Post by rageofnocturne@aol.com on Mar 3, 2016 21:42:51 GMT -5
Max/ Sapphire Warrior/ 2d10/ HP-25/ DC-20/ Combat/ Fighter/ Flaws: Beastly Instincts, Rough Demeanor, Impious/ Weakness: None/ Teamwork: None//
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Name:
Max
Screen Name:
rageofnocturne@aol.com
Alignment:
Chaotic Neutral
Languages: Common, Feral Bestial
Country of Origin:
Scarred Lands
Mutations:
- Claws (gained from his pet)
- Fangs (gained from his pet)
- Jackal Head(as he was mutated with his pet into one being)
- Canine Eyes
- Lust for Humanoid Flesh to Eat. (he has turned from merely eating what he can find to even eating his enemies or others to keep himself from starving)
- Fur growth (on jackal head, down back and down to mid chest. Also has fur ending in points upon upper arms.)
- Unusually Low Voice (due to the combination of human and canine vocals his voice has become very deep and gruff)
- Emaciated (though he is so thin it does not seem to make him extremely weak. But he is constantly looking for food to fend off starvation)
Mutation effects:
Beneficial - Animal Head - Being part animal can sometimes be a blessing! You're head is offsetting and gives people an uneasy feeling. You gain +5 on intimidation checks.
Canine eyes - you have the eyesight of your canine bretheren, getting a +3 on all spot and search checks when you have the ability to see.
Fur growth - well at least it's good for something, since you have fur, you resist the cold night in the scarred lands and are ok without a fire or a blanket
Detrimental - Low Voice - You have difficulty speaking, especially over the roar of combat. You cannot use skills that require speaking without making a failure chance roll (50%). Also anything you say in battle has a chance to be drowned out in the dim, so make sure to shout!
Lust for humanoid flesh to eat - your desire to consume flesh is incalculable, and once an enemy falls in battle (humanoid), you must make a WLP check with a DC of 15 to avoid wasting a round consuming the corpse.
Emaciated - you have a ridiculous metabolism for someone living in a place where food is scarce. You need two persons worth of rations a day, or you suffer from fatigue (-1 to all saves and checks) during the next day. This effect is cumulative until you get a full days meal.
Personality:
Current Rank:
Sapphire Warrior
Current Dice:
2d10
Current Hit Points:
25 (Base = 25 , Endurance = 0, Willpower = 0, Diehard = 0)
Defense DC:
20 (10 + Quickness)
Total Defense:
+25 mun 5 magical
Total Damage:
+16 or +19 fighters weapon
Traits
Strength 11 | Quickness 10 | Endurance 0 | Willpower 0 | Intelligence 0 | Perception 0 | Charisma 0 |
Talents and Tactics
Diplomacy -2 | Intimidation +21 | Bluff -2 | Disguise - | Stealth +10 | Insight +10 |
Spot +10 | Listen +6 | Athletics +12 | Climb +11 | Jump +11 | Swim +11 |
Acrobatics +10 | Tumble +10 | Balance +10 | Disable Trap +10 | Lockpicking +10 | Thievery +10 |
Locate Trap - | Escape +10 | Sleight +10 | Appraise - | Gather Info +5 | Knowledge - |
Ride +10 | Nature - | Use Object +10 | Search +8 | Hide +10 | Willpower - |
Talents: Pass 1 Spot/day, Pass 1 insight/day, +1 endurance vs poisons
Primary Class:
Combat
Class Bonus:
+1d once per combat
Primary Profession:
Fighter
Profession Bonus:
Fighters Weapon- +3 strike +3 damage
Secondary Class:
Support
Class Bonus:
Secondary Profession:
Profession Bonus:
Race:
Scarred Human
Racial Weakness (if applicable):
None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
Racial Skill:Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
Racial Skill:Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
Racial Skill:Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Flavor:Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
Flavor:Intimidating : You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls.
Flavor:Low-Light Vision : 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.
