4]
(crystal) Diehard
(Flaw) Artisan Crafting -(c: Ship Building) (t: Ship Armaments)(a: Masonry)
(Flaw) Artisan Crafting -(c: Ship Building) (t: Ship Armaments)(a: Masonry)
(teamwork) OPEN
(Flavor -t) Aura of Lust - You are a minx of a man and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
(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.
(Topaz) 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.
(Flavor -t) Aura of Lust - You are a minx of a man and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
(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.
(Topaz) 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.
(Topaz) Off-Hand Tactics -
EAR SLAP: As an off-hand attack, you smack your target in the ear on the side of the helmet. If your Strike is successful, your target is deafened for 1 round. You cannot ear slap a creature more than two size categories larger or smaller than you. Creatures with no discernible anatomy are immune to ear slap.
EYE GOUGE: As an off-hand attack, you rake your opponent’s eyes. If your Strike is successful, your target is blinded for 1 round, and cannot make attacks unless they have blindfight. You cannot eye gouge a creature more than two size categories larger or smaller than you. Creatures with no discernible anatomy are immune to eye gouge.
GRAB AND STAB: As an off-hand attack, you pull your target towards your waiting blade. If your strike is successful, you may add in half your Strength (or QCK if you are using Dexterous Fighter) as additional damage. You cannot grab and stab a creature more than two size categories larger or smaller than you.
GRASP: As an off-hand attack, you grab hold of your opponent’s armor, clothes, or body, limiting how and where it can move. If your Strike is successful, your opponent cannot leave your natural reach. You maintain this grasp as your attack action until either you release your opponent or your target breaks free from your grasp. Every round your opponent may make an Escape Check of DC10 + Your Strength. You and your target continue to act normally otherwise. You are not considered grappled when grasping.
HEART PUNCH: As an off-hand attack, you aim to stop your opponent’s heart with a punch in the chest. If your Strike is successful, your target is dazed for 1 round. Creatures with no discernible anatomy are immune to heart punch.
SMACK: As an off-hand attack, you slap your opponent’s face. If your Strike is successful, your opponent suffers a -2 Strike penalty to attack anyone other than you on its next turn. Smack is a mind-affecting effect.
(Amber-F) 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.
(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.
COMBAT - Extra 1d
(Amber) Ultimatum : By pitting his will against an opponent’s, the werebear may reduce his enemy’s actions to two options. (“Fight me now or flee like a rabbit!”) The werebear must get the opponent’s attention. The two then engage in an opposed Willpower roll. Success means that the werebear may present the enemy with two options and the opponent may take no action not specified by the werebear. The werebear cannot make one or both demands clearly suicidal to his opponent. This can be used once per day.
(Amber) Thick Skull: You are such a powerhouse that you can headbutt an armored foe and feel nothing. You gain the ability to use a headbutt with any other unarmed attack once per combat that deals 1d5 extra damage.
COMBAT
Flaws - Chivalrous Courtesy, Favorite Target, Intolerance (Senseless arguing)
EAR SLAP: As an off-hand attack, you smack your target in the ear on the side of the helmet. If your Strike is successful, your target is deafened for 1 round. You cannot ear slap a creature more than two size categories larger or smaller than you. Creatures with no discernible anatomy are immune to ear slap.
EYE GOUGE: As an off-hand attack, you rake your opponent’s eyes. If your Strike is successful, your target is blinded for 1 round, and cannot make attacks unless they have blindfight. You cannot eye gouge a creature more than two size categories larger or smaller than you. Creatures with no discernible anatomy are immune to eye gouge.
GRAB AND STAB: As an off-hand attack, you pull your target towards your waiting blade. If your strike is successful, you may add in half your Strength (or QCK if you are using Dexterous Fighter) as additional damage. You cannot grab and stab a creature more than two size categories larger or smaller than you.
GRASP: As an off-hand attack, you grab hold of your opponent’s armor, clothes, or body, limiting how and where it can move. If your Strike is successful, your opponent cannot leave your natural reach. You maintain this grasp as your attack action until either you release your opponent or your target breaks free from your grasp. Every round your opponent may make an Escape Check of DC10 + Your Strength. You and your target continue to act normally otherwise. You are not considered grappled when grasping.
