Post by Ellis Strata on Jan 16, 2016 2:32:03 GMT -5
State:
Sasha Moenbryda(NPC Bodyguard / PoN) - Ruby Shield - Combat/Fighter, Combat/Knight - 2d80 - 59 HP (7 End, 7 Wlp, Diehard) - 10 DDC - Weakness: None - Flaws: Dislike of Nobility, Distinctive, Musclebound
Vitals
Name: Sasha Moenbryda
Screen Name: swordofatrophy
Alignment: Chaotic Good
Race: Human
Size: Medium
Racial Weakness: None
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'4" 205, White/Blue Hair, Blue eyes, Piercings: Nipples, ears, naval, Tattoos: K in a heart (left breast), Axe flanked by phoenix wings on her midriff, the crest of Grimsby with a lipstick print on her left buttock.
Sasha is a tall, very taciturn woman with a muscular build and a stoic look. She's lean, with very long legs, a large bust, and a brand tattoo on the side of her neck, indicating she was once a brothel worker. She has latent scars on her back from events she refuses to talk about.
Personality:
Sasha was a commoner, growing up poor in Navahla, fighting for each scrap of food and each coin for clothes and a place to sleep for her and her three sisters. Sasha was only 6 when her parents left, leaving her to care for a 4, 3 and 2 year old respectively in an orphanage in town. The treatment was terrible, and once she was 15, the quatro escaped, living off the streets. Sasha turned to selling her body, eventually becoming a brothel worker at Mama K's. until a customer tried to stiff another girl and she broke both his arms. She shifted from worker to 'security'. Eventually, she was hired by the Duke of Grimsby to be a consort and babysitter to his nephew, Thancred, when the boy was just 3. Now that he's a man, she protects him.. and annoys him.
Languages: Common, Sark, Common Gutterspeak, Commonsign
Country of Origin: Sarkotos
Chosen Deity: None
Storyline: Obsidian Heart Adventuring Company (NPC bodyguard)
Classes and Professions.
Primary Class: Combat
Class Bonus: Combat Affinity: Fighting Style: Marauder, 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!
Primary Profession: Fighter
Class Skill: Fighter's Weapon - +3 to strike and damage with favored weapon - Greataxe
Secondary Class: Combat
Class 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!
Secondary Profession: Knight
Class Skill: "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Traits
Strength [12]
Quickness [0]
Endurance [7]
Willpower [7]
Intelligence [0]
Perception [5]
Charisma [0]
Skills.
Racial Skills
(racial) 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.
(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.
Emerald - 22
(racial) 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.
(flaw) Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Class/Profession Skills
(combat) Combat Affinity: Master of a fighting style, can use combat maneuvers. Style: Marauder
(combat) Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
(topaz - fighter bonus) Undeniable: It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is no where to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
(ruby - knight bonus) Born by the Blade: The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3. This is a constant effect skill.
Flavor Skills
(flavor crystal) 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.
(flavor crystal) Daredevil Athlete: You are capable of pulling off amazing stunts. Three times per day, you can immediately gain a +5 bonus on a single Acrobatics or Athletics, Escape or Ride check. Must be stated BEFORE you roll for check.
(flavor crystal) Delay Pain: You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
(flavor topaz) Don Armor: You are adept at donning and removing armor in a very short period of time, allowing you to react quickly to enemies who attack camps and other places of rest or to remove your armor quickly when the need calls for it. If forced to do so in combat, it takes one round to don medium armor, and two rounds to don heavy armor. Removing medium armor in combat is a free action, removing heavy armor takes one round.
(flavor amber) 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.
(flavor sapphire) Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor emerald) Hard to Fool: Once per adventure, this skill allows the thief adept to roll twice while making an Insight check, and can take the better result. You must choose to use this before you make your Insight Check roll. (V)
(flavor ruby) Drunken Fighter: A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill.