1. Razortusk: You may make a bite attack instead of using weapons or unarmed techs on your turn, doing 1d8 damage plus your Strength bonus (or pertinent trait, such as QCK if you have Dex Fighter) as well as your combat dice. You may use this as many times as you wish during combat as long as it is the only attack you are making on your round.
2.Savage Maw: Your teeth extend and sharpen, transforming your mouth into a maw of razor-sharp fangs. You increase your bite attack to 2d8 plus your Strength modifier (or pertinent trait, such as QCK if you have Dex Fighter). You may use this as many times as you wish during combat as long as it is the only attack you are making on your round.
3.Alert : You gain a +5 to Spot and Listen Checks.
4. Quickstep : The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.(V)
5. Acrobatic: +5 to acro checks
6.F 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.(V)
7. Unarmed Focus: You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is an innate skill.
8.Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
9.Steel Skin : You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. Taking no damage from the blow. You must be unarmed, and attacked with a weapon to use this skill. Once per combat.(V)
10. flaw. Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.
11. F.Amber. Know Direction : You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).(V)
12. One with Spirit : A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature, and all defenses count against incorporeal creature's attacks. (V)
12. Fighters Defense : 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.
14. Extension of Self : 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.
15. Teamwork.
16. F.Sapphire. Piercing Thought: So in tune with their own body, they are able to recognize the subtle similarities of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks, and allows the monk to auto-pass one Insight check per day.(V)
17. Claw Strike : You are a type of creature that has claws, and when you choose to use those claws you use them as weapons of 1d5 per hand (2d5 for both hands) . If you are holding an item in one hand, you cannot use the claws of that hand to attack. Claw strike does not work if you are using an unarmed tech or weapon with the same hand/s. This is a constant effect skill. Whatever trait you use for melee, you use with this skill; i.e. if you have Dexterous Fighter you'd use QCK for damage. This is considered your weapon, and you may enchant your claw strike up to five points of enchantments total as if this was a tech of 2d5 dmg.
18. Native Terrain : You have an extraordinary familiarity with one environment: Desert, jungle, forest, city, sea, plains,
mountains, underground, hills, etc. When within his native terrain, then all rolls receive a +1 bonus. This applies to strike, damage, saves, magic, etc. You must state what your terrain is when you choose this skill. This may be taken more than once, with a new terrain chosen each time.
19. Sudden Charge: Caution, planning, training, all of it carried the fighter to that one moment. That one second in battle when his enemy steps into the deception. The fighter lashes out with a quick and unexpected attack that stagger and stun their target. Once per combat, target loses one turn if they fail their Endurance save of DC10 + Fighter's QCK.
20. Support.No Way Out: 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. (V)
21. Support. Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Flaws::
11. F.Amber. Know Direction : You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).(V)
12. One with Spirit : A shaman often comes into contact with spirits of both his ancestors, predecessors as well as bad spirits which haunt the material world. As a result, the shaman learns to become one with his ethereal form, allowing his own mundane form to come into contact with supernatural beings lacking a physical form such as ghosts as if they were solid, material beings. All weapons wielded and attacks made by the shaman are able to hit any incorporeal creature, and all defenses count against incorporeal creature's attacks. (V)
12. Fighters Defense : 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.
14. Extension of Self : 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.
15. Teamwork.
16. F.Sapphire. Piercing Thought: So in tune with their own body, they are able to recognize the subtle similarities of action within another. They are able to note the faintest glimmer within an eye, a fraction of a lip thinned, the very edges of an eyebrow cocked, the inflection of voice, the pitch and tone. All the signs in both word and action that something is off with another. this grants a monk a +5 to Insight checks, and allows the monk to auto-pass one Insight check per day.(V)
17. Claw Strike : You are a type of creature that has claws, and when you choose to use those claws you use them as weapons of 1d5 per hand (2d5 for both hands) . If you are holding an item in one hand, you cannot use the claws of that hand to attack. Claw strike does not work if you are using an unarmed tech or weapon with the same hand/s. This is a constant effect skill. Whatever trait you use for melee, you use with this skill; i.e. if you have Dexterous Fighter you'd use QCK for damage. This is considered your weapon, and you may enchant your claw strike up to five points of enchantments total as if this was a tech of 2d5 dmg.
