Post by Original Delusion on Feb 3, 2016 21:57:42 GMT -5
Name: Shane Heirin
Screen Name: originaldelusion
Alignment: Chaotic Neutral
Languages: Common, Desertspeak (free), Elven, Hand Battle Signals
Country of Origin: Thanes
Chosen Deity: Thyshi
Race: Desertfolk
Racial Weakness (if applicable): None
Personality:
Quick look
Rank: Amber Adept
Dice: 2d50
Defense DC: 15 (10 + Quickness)
Hit Points: 25 (Half Dice = 25 , Endurance = 0, Willpower = 0, Diehard = 0)
Primary Weapon:Bladed Crossbow [1d4 melee] [1d8 ranged] Made with Dreamstone
[Shane Heirin/ Amber Adept/ 2d50/ DDC- 15/ HP-25/ Suport/ Rogue/ Dex Fighter +5 Qck/ Mutations: Absorb fire Energy to heal, Unnatural eyes ( Aura), unnatural skin ( Green), Bleeding pores, Wall Crawler, Mute, Scaled Belly]
Traits
Strength [0]
Quickness [5]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [10]
Charisma [0]
Talents
Spot: (PER 10 )(Alert 5)(Unnatural Eyes-3) = +17
Listen: (PER 10) (Alert 5)= +15
Search: (PER 10)= +15
Locate Traps: ("Trap Sense" ) = No roll needed
Disable Traps: (QCK 5)(Disable Device 5)= +10
Lockpicking: (QCK 5)(Lockpicking 5) = +10
Escape: (QCK 5)( 3/Daredevil Athlete 5)= +10/+15
Acrobatics : (QCK 5)(Acrobatics 5)( 3/Daredevil Athlete 5)= +10/+15
Athletics: (Qck 5) or (STR 0 )(Athletic 5)( 3/Daredevil Athlete 5)= +10/+15
Diplomacy: (CHA 0) = +0
Intimidation: (STR 0) = +0
Bluff: (CHA 0) = +0
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 5)(Stealth 5) = +10
Insight: (PER 10) = +10
Handle Animal: (CHA 0) = +0
Ride: (QCK 5)(3/Daredevil Athlete 5) = +5/+10
Swim: (STR 0) or (END 0) = +0
Appraise: (PER 10) = +10
Gather Info: (CHA 0) = +0
Use Object: (QCK 5) = +5
Save against Disease/Poison: (END 0) = +0
Willpower Save: (WLP 0) = +0
Primary Class: Support
Class Bonus: 2 Free Support Skills
Primary Profession: Rogue
Profession 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.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Mutations
Absorb Fire energy to heal - Fire aspected energy restores health rather than damages. (Innate fire is the combat dice roll, flaming weapons you recover the weapon damage)
Unnatural Eyes - Your eyes have difficulty judging distance because of the shifts in their aura. You suffer a -2 to all ranged strike rolls and a -3 to all spot checks at a distance of more than 50'
Unnatural skin (Green) - You are part plant! Or at least your skin is. When in direct sunlight, you gain 1.5x the HP from any healing.
Bleeding Pores - Too much strenuous activity and the blood loss becomes too much. After 3rds 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 stick to walls and have no need for tools or a climb check for climbing distances of less than 100'
Mute - You can't speak, and therefore cannot use skills or spells that require the use of speaking.
Scales across stomach- Soft like a Snake underbelly
Crystal
Racial Skill: Heat Endurance- All desertfolk gain a +5 DEF against fire damage, and never succumb to heat related environmental issues.
Racial Skill: Sun-Hardened Skin- A desertfolk's skin has grown rough and thickened from the heat of the desert sun. This gives the desertfolk a natural +3 DEF. At Emerald it is +4, at Obsidian it is +5.
Racial Skill: Alert
Flavor: 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: 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: Ear to the Ground- By lying down and placing your ear to the ground you are able to identify the location and distance of creatures in contact with the ground for a range of 30 feet.
(support) Artisan Crafting (c: Weaponsmithing)(t: Armorsmithing)
(support) Acrobatic
1. Athletic
2. Combat Affinity
3. Dexterous Fighter
4. Cheat Death
5. Dirty Trickster
(teamwork)
Topaz
Flavor: Knowledge (c: Region: Scarred Lands)(t: Nature )
(Rogue) Disable Device : This gives a rogue a +5 to Rogue checks made to disable a device.
1. 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.
2. Knock Out Blow - A rogue may use their Primary Strike to knock out an opponent for one round only, once per combat, instead of dealing damage if they are successful in hitting their target.
3. Stealth : This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character.
Amber
Flavor:Casing the Joint : Allows a rogue to view a building from every vantage point for one hour's time, and they are able to get a good idea of the layout inside.
1. Immunity to Charm:You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
2. Advantageous Avoidance: You have a knack for ducking, darting and rolling out of the way at just the right moment, allowing you to evade half damage of an attack, once per combat.
3. Lockpicking: You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
Weapons with dice effects / enchantments:
Primary Weapon:Bladed Crossbow [1d4 melee] [1d8 ranged] 5,000gp made with dreamstone
This light crossbow is crafted entirely from metal to make it as strong as possible. A small blade sits beneath the prod, allowing a character to use this as a melee tool as well. A bladed crossbow functions as a dagger when wielded in melee.
Dreamstone looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. Dreamstone is lighter than iron, yet just as strong. Weapons made of dreamstone weigh half as much as normal, and gain a +1 Strike against constructs, magically created undead, and summoned creatures.
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: Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
Neck:
Torso/Body:
Armor: Wasteland Wraps +10 DEF
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist:
Hands: Beast Claws [Hands]
These spiked gauntlets fit a medium humanoid. They sport claws at the end of the gauntlets and do slashing damage of 1d4 for each hand. This cannot be stacked with any skill that gives claw damage.
[Worth: 1,500gp]
Feet:
Body Mod:
Rings: (Up to two active)
1.
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)
-- Bedroll
-- Belt Pouches
-- Backpacks
-- Burlap Sacks
-- Bell
-- Bullseye Lantern
-- Compass
-- Fishnet
-- Flint & Steel
-- Mess Kit: bowl, plate, fork, spoon, and cup
-- Sewing Needle
-- Soap
-- Spyglass
-- Tools such as hammer, shovel, spade etc.
-- Unlit Torches
-- Waterskins
-- Whistle
-- Slate Board: For writing on with chalk.
-- Chalk