Combat Skills
(crystal) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(crystal) Compel Hostility: Whenever a creature that you can see makes an attack against one of your allies, you can instantly compel that creature to attack you instead. The original target remains unscathed, and the attack is now made against you, regardless if the strike they rolled would normally hit you or not. You cannot use any type of evade against this attack. This can be used once per combat.
(crystal) Strong as an Ox: You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
(crystal) Power Attack: This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
(crystal) Two Handed Weapon: You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus (or QCK if Dex Fighter) to your damage with a two-handed weapon. This is an innate skill.
(topaz) Armor Mastery: At Topaz rank, you may ignore the initiative penalty for Medium Armor, at Sapphire rank they may ignore the penalty for Heavy Armor.
(topaz) Parry: You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat.
(topaz) Protective Parry: Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
(amber) Fighter's 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.
(amber) One Weapon Boon: You have chosen to wield only ONE weapon (whatever that may be, such as a two-handed weapon, a two handed tech, two handed invo/evoc, or a one-handed weapon/tech/invoc/evoc causing you to only be able to enchant your primary weapon, tech, invoc or evoc double what is normally allowed. This allows you to enchant that ONE weapon that is normally allowed only five, for a total of 10 enchantment points. If it is an invoc/evoc, then that ONE that is normally allowed three, is now allowed six points of enchantment. The extra enchantment points only work if that is the only damage dealing weapon/tech/invoc/evoc of any sort or flavor you are using.
(amber) Blood Ripper: When you successfully hit an opponent who is currently at full hit points, you deal an extra 2d4 damage. This cannot be used for a non-lethal attack. You may use this skill once per combat.
(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.
(sapphire) Extension of Self: The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice.
(sapphire) No Way Out: When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
(emerald) Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.
(emerald) Blood Splattered: The first time you deal damage in a melee encounter and you are sprayed with your enemy's blood (as determined by the DM) you gain a +2 bonus to your Defense DC and Endurance Checks for one round of combat. This can be used once per combat.
(emerald) Disarm: Allows a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. Once per combat.
(ruby) Double Attack: You've become such a fluid master of weaponry that you are capable of striking faster than any normal fighter, gaining a second roll of your weapon damage each time you attack. The limit is a total of 6d, so even if you own a 4d or higher weapon, the most you can roll is 6d. This is a constant skill.
(ruby) Sunder: Once a day fighter may destroy a weapon or armor worn by a foe. The item cannot be repaired, must be bought again (legacy returns next day). Renders weapon or armor useless and therefore giving the owner of the destroyed item no boost or extra dice. The target also receives the damage from the attack. Only enchanted weapons can break enchanted items, only legacy can sunder legacy.
(ruby) Firewater Breath: If you have the Drunken Fighter skill, you can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 2d6 points of fire damage. This can be used once per combat.
(teamwork) Tag Team Fighting: If you hit an opponent with a melee attack, until your next turn, the next melee strike roll made by any ally with the Tag Team Fighting skill as well gets a +2 bonus to their strike roll against any opponent.
Skill Checks.
Spot: (PER 5) = +5
Listen: (PER 5) = +5
Search: (PER 5) = +5
Locate Traps: (PER 5) = +5
Disable Traps: (QCK 0) = +0
Lockpicking: (QCK 0) = +0
Escape: (QCK 0) = +0
Acrobatics: (QCK 0) = +0
Athletics: (END 7) or (STR 12)(Athletic 5) = +12/+17
Diplomacy: (CHA 0) = +0
Intimidation: (STR 12) = +12
Bluff: (CHA 0) = +0
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 0) = +0
Insight: (PER 5) = +5
Handle Animal: (CHA 0) = +0
Ride: (QCK 0) = +0
Swim: (STR 12) or (END 7) = +12/+7
Appraise: (PER 5) = +5
Gather Info: (CHA 0) = +0
Use Object: (QCK 0) = +0
Save against Disease/Poison: (END 7) = +7
Willpower Save: (WLP 7)(Iron Will 3) = +10
Flaws.