18. Native Terrain : You have an extraordinary familiarity with one environment: Desert, jungle, forest, city, sea, plains,
mountains, underground, hills, etc. When within his native terrain, then all rolls receive a +1 bonus. This applies to strike, damage, saves, magic, etc. You must state what your terrain is when you choose this skill. This may be taken more than once, with a new terrain chosen each time.
19. Sudden Charge: Caution, planning, training, all of it carried the fighter to that one moment. That one second in battle when his enemy steps into the deception. The fighter lashes out with a quick and unexpected attack that stagger and stun their target. Once per combat, target loses one turn if they fail their Endurance save of DC10 + Fighter's QCK.
20. Support.No Way Out: 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. (V)
21. Support. Shapeshifting : You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Flaws::
Beastly Instinct
You prefer to meet your foes so close that you can smell their blood.
Penalty: You suffer a -2 penalty to Strike while using anything other than unarmed or natural weapons.
You prefer to meet your foes so close that you can smell their blood.
Penalty: You suffer a -2 penalty to Strike while using anything other than unarmed or natural weapons.
Due to having mutated with his jackal pet he has given in to many of those animal instincts including attacking his enemies with tooth and nail over any other conventional weapons. Rather than using a knife or sword he would much rather pounce an enemy and maul them to death.
Impious
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Before the Scarring he use to be a religious boy. He would go to the temples and do his daily prayers but after it happened
everything changed. He stopped believing in the gods because to him. What kind of a god or gods would allow this to happen to the ones that worshiped them.
Rough Demeanor
You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
Because of his change from a pure bred human into this scarred monstrosity he has begun to lose more and more of what makes him human. It more so seems he is an animal and becoming more of one as the days pass. Sleeping in dug out dens he makes himself and hunting in his animal form over his humanoid one. He can hardly even connect with people anymore though the ones he comes across he does find it hard not to maul them for their bodily meat.
Weapons with dice effects / enchantments:
Primary Weapon: Kaizer Nail (Eviscerate) [2d10]// Using his natural claws he used them to tear into and through his opponents.
Iron Fist ☼ ☼
This is an improvement to your technique that you can use once per combat, and add 1d5 extra damage.
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.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: Such as amulets, medallions, torcs, necklaces.
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards. $Wastelander's Outfit
This set of clothing commonly includes a large hooded cloak, multiple layers of heat‐resistant, porous cloth, and reinforced leather padding designed to protect against blowing sand, sharp rocks and the ever‐present cacti needles. In addition, this outfit is colored to blend in with the environment of the Scarred Lands, giving a +5 to Hide Checks. This easily fits over LIGHT armor and would go in the torso or cloak slot.
[Worth: 1500gp]
Armor: Such as armor, or robe, or armored ink.Unarmed Armor Tech Medium -5 to Initiative, Max QCK 12, DEF Cap= 30, No Spell Penalty (+20 DEF )
Calloused ☼☼
This improvement enables the user to rely on the thick muscle, countless scar tissue or calloused leather flesh over their body and once per combat this may be used to dodge one full attack by simply shrugging the attack without taking damage.
Clash ☼☼☼
You may add Clash to your unarmed tech so that when you are attacked, you may "punish" your attacker by lashing out at them them after attacking you giving them 1d5 damage, which cannot be defended against. This works once per combat.
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle.
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.Draco Worm Plate Bracers [Arms/Wrist] +5 Defense mun and magical
Draco Worm Scales
These scales are flexible and light, but very strong, capable of being shaped or molded into nearly any armor that would otherwise use metal. The scales innate add up to 13 of the armors innate def towards magical defense. (The armor carries Innate Magically Warded and cannot be enchanted with such.) Also, any further enchants that add defense against elemental attacks can be made for half cost.
