Post by Connor Sleight on Feb 23, 2016 11:10:53 GMT -5
Alias: Connor Sleight
Name: Ap'zen Shufan Eladmarye
Alignment: Chaotic Neutral
Race: Wild Elf
Racial Weakness: None
Languages: Common, Elven, Undercommon, Orcish, Thieves Tongue
Country of Origin: Unknown
Rank: Ruby Warrior
Dice: 2d82
Hit Points: 56
Defense DC: 20
Experience: 608
Gold Pieces: 46,245
Reputation: 7.5 (Infamy)
Primary Class: Combat
Class Bonus: Combat 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!
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon"
- A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting. Automatic Skills: You may choose one free combat or fighter skill.
[Fighters are a broad class that include all types of fighters, usually those that use weapons, ranged or melee, of some sort; but can also include unarmed fighters.]
Secondary Class: Arcane
Class Bonus: Arcane Bonus
- You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Secondary Profession: Thief Adept
Profession Bonus: "Telekinetic Toolkit"
- Thief Adepts always have thieves' tools (+5 to Rogue checks, telekinetic tools are summoned), and also uses magic to enhance other physical abilities (+3 to athletics, acrobatics and stealth rolls.) You get the secret language, "Thieves Tongue" for free. Thieves Tongue can ONLY be understood by another Thief Adept! Automatic Skills: Lock Sense [Thief Adepts are similar to rogues, except they rely on magic to enhance their roguish skills, and often focus on thievery.]
Misfortunate (+1 Trait)
Lucky breaks are something that happen to other people. Your luck isn't terrible; you wouldn't have survived as long as you have if it were. It just isn't very good. Look at it this way: if you need some blind luck to get you out of a sticky situation, expect to be sticking around for a while. Penalty: Once per game session, the DM can cause you to automatically fail a successfully made check of any sort. This does not prevent you from retrying, if such is applicable.
Dislike of Nobility (+5 Reputation)
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. (Mister Sleight is a legitimate heir to a land and age lost.) 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 (+1 Skill)
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. One Blue Eye, One Green Eye. Flash Violet in Darkness
Penalty: -2 on Disguise Checks
Traits
Strength [ 0 ] Quickness [ 10 ] Endurance [ 5 ]
Willpower [ 10 ] Intelligence [ 0 ] Perception [ 6 ] Charisma [ 0 ]
Tactics and Talents
Diplomacy [ 13 ] Intimidation [ 0 ] Bluff [ 3 ]
Disguise [ -2 ] Stealth [ 26 ] Insight [ 5 ] Spot [ 16 ]
Listen [ 16 ] Appraise [ 6 ] Locate Traps [ 6 ] Rogue [ 18 ]
Escape [ 10 ] Gather Info [ 14 ] Knowledge [ 17 ] Ride [ 10 ]
Handle Animal [ 0 ] Use Object [ 10 ] Athletics [ 13 ] Acrobatics [ 18 ]
General Skills
Acrobatic (crystal)
- You have excellent coordination, and can take a +5 to all Acrobatics Checks. (CC)
Elven Beauty (racial)
- Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy. Prerequisite: Elven, Half-Elven or Feykin
Immunity to Sleep (racial)
- Your blood allows the act of any sleep effects to be nulled automatically.
Poison/Venom Immunity (racial)
- Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons. [DM will let you know if this is something rare or magical.] Limits: You may not take this skill if you have a racial weakness to poison/venom. (CC - Animal with natural immunity such as a snake)
Stealth (topaz)
- This skill gives you a +5 to Stealth rolls on opposed tests for someone trying to detect the character. (CC)
Alert (topaz)
- You gain a +5 to Spot and Listen Checks. (CC)
Magical Affinity (class)
- You have innate or learned magic ability. You cannot use magic in OH without this skill.
Agile Athlete (sapphire)
- 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. Prerequisites: Acrobatic, QCK 10 (CC - Acrobatic, QCK 10)
Aura of Strength (emerald)
You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill. COST: 100 XP, Story of at least 300-500 words, Emerald Marshal Rank, Reputation 20.
Combat Skills
Acrobatic Backstab (crystal)
- 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. (CC) Prerequisites: Acrobatic COMBAT
Blindfight (crystal)
- 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 fight without seeing your foes. Prerequisite: Combat Class or Rogue Profession Only (CC)
Dual-Wield (crystal)
- You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill. *Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. You divide your damage in half, and add one weapon's damage to one and one weapon's damage to the other.
Dexterous Fighter (flaw)
- 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. COMBAT
Chink in the Armor (amber)
- You are adept at slipping a weapon between armor plates or into seams, allowing you one melee attack per combat that disregards the mundane defenses of your target. Prerequisites: Light or One-handed Weapon, QCK 7, Amber Rank COMBAT
Extension of Self (amber)
- 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. Prerequisite: Fighter (Primary), Amber Rank COMBAT - Double Roll
Battle Sense (sapphire)
- 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. Prerequisite: Fighter Profession (Primary) & Sapphire Rank COMBAT - Reflect
Redirect (emerald)
- Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. Prerequisite: Sapphire Rank COMBAT (CC - Combatant)
Dual-Wield Focus/Dual-Wield Expert (ruby)
- You are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This replaces Dual Wield Focus on your dossier. This is a constant skill. Prerequisites: Dual-Wield Focus, Ruby Rank COMBAT
Defense Skills
Sidestep (crystal)
- You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat. Prerequisite: Acrobatics Skill DEFENSE
Parry (fighter)
- 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. Prerequisite: Fighter DEFENSE - Evade (V)
Fighter's Defense (amber)
- 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. Prerequisites: Fighter (Primary), Amber rank. Can only be used with primary weapon. DEFENSE - Evade
Arcane Image (sapphire)
- A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat Prerequisites: Arcane Class DEFENSE - Evade (V - Magical/Psionic Affinity) (CC - Magical Profession)
Back to Your Feet (emerald)
- This enables you to shrug off disabling conditions as long as you are equal or higher gemstone rank than the attacker. You are able to cause any disabling condition that would effect more than one round of combat to only affect you for one round of combat. If the attack or skill only causes you to be stunned or disabled for one round, you slough that off with ease and the effect does not take place. This can be used only once per day. Prerequisites: Combat-Oriented Profession, Emerald Rank (All Combat Class Professions, Monk, Paladin or Vindicator) DEFENSE (V - Emerald Rank)
Flavor Skills
Knowledge (crystal x3 )
- You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed. You may take this skill more than once.
- Crystal - Dungeoneering, Arcana, Toxicology
- Topaz - Monster Lore, Dragons, Deities
- Amber - Secret Codes/Scripts, The Planes, Alchemy & Potions
- Sapphire - Botany, Nature, Nobility/Royalty
- Emerald - Oceanography, Religion, Psionics
- Ruby - History, Medicine, Literature
Voracious Reader (topaz)
- You are well read, a scholar, and have knowledge in numerous areas. You may make a check in any knowledge area, and you gain a +2 to ALL knowledge checks. FLAVOR
Loremaster (amber)
- Your ability to learn and research knows no bounds, you may make a knowledge check on any knowledge. In addition to other bonuses, you gain a +5 to all knowledge checks. Prerequisite: Voracious Reader AND Knowledge Skill FLAVOR
Ledge Walker (sapphire)
- You can move at full speed without need of an Acrobatics check when you are balancing on narrow surfaces. FLAVOR (CC)
Investigator (emerald)
- You gain a +5 on Gather Info, Insight and Search Checks. FLAVOR
Lock Sense (thief adept)
- You can sense the presence and general direction of locks in your immediate vicinity, even hidden ones.; Prerequsite: Thief Adept (V) FLAVOR
You're Shitting Me! (ruby)
- This grants a +3 bonus on Bluff, Diplomacy, and Gather Info. FLAVOR (R)
Teamwork Skills
Tag Team Fighting (teamwork)
- 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. COMBAT