Dislike of Nobility: You have a dim view of the Nobility, considering them to be little more than bullies, cowards, and thieves with power and wealth. Despite the dislike and distrust, you do not necessarily make your dislike known...along with the dislike comes fear of their power that can be brought against you.
Penalty: When dealing with others who are obviously nobles (or the fact is pointed out to you), you suffer a -2 penalty to all social related rolls dealing with the person or people in question. In addition, once per game session (as applicable), the DM or another player can enforce this flaw to make you directly oppose or ignore a request or order given by a noble.
Distinctive: You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety. (Prostitute brand)
Penalty: -2 on Disguise Checks
Musclebound: You are strong, but all those muscles make it more difficult for you to move as quickly as you should.
Penalty: You can never have more than 10 Quickness.
Weaponry.
Primary Weapon: Lead-Lined Greataxe (2d10)(Paragon*2)
Enchantments: (One Weapon Boon)
Metalline ☼ ☼ ☼ ☼
The wielder can alter the composition of a metalline weapon from one kind of metal to another taking up their turn that round of combat to switch metals. For instance, a metalline bastard sword can become an adamantine bastard sword or a cold iron bastard sword.
Phantom ☼
This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Suppression ☼ ☼ ☼
A suppression weapon suppresses psionic and magical ability, a creature hit by a suppression weapon cannot use any psionic or magical skills, enchants or spells for 1d3 rounds of combat. They get a save of DC15 Willpower for each round after the first.
Defiant ☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head:
Face:
Eyes:
Neck:
Torso:
Body (Armor): +33 Ensorcelled Aurum Half Plate
Cloak:
Waist: Probability Charm [Varies]
This little charm can be worn on the wrist, on a belt, or around the neck. It enables you to roll a 1d22 for Strike instead of a 1d20, upping the probability just a little that you'll get a hit. Critical hits happen on a 22 instead of 20 while using this charm.
[Worth: 8,000gp]
Arms/Wrist: +7 Bracers (Mundane/Magic)
Hands: Fizzwinken's Heritage Regenerating Breach Ripper
These black metal armored gloves are emblazoned with the crest of Grimsby. One glove (your choice) has long, slender spikes mounted at the end of each finger that allow it to act as a spiked gauntlet (1d4). Once per combat, if used for a melee attack that hits, it also drains blood from the target to revitalize the wearer. The gauntlet heals damage for double the amount rolled for the damage it deals. I.E. if you roll your 1d4 and roll a 3, it will heal 6 damage. The non-spiked glove instead has tiny steel rings around each finger. It allows regeneration of your healing points each round of 1d4 healing points. On your turn that round, roll for your healing first then proceed. This ring also regenerates lost limbs, though it takes 24 hours for the full regeneration.
Feet:
Body Modification:
Rings: (Up to two active)
1.
2.
Inactive Rings
Ioun Stones.
Items and Gear.
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)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Rank and Statistics.
Rank: Ruby Shield
Dice: 2d80
Experience Points: Nil
Gold:
Rezzes: 5/5
Defense DC: 10 (10 + 0 Quickness)
Defense: 40 (+33 Aurum Half Plate, +7 Bracers)
Hit Points: 59 (Half Dice = 40, Endurance = 7, Willpower = 7, Diehard = 5)
Initiative Roll: +12 (Str, Muscle Reactions)
Attack - Greataxe (2d10)(Paragon *2)(Lead-Lined w/ Metalline, Phantom, Supression and Defiant)(Power Attack, Double Attack, Two Handed Expert)
Attack roll: 1d20 + 12 Str + 3 Fighter's Weapon + 2 Born by the Blade + 2 Lead-Lined
Combat Dice roll: 2d80
Weapon Damage: 4d10 + 2d4 (Full HP)
Damage Bonus: 32 = 12 Str + 12 2HE + 3 Fighter's Weapon + 5 Lead Lined
Attack Specials: Supression (casters can't use spells for 1d3 rds)
Can hit undead
Can't drop weapon
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: