Post by R U B Y on Feb 3, 2016 19:25:53 GMT -5
Name: Ruby Corbeau
Screen Name: dolentraven
Alignment: Chaotic Evil
Race: Scarred Lycan (Corax)
Racial Weakness: Gold x2
Languages: Common, Feral, Elvish, Eirchaic
Country of Origin: Scarred Lands
Mutations:
Unnatural Eyes (Red): You have an innate heat sense, and can see warm blooded creatures within 60 feet (except through metal and stone).
Needle-like Teeth: They are off setting, you suffer a -4 to diplomacy or Gather Info checks, and any potion or item you try to imbibe yourself suffers a 10% chance of being ruined by your teeth before having any effect.
Bleeding Pores: Too much strenuous activity and the blood loss becomes too much. After 3 rds of combat (your 4th turn), you suffer 1 HP damage unless you rest to stop the bleeding. Each turn after, you suffer 1 additional damage (cumulative).
Wall Crawler: You can scale surfaces of up to 100 feet straight up without a climb check or any equipment.
Description:
Height: 5'4"
Weight: 89lbs
Complexion: Pale
Hair: Black
Notable: Beauty Mark on Chin
Flaws:
Bad Reputation
[You have a reputation that angers or frightens people. Examples include being unlucky, petty, or cruel. The reputation may or may not be accurate, but in either case, word travels faster than you do.
Penalty: You suffer a -2 penalty to all Charisma-based checks. In addition, when checks are made to influence NPC attitudes, you can never attain a rating higher than Friendly, no matter how well you roll or how long you've known someone.]
Bad Seed
[It's hard to be good when you're tainted by evil, you find it hard to resist the dark side.
Penalty: You take a -2 to any magical save from an evil aligned creature or person. ]
Frail
[Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin.
Penalty: You may not take any skills or items that build up your hit points. You always only have half your dice + END + WLP as your hit points. You cannot use temporary hit points either, even from spells.]
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Primary Profession: Ranger
Prof Bonus: "Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Secondary Class: Support
Class Bonus: 2 Free Support Skills
Flavor Skills:
(flavor crystal) Knowledge (c: Region: Scarred Lands, t: Monster Lore, a: Mythology, s: Botany)
(flavor crystal) Incredible Insight
(flavor crystal) Polylingual
(flavor topaz) Live off the Land
[You are able to live off the land, finding food, water, and knowing survival techniques to exist in the wilderness for yourself and up to 2 others. This allows you to use hunting to provide rations for you and your companions.]
(flavor amber) Beastspeak
(flavor sapphire) Favored Terrain (c: Wasteland, s: Mountains, o: , d: )
[+4 to Stealth, Spot, Listen, Athletics and Nature]
Life Skills:
(racial) Shapeshifting
(racial) Darksight
(crystal) Alert
(topaz) Native Terrain (Wasteland)
[ALL rolls receive a +1 bonus.]
(amber) Agile Athlete
[Use QCK for Athletics STR based checks]
(support) Iron Will
[+1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian.]
(support) Stealth
[+5 Stealth Rolls]
(sapphire) Healing Shift
[When you shift from one form to another, you are able to heal yourself of all damage, once per day.
Low Light Vision
Silent Tracker
Crafting Skills:
(flaw) Artisan Crafting (c: Bowyer/Fletcher, t: Leatherworking, a: Seamstress, s: Weaponsmithing)
[10CP Week]
(crystal) Alchemy
Combat Skills:
(racial) Bestial Fury
(combat) Combat Affinity
(crystal) Combat Marksman
(crystal) Point Blank Shot
[+1 to damage. Amber +2, at Emerald +3, at Ruby +4 and at Obsidian +5, Diamond +6. This is a constant skill.]
(crystal) Pin Up
[This skill allows you to pin a target to a wall or other structure with a thrown or ranged weapon. The target must be within 5 feet of a structure or wall and wearing clothing that can be suitably pinned. You must use a weapon that can feasibly pin someone such as a dagger, knife, spear, axe, arrow etc. You must make your Ranged Strike against their Defense DC, if you do the weapon pins the target's clothing to the wall. There is no damage, and the target must take one round to pull himself free of the wall. ]
(teamwork) Coordinated Fire
[You and an ally gain damage bonuses on ranged attacks. If you hit an opponent with a ranged attack, until your next turn, the next successful ranged attack made by any ally with the Coordinated Fire skill against the same opponent deals +5 damage. This can be used once per combat.]
(ranger) Correcting Aim
[+2 Strike round after you miss, same target]
(topaz) Hunter's Shot
[1/combat ignore natural armor.]
(topaz) Eagle Eye
[Point Blank Shot at a short distance.]
(amber) Point Blank Master
[You now gain a +1 boost to strike. At Ruby it is +2, and at Obsidian it is +3.]
(amber) Oaken Strength
[Double Roll]
(sapphire) Swaying Willow
[Reflect]
(sapphire) Meteor Shot
[You are able, once per combat, to fire an arrow towards an enemy before they even have a chance to notice you are aiming at them. Their Defense DC is 10, and they may not attempt any action such as an evade, reflect, counterattack against the shot as they are completely unprepared. They may use any defenses such as armor.]
Ranger's Boon
[+3 dmg, +2 Strike]
Hidden Sniper
Ranged Sniper
Ranged Throat Threat
Advanced Crafting
Sharpshooter
Push to the Limit
Deduction (Emerald)
Strength [0]
Quickness [12]
Endurance [3]
Willpower [2]
Intelligence [0]
Perception [4]
Charisma [0]
Rank: Sapphire Marshal
Dice: 2d66
Defense DC: 22
Hit Points: 38 (Frail)
Initiative: (Qck 12, Native Terrain 1) = +13
Magic Save: (WLP 2, Iron Will 2, NaT 1) = +5
Spot: (Alert 5, Per 4, Native Terrain 1) = +10 (FaT 4) = +14
Listen: (Alert 5, Per 4, Native Terrain 1) = +10 (FaT 4) = +14
Insight: (Incredible Insight 5, Per 4, NaT 1) = +10
Knowledge: (Knowledge +10, NaT 1) = +11
[Region: Scarred Lands; Monster Lore; Mythology; Nature]
Knowledge (Nature) (Knowledge +10, NaT 1) = +11 (FaT 4) = +15
Diplomacy: (Needle Teeth -4, NaT 1) = -3
Gather Info: (Needle Teeth -4, NaT 1) = -3
Acrobatics: (QCK 12, NaT 1) = +13
Athletics: (Agile Athlete QCK 12, NaT 1) = +13 (FaT 4) = +17
Stealth: (QCK 12, Stealth 5, NaT 1) = +18 (FaT 4) = +22
Ruby Corbeau, Sapphire Marshal, 2d66, DDC22, 38 Hit Points (Frail), Combat/Ranger/Support, Flaws: Bad Reputation, Bad Seed, Frail, Weakness: Gold x2, Mutation Weaknesses: Needle-Like Teeth, Bleeding Pores, Teamwork: Coordinated Fire