Post by Naaria Gladomain on Feb 27, 2016 21:38:38 GMT -5
SN – grim expectation
Age – 32
Height – 5'8"
Weight – around 150
Hair – Pale Brown
Eyes – Crystal Blue
Alignment – Chaotic Good
Deity – Avath Athon, Astaldia Ohtandra, Melenthryn, Wyndrie Aerie
Languages – Common, Elven (free), Auran, Commonsign
Country of Origin – Offworld / Kyngfeld
Storyline – Obsidian Heart
Naaria Gladomain |Emerald Defender | Support/Bloodhound/Combat | 2d72 | 46 HP | 21 DDC | Bruise Easily, Claustrophobia, Distinctive | Bludgeoning x 1.5
Brief History – (coming soon!)
Rank – Emerald Defender
Dice – 2d72
Hit Points – 45 (Half Dice + END + WLP)
Defense DC – 21 ( 10 + QCK )
Initiative – +11 (QCK)
Physical Strike +11 (physical|QCK) | Damage +16/+21 (melee*/ranged |QCK ) (*dex fighter + combat sleeves+ranged sniper)
Traits
- Strength [--]
- Quickness [11]
- Endurance [05] (+5*)(*push to the limit)
- Willpower [05] (+3*) (*iron will)
- Intelligence [--]
- Perception [05]
- Charisma [--]
Tactics
- Bluff [--] (CHA)
- Diplomacy [+10] (CHA) (elven beauty)
- Disguise [--] (CHA)
- Insight [+10] (PER) (investigator)
- Intimidation [--] (STR/CHA)
- Stealth [--] (QCK)
Talents
- Acrobatics [+16] (QCK) (acrobatic)
- Appraise [+5] (PER)
- Athletics [--] (STR/END)
- Gather Info [+5] (CHA) (investigator)
- Knowledge [--] (INT)
- Listen [+12] (PER) (alert +5, Brooch of alertness +2)
- Locate Trap [+5] (PER)
- Nature [--] (INT)
- Ride [+11] (QCK)
- Rogue [+11] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
- Search [+12] (PER) (investigator +5, Brooch of alertness +2)
- Sleight of Hand [+11] (QCK)
- Spot [+12] (PER) (alert +5, Brooch of alertness +2)
- Use Object [+11] (QCK)
Race – Half-Elf (Half-Avariel/Half-Human)
Racial Weakness – n/a
Size – Medium
Racial Skills
Push to the Limit –
- You can push your body to it's limits...and then some. This gives you a +5 to any Endurance rolls you are asked to take.
- 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.
- See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Flaws
Bruise Easily –
- Naaria has hollow bones that can be a bit weak and fragile so each time she takes bludgeoning damage, including that from falls, she takes extra damage.
- Penalty: Take an extra 1/2 dmg from bludgeoning damage.
- Naaria is uncomfortable in enclosed spaces. She likes open places where she can fly or spread out her wings. Anything smaller than that makes her uncomfortable.
- Penalty: You are shaken (-1 to all rolls) in any space where 2 sides or more are only 10 ft apart or the ceiling is 10 ft high.
- A half elf, half human with wings that spread to fifteen feet with no way to hide them. As her reputation builds, people find her completely unforgettable.
- Penalty: -2 on Disguise Checks.
Quirks
Combat Hubris –
- She’s half avariel. Of course, she’s better in combat.
- Years of being a bloodhound has left it's mark on her body but her very first scar came from her Mother when she was still in training. Left forearm
Primary Class – Support
Class Bonus – 2 free support skills
Secondary Class – Combat
Class Bonus – Extra 1d attack 1/combat, Free Combat Skill (already have combat affinity)
Primary Profession – Bloodhound
Profession Bonus – "Bloodhound’s Mark", 1 free skill
Secondary Profession –
Profession Bonus –
Class/Prof Skills
Acrobatic (class free) –
- You have excellent coordination, and can take a +5 to all Acrobatics Checks.
- You gain +5 Spot and Listen Checks.
- 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. (constant)
- A bloodhound can target or mark an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 1 round. Once this study is complete, that target is called a mark. A bloodhound can only have one "mark" at a time. A bloodhound adds +5 to all checks involving finding the mark including Gather Information, Listen, Search, Spot, Insight, Knowledge, etc.
- You can follow the trails of creatures and characters across most types of terrain if they leave some sort of trail.
General Skills
Combat Affinity (flaw) –
- You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
- You have extreme willpower, giving you a +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. +3 at Emerald and +4 at Obsidian.
- You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions. (constant)
- 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.
- Once per day, a bloodhound can produce an effect identical to that of a locate creature spell, and locate one creature if they are on the same plane of existence as the bloodhound.
- You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add an extra half of your trait bonus to the damage of every attack with your ranged weapon, including firearms.
- A properly trained Bloodhound knows to be wary around a Spell-casting Mark. At Sapphire, you gain +2 to Saves Against your Mark's Spells, and at Obsidian +3.
- If the bloodhound wounds a mark and the mark escapes, the bloodhound always knows the direction in which her mark lies and the approximate distance between her and her mark. If the target is within 50 feet, the bloodhound can pinpoint the target’s precise location. This ability only works if the bloodhound and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different marks.