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
Rings: (Up to two active)
1.Ring of Five Survivals [Magic Item]
This item was created to be a jack of all trades for the Scarred. It enhances five senses a little bit.
Touch: +1 to athletics
Sight: +1 to Spot
Hearing: +1 to Listen
Smell: Gains the scent skill for hunting food
Taste: +1 endurance versus poison.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Rose Bud Bandages [Consumable]
These bandages were made from the rose petals of the bud bugs. Once applied, they stimulate skin and healing, restoring up to 10 HP while in direct sunlight. The bandages can be cleaned and reused, but there is a 50% chance that they are destroyed upon use.
2.Gash Glue
Old man's friend is a sticky-leafed herb that rarely grows above 2 inches in height. The herb can be found in the southern Scarred Lands. Old man's friend is a strange herb that has an effect not unlike catnip except that it affects canines. Dog lovers have been known to cultivate small beds of this herb to keep their animals happy. It can be crushed and mixed with a number of other substances to produce a thick, gray glue called gash glue. Soldiers often carry gash glue to seal a fallen companion's wounds quickly. One application of gash glue heals up to 5 hit points of damage. It cannot be used internally. A tin usually has 10 uses.
3. Shedden
This gray paste is brewed from the exoskeletons of monstrous spiders ground with silk-based oils and mixed with various chemicals and reagents. When spread on exposed flesh, it temporarily hardens the skin, granting a +1 DEF to natural armor for one full combat. This bonus stacks with any other armor you already have. It takes 1 round to apply shedden to your entire body and obtain its benefits if done during combat.
4. Troll Styptic x5
When magical healing is unvailable, this is an option. It is a styptic created from troll blood, powdered plant extracts and alchemical binders. Each application of styptic to wounds heals a person completely. It cannot be used internally.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. $Shapesand- Pouch x1
Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into any form that you wish. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin. You cannot make any one item of shapesand that weighs more than 30lbs.
[Worth: 3500gp ]
2. Blod of Sleeping Poison - This green blob does no damage, but upon breaking releases a small toxic cloud that puts most medium sized creatures to sleep. (END DC: 15 to resist.) Due to having to throw it hard enough to break, a successful ranged strike roll is needed. x1
3.
4.
5.
4th Anniversary bag of holding
1.
2.
3.
Mundane (non-magical pack Items
- 1 Mundane Weapon of your Choice
(If you wish a special material you must pay that extra.)
-Rations (constantly replenished on the daily basis via Live off the Land skill)
-20 feet of rope
-2 flasks (filled on the daily basis via Live off the Land skill)
-Dried Meats- (humanoid origin)
Wasteland Wraps +10 DEF
(This well-worn armor can be your choice of leather, chitin, metal and/or cloth and includes headwrap and goggles as well as boots or sandals.)
- 4/18/17 located underground water source
4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
- A black velvet cloak, made to fit you perfectly.
- A gorgeous, artisan made pocketwatch.
- A bottle of specially crafted wine, called "Obsidian Black", very rare. It has a slight chocolate scent when opened, and when poured has thick black mist that rises from it. It tastes very faintly chocolate, with tropical fruit undertones. It is also very powerful, despite it's smooth feel and flavor. It leaves your lips tainted black for a good hour after you drink even a sip. DC16.
Other Information: (You can put age, description, status, children, etc)
--Age: 20
--Height: 6'10
--Weight: 156lbs (Emaciated)
--Birthday: 7/6(7th of Late Stock, Timespinners Era)
--Sign of the Stirge
**Lucky Bonus: You are completely aware of your surroundings, you are able to pass one Spot check a day.
--Born under Cresent Moon
--BONUS: You gain a +1 to Spot and Insight checks.
--Birthstone: Emerald
--Tree: Holly
--Tree: Holly