HEART PUNCH: As an off-hand attack, you aim to stop your opponent’s heart with a punch in the chest. If your Strike is successful, your target is dazed for 1 round. Creatures with no discernible anatomy are immune to heart punch.
SMACK: As an off-hand attack, you slap your opponent’s face. If your Strike is successful, your opponent suffers a -2 Strike penalty to attack anyone other than you on its next turn. Smack is a mind-affecting effect.
(Amber-F) 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.
(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.
COMBAT - Extra 1d
(Amber) Ultimatum : By pitting his will against an opponent’s, the werebear may reduce his enemy’s actions to two options. (“Fight me now or flee like a rabbit!”) The werebear must get the opponent’s attention. The two then engage in an opposed Willpower roll. Success means that the werebear may present the enemy with two options and the opponent may take no action not specified by the werebear. The werebear cannot make one or both demands clearly suicidal to his opponent. This can be used once per day.
(Amber) Thick Skull: You are such a powerhouse that you can headbutt an armored foe and feel nothing. You gain the ability to use a headbutt with any other unarmed attack once per combat that deals 1d5 extra damage.
COMBAT
Flaws - Chivalrous Courtesy, Favorite Target, Intolerance (Senseless arguing)
Ensorcelled Aurum Heraldic Coin [Armor] +23 Mundane/ Magic Def
Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
Shapeshifter's Medallion [Ring]
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
[Worth: 10,000gp ]
This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
[Worth: 10,000gp ]
Amulet of Bullet Protection [Neck]
This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a bonus of +2 to their Defense DC once per combat, against firearm attacks.
[Worth: 6,000gp]
Backpack of Holding
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 30 pounds in weight. The large central portion of the pack can contain up to 150 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. Also, when the wearer reaches into it for a specific item, that item is always on top. This gives 10 extra magic item slots.
[Worth: 6000gp ]
+Magic Bedroll 500gp
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
[Slot: Gear]
+ Moonglobe Flashlight 500gp
This magical flashlight has three options. One click allows for a flashlight, another click and the glowing rod portion lights up, another click and it pulses, good for warning lights. Five inches long, easily attached to a pack. Gives off a soft light akin to moonlight.
[Slot: Gear]
Combat Manuevers
*Attacks
Save: Yes (One-time attack) Crystal and Topaz: +4
Boar Ferocity: Your flesh-ripping unarmed strikes are terrifyingly ferocious. This grants a one-time bonus to your attack.
*Attack Enhancer
Save: No - Crystal: 1 Round, 1d3 Damage
Brutal Combatant: By channeling your inner power, you can put more oomph behind your attacks, making you brutal in combat and gaining extra damage.
Strengthen: Hit Points
Save: No -Crystal: 2 Hit Points
Brawn: You are able to withstand more damage than normal.
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.
*Evades
Save: No - Crystal and Topaz: Evade 1/4 Dmg
Combat Evasion: You are skilled at deflecting the attacks of your enemies. When you use this maneuver, you evade the damage of one attack.
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 30 pounds in weight. The large central portion of the pack can contain up to 150 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. Also, when the wearer reaches into it for a specific item, that item is always on top. This gives 10 extra magic item slots.
[Worth: 6000gp ]
+Magic Bedroll 500gp
This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
[Slot: Gear]
+ Moonglobe Flashlight 500gp
This magical flashlight has three options. One click allows for a flashlight, another click and the glowing rod portion lights up, another click and it pulses, good for warning lights. Five inches long, easily attached to a pack. Gives off a soft light akin to moonlight.
[Slot: Gear]
Combat Manuevers
*Attacks
Save: Yes (One-time attack) Crystal and Topaz: +4
Boar Ferocity: Your flesh-ripping unarmed strikes are terrifyingly ferocious. This grants a one-time bonus to your attack.
*Attack Enhancer
Save: No - Crystal: 1 Round, 1d3 Damage
Brutal Combatant: By channeling your inner power, you can put more oomph behind your attacks, making you brutal in combat and gaining extra damage.
Strengthen: Hit Points
Save: No -Crystal: 2 Hit Points
Brawn: You are able to withstand more damage than normal.
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.
*Evades
Save: No - Crystal and Topaz: Evade 1/4 Dmg
Combat Evasion: You are skilled at deflecting the attacks of your enemies. When you use this maneuver, you evade the damage of one attack.