- A bloodhound is ready for trickery at all times. He can ready an action against his mark, even outside of combat. If the mark triggers the bloodhound's readied action at any point, the bloodhound can carry out his action as if in combat. For instance, he could use Apply Pressure outside of combat to decrease the mark's dice sides, or Hog-Tie to tie the mark up.
Combat Skills
Dexterous Fighter (c) –
- 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.
- The Dive Attack skill allows a creature with natural wings the ability to swoop down in a diving attack and quickly fly away again, not permitting the target to perform any type of counterattack, or reflect. Evades, defense and such can still be used. This can be used once per combat.
- You are able to attack two enemies during one round using a flyby attack. You must pass Strike for each enemy in order to do damage to each one. If you wish to attack the same person with both attacks, you must roll your Strike twice; if you pass both strikes you may roll damage as if they are two separate attacks and the target gets defense against both as if they are two separate attacks (in other words, each dmg should be done separately, with defense added to each one. Don't just add it all together into one big damage number) If you only pass one strike, you only attack once. If you fail both strikes against the same person, you miss both attacks.
- If an enemy attempts to attack you and you take damage, you may counter attack them immediately. Roll strike as normal, and then proceed. This can be used once per combat.
- A bloodhound can attempt to pin an opponent down, and hog-tie them. A bloodhound must have a rope, chain, or manacles in one hand to use this ability. If the bloodhound makes their Strike against the target, they may then roll an opposed athletics or acrobatics check, if the bloodhound's roll is higher, then the target is hog-tied and will remain hog-tied until they roll an Escape or Strength, or they are untied.
- Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +2 to Strike and Damage vs Spellcasting Marks. at Ruby +3 Strike and Damage.
Teamwork Skill
Not Chosen Yet –
Defense Skills
Sidestep (c) –
- You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat. (evade)
- Due to a bloodhound's need to be paid for his bounty, he develops a sixth sense that helps him dodge unexpected blows so he can receive payment in the future. This gives a bloodhound the ability to evade full damage, once per combat. (evade)
- 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. (hold resistance)
Flavor Skills
Eyes of the Raptor (c) –
- The creature can see for miles, as if the distance were a mere twenty yards. While the creature is in the sky or perched in a high lofted vantage point such as a tower or the top of a tree, they can see for as many miles as per their gemstone rank. Emerald: 5 miles.
- You have learned to be accurate over longer distances. This skill doubles the range of your weapon. At Obsidian, it triples the range of your weapon. This is an innate skill.
- You gain a +5 on Gather Info, Insight and Search Checks.
- You can make one check that includes both Spot and Listen, adding your Perception bonus to the roll and any other boosts to spot OR listen such as Alert. This can be used as often as you like, even during combat as a free action.
- You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
- 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!
- Music (c), Nature (t), Local (a), Monster Lore (s), Secret Codes/Scripts (e)
- A bloodhound of high enough rank can track a creature even if they have trackless step, or under the influence of a spell or magic item that allows them to leave no trace.
Weapons (see below for more information on items/enchants)
- Primary – Fizzwinken's Brilliant Mighty Angelic Winglet
- Secondary –
- Ranged – Heavy Arbalest ☼☼☼☼☼
- Hidden – Silver Knife
Extras (see below for more information on items/enchants)
- Attack –
- Defense –
Equipped Items (see below for more information on items/enchants)
- Head/Headband –
- Face/Eyes – Projection Orb
- Neck – Armored Amulet (+7 mag/mun defense) (Enchant: Phantom)
- Torso/Body –
- Armor – Armored Ink (+13 mag/mun defense) (Enchants: Absolute Courage, Faith, Feather Landing, Healing)
- Cloak/Shoulders – Brooch of Alertness (+2 listen, search, spot /darkvision (60 ft))
- Arms/Wrist –
- Hands –
- Waist –
- Legs –
- Feet – Boots of the Agile Cat (take minimum fall damage)
- Body Mod – Combat Sleeves 1 & 2
- Ring 1 – Ring of Stalking
- Ring 2 – Ring of Exploration (Fire elemental gemstone +5 def vs fire)
- Free Slot – Birthday Suit (+2 def above cap)
- Free Slot – Obsidian Heart Ring
- Free Slot – Obsidian Heart Insignia
Packed Consumables (up to 5)
- Heal Potion (10 hp)
- Black Dragon New Year's Rocket (3d6 cold shadow damage)
Packed Books (up to 3)
- Tome of World Memory
- Handbook of the Pools of Arrowtere
Magical Pack Items (up to 8 magical/wondrous items, anniversary bag of holding)
- Windcaller’s Compass
- Staff of Aspects
- Ioun Stone (amber spindle) (+1 bonus to all saving throws)
- Dimensional Sextant (find closest portal during planar travel)
Mundane Pack Items
- Mess Kit
- Bedroll
- Candles
- Hemp Rope, 20 ft
- Ink Pen
- Waterproof Parchment
- Flint & Steel
- Manacles
- Rations, 5 days worth
- Waterskins, 2 filled, 1 empty
- Maps of Every Country on Tenebrus