Post by Nikolai on Feb 21, 2016 23:15:57 GMT -5
n a m e: Nikolai Ruslan
p e t n a m e s: Nik, Niko, Kol depending on who is speaking to him.
a l i g n: CN
r a c e: Human
l a n g u a g e s: Common, Cold Tongue, Rumeric, Bestial
b i r t h p l a c e: Rumeria
t r i b e: Crowheart
a g e: 29
d e s c r i p t i o n
6'4" Tall
Brown Hair
Amber Eyes
Athletic, Muscular Form
Scarred
d e i t i e s
Anek
Zumyan
f l a w s
Docile to Magic [-2 Spells/Magic]
Killing Hands [no non-lethal]
Vice [10% less gold]
p r i m a r y c l a s s: Combat
b o n u s: Extra 1d, 1/combat
p r i m a r y p r o f: Swordmaster
b o n u s: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is).
s e c o n d a r y c l a s s: Support
b o n u s: 2 free skills
s e c o n d a r y p r o f: Healer
b o n u s: double healing points
r a n k: Ruby Shield
d i c e: 2d80
r e z z e s: 4/5
d d c: 22
h p: [40 + 3 End + 1 Wlp + 5 Diehard] = 49
i n i t: +12
s t a t e: Niko Ruslan | Swordmaster | Ruby Shield | 2d80 | 49hp | ddc22 | tw: tribe mentality | flaws: docile to magic, killing hands, vice (10% less gold)
t r a i t s
Strength [0]
Quickness [12]
Endurance [4]
Willpower [3]
Intelligence [0]
Perception [5]
Charisma [7]
t a l e n t s
Spot [Alert 5, Per 5] = +10
Listen [Alert 5, Per 5] = +10
Search [Per 5] = +5
Acrobatics [Acrobatics 5, Qck 12] = +17
Athletics [Agile Athlete Qck 12] = +12
Handle Animal
Ride
+[Daredevil Athlete / 3/day / Acro, Athl, Escape, Ride / +5]
+[Nimble Feet / 1/adventure can cross treacherous surface, no Acro]
+[Horse Whisperer]
t a c t i c s
Intimidate
Diplomacy
+[Winning Smile]
Endurance [End 4] = +4
Willpower [Iron Will 3, Wlp 3, Docile to Magic -2] = +4
+[Heartening Laugh / +5 Willpower Saves]
s k i l l s
(racial) Versatility
(racial) Acrobatics
(racial) Alert
(flaw) Diehard
(combat) Combat Affinity
(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) Horse Whisperer
You are able to urge horses and ponies to their best performance, to calm them when they are agitated, and allow them to accept you as a rider. You receive a +5 to Handle Animal and Ride checks concerning horses, ponies, mules or donkeys. In addition, any animal you are riding gets a +5 to Acrobatics if needed.
(flavor crystal) Nimble Feet
You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.
(crystal) Equipment Tricks
You must choose a piece of equipment (sunrod, cloak, shield, blade scabbard, rope), and you become proficient in a trick with that equipment. When you take this skill, choose 1) your piece of equipment, and then 2) pick which trick you wish with that equipment. Make sure you meet the prerequisites for the trick you choose. At Topaz, you may choose a FLAVOR trick, at Amber you may choose a second trick (either with the same piece of equipment or a new one). At Sapphire another FLAVOR trick, at Emerald a third trick, at Ruby another FLAVOR trick, and at Obsidian a fourth. So by Obsidian you should have FOUR tricks, and THREE Flavor tricks.
ROPE & CLOAK
1) (ROPE) Tangle: You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged strike, the target becomes entangled for one round. It can cut or burst the rope, or escape with a DC15 Escape check. The rope must be unsecured to use this trick.
F) Knotted Weapon: You can use a knotted length of rope as a two-handed weapon (much like a spiked chain) that inflicts bludgeoning damage of 2d4.
2) (CLOAK) Cloak Defense: You are able to use your cloak to make it more difficult for your foes to hit you. If you have a free hand, you can hold it before your chest like a curtain, making it difficult for enemies to read what you are planning to do next. Your cloak grants you a +1 bonus to your DDC for one round. If you are in total defense mode that round (making no attacks of any sort), your cloak's shield bonus improves to +2.
F)Glide: By gripping the edges of your cloak, you are able to glide for short distances or slow your fall from heights.
3)
F)
(crystal) Acrobatic Backstab
Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
(crystal) Dexterous Fighter
(crystal) Sidestep || Evade
(crystal) Mounted Combat
You can fight melee while astride your mount and do not need to take any checks involved in doing so. Without this skill, if you fight while mounted, you must make a Ride check after each attack. Failure means you take the damage instead of your opponent as you fall off your horse, possibly onto your own blade! This is an innate skill.
(flavor topaz) Track (v)
You can follow the trails of creatures and characters across most types of terrain if they leave some sort of trail. Rangers get this skill from their profession.
(topaz) Pin
This allows a Swordmaster to corner a target by making a rapid series of whirling attacks or threatening gestures, thus restricting the target's movement. This causes the target to only be able to attack the Swordmaster, and no other allies. This lasts for one round, or when the Swordmaster moves away, whichever comes first. The territory must be suitable for this to work, in other words, if you are on a vast field it would not work; an alleyway, it would.
(topaz) Animal Companion
(topaz) 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.
(swordmaster) Quickstep || Evade
(flavor amber) Winning Smile
The Winning Smile skill allows a Swordmaster to appear more attractive to a member of the opposite sex. Depending on the target’s sexual preference, this skill may also work on characters of the same gender. This gives the Swordmaster a +5 to any social checks made upon the target, such as Diplomacy, Bluff, and Gather Information.
(amber) Bonded
You and your pet act as one mind in two bodies, enjoying symmetry in battle, making it easy for you to keep your opponents off balance. Whenever you and your pet attack the same target in the same round, you both gain a +1 to Strike and Damage rolls that round. Also, if you are firing into melee and your pet is the only ally currently in combat with the target, you do not need 'combat marksman' to not hit your pet.
(amber) Einhander
You have chosen to use a one-handed weapon, with nothing in your off hand. If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand, the Einhander skill grants you access to three special tactics, you may choose ONE of these three tactics to use once per combat (or as stated, since if you choose Narrow Profile it has unlimited use).
Narrow Profile: You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense rather than offense. You gain an additional +2 bonus to your Defense DC if you choose to defend yourself (or others) during a round of combat. You cannot make any attacks this round, but you may defend yourself including evades, reflects, and other defensive moves. There is no limit on how many rounds you may use this tactic as long as you are not making any attacks.
Off-Hand Balance: You use your off hand to balance yourself while fighting. After you successfully strike an opponent, you may evade any attacks from that opponent for one round of combat. When you flip and roll out of harm's way, you use one hand to keep your balance and your other hand to keep your weapon trained on your foe.
Off-Hand Swap: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue to press the attack. When you use this tactic, you gain an extra 1d to your weapon dice, so for instance a sword that does 1d6, will now do 2d6 damage.
(amber) Mounted Dodge || Evade on horse
(flavor sapphire) First Impression
This skill allows a Swordmaster to favorably impress someone he has just met for the first time. An opposed roll is made, the Swordmaster adding their Charisma Bonus to their roll, and if he the target character’s attitude improves towards the adept by one degree; for example, a Neutral character becomes Friendly, an Unfriendly character becomes Neutral, and so on. The new attitude may be changed for better or worse through future interactions, but reverts back to the original within 6 hours. Any openly hostile act the Swordmaster commits against the impressed character immediately erases the impression. This may only be used once against any given character.
(sapphire) Protective Talons
Vigilantly circling overhead, your pet may swoop down and snare ranged weapons just before they strike you. If your pet is within five feet of you when you are attacked by a ranged weapon, it may attempt to grab or knock the weapon off course. Roll Strike for your pet, and if they make strike the weapon is grabbed or knocked off course and you take no damage. This can be used once per combat.
(sapphire) Vital Strike || Double Roll
(sapphire) Roundel || Reflect
(support) Heartening Laugh
A Swordmaster is able to support friendly characters against fear and intimidation attempts by spending a round directing a booming, mocking laugh at his opponents. This gives all allies a +5 to Willpower Checks. The effect lasts for a number of rounds equal to the Swordmaster's Charisma bonus and may be used once per combat.
(support) Agile Athlete
You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is an innate skill.
(flavor emerald) Graceful Exit
This is very similar to "Live to Fight Another Day" except that the Swordmaster is such a charming, engaging creature that his allies find no fault or cowardice in his actions if they would normally do so. In fact, they may even pat him on the back and congratulate him for his prowess on the battlefield, even if he withdraws from the combat.
(emerald) Rake's Fortune
Swashbucklers and swordmasters tend to be extremely skilled and lucky individuals. Once per day, you may re-roll any dice roll. The character must take the result of the re-roll, even if it's worse than the original roll. At Emerald rank, the character may take the best roll out of the the two rolls. At Obsidian, you may use this skill twice per day.
(emerald) Blindfight
(emerald) One Weapon Boon
Can enchant weapon wtih 10 points.
(flavor ruby)
(ruby) Whirlwind
This allows a Swordmaster to strike 1d4 additional targets in one round with one attack. The other targets takes the same amount of damage you've rolled for the first.
(ruby) Status Debuff
This allows you to remove status effects such as stun, paralyzation, or other types of holds from their allies. A person with this skill may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed to debuff. You may not use this on yourself.
(ruby) En Garde!
You are amazing at dueling with your foes. Once per combat, if you pass your strike against a target, you may either deny them a counterattack, or they are forced to drop whatever is in their hands - be it weapon, wand, or other item. You still make a normal attack and they take damage. Choose one (no counter or drop item), and this can only be used once per combat.
(healer) Healing Affinity
26 Heal Points
(healer) Diagnose
The Diagnose skill allows a healer to determine if a subject is afflicted with any diseases or internal injuries, and to check the general state of the subject’s health. You are able to detect any injuries, diseases, poisons, illnesses or other afflictions affecting the subject, as well as know how close to death they may be (hit points). This is a constant skill.
(teamwork) Tribe Mentality
You and your allies grant each other mental strength. Both you and your ally must have this skill. When you are both simultaneously subjected to the same enchantment or mind affecting compulsion or effect, you both roll saves and you can use either result.