Post by Ellis Strata on May 28, 2016 17:23:53 GMT -5
State: Apollo - Emerald Adept - Combat/Fighter, Support - 2d70 - 51 HP (6 WLP, 10 health enchant) - 23 DDC - No weakness - Flaws: Blind, Narrow, Individualist - Teamwork: Tag Team Fighting
Vitals
Name: Apollo
Screen Name: swordofatrophy
Alignment: Neutral Good
Race: Human
Size: Medium
Racial Weakness: None
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 5'1", 151 ibs, Blue hair, white/colorless eyes
Apollo seems to be a weak and frail man on the outside, but he hides an inner ferocity until the time comes. He's been blind since birth, so he has no concept of what he or anyone else looks like. He often wears clothes that don't match or fit very well, but he never seems to care. His eyes are almost always bandaged.
Personality:
Apollo is very much an independant man, opting to do things on his own so that he wouldn't have to rely on another. He hates being a burden, and though he dislikes being pitied, he understands it's the nature of people. He's fiercely protective of his sister and brother, often times putting himself in harms way to aid them.
Star Sign
Date: 1/30
Sign: Kraken
Bonus: You are adept at remaining unseen and unheard, you pass one Stealth check a day.
Under: High Sun
Bonus: You gain a +1 bonus to any checks that require Willpower.
Languages: Common, Common Gutterspeak, Zyonish, Sark
Country of Origin: Zyon
Chosen Deity: None
Storyline: Obsidian Heart
Classes and Professions.
Primary Class: Combat
Class 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
Class Skill: Finger Claws - "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.
Secondary Class: Support
Class Bonus: You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Profession:
Class Skill:
Traits
Strength [0]
Quickness [12]
Endurance [0]
Willpower [6]
Intelligence [0]
Perception [8]
Charisma [0]
Reputation.
Reputation: 16
Reputation Bonus: +1 Bluff, Gather Info / -1 Diplomacy, Intimidate
Skills.
Race Skills
(racial) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(racial) Alert: You gain a +5 to Spot and Listen Checks.
(racial) Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
(flaw) Dual Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
Class/Profession Skills
(combat) Combat Affinity: Innate Fighting Style, Can use combat maneuver
(support bonus skill) Paragon Weapons: You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons.
(support bonus skill) Cheat Death: Once per week, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
(topaz - Fighter bonus) Parry: 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.
Flavor Skills
(flavor crystal) Blindsense: Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell.
(flavor crystal) 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.
(flavor crystal) 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.
(flavor topaz) Drunken Fighter: A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill.
(flavor amber) Weapon Juggle: You can juggle weapons and similarly sized objects during combat. You can draw, sheath, or shift them from hand to hand as a free action. You can even pick them up from the ground as a free action, as long as you can kick at them. You can do this at the start and end of your turn, but not on somebody else's turn or in the middle of an enemy's turn.
(flavor sapphire) 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.
(flavor emerald) Entrepreneur: You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold and earn more CP if you are a crafter!
Combat Skills
(crystal) Artisan Crafting: You may take this skill if you are a craftsman of some type, allowing you to sell your non-magical items to others for gold. You may also choose "Unarmed Improvement" as one of your types, which allows you to teach special abilities to those who own unarmed techs. You are given 1 type of artisan crafting per gemstone rank.
Crystal: Weaponsmithing
Topaz: Armorsmithing
Amber: Unarmed Tech
Sapphire: Leatherworker
(crystal) Dual-Wield: 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.
(crystal) Blindfight: 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.
(crystal) Dextrous Fighter: 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.
(crystal) 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.
(topaz) 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.
(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.
(topaz) Advanced Crafting: This skill gives a crafter a one-time +20 bonus to crafting points, please inform the Treasury Mod when you take this skill so that it can be added. Additionally, it grants you a bonus of 5 crafting points per week that can be used for any type of crafting skill. At Sapphire, your bonus goes to 10 crafting points per week, and at Ruby you gain 20 extra crafting points per week.
(amber) 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.
(amber) Fighter's 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.
(amber) 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.
(sapphire) Battle Sense: 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.
(sapphire) Power Dualist: You have become skilled enough with two weapons that you deal more damage with two weapons. You may roll 1d extra with your combat dice. Once per combat.
(sapphire) Chink in the Armor: 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.
(emerald) 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 a constant skill.
(emerald) Protective Parry: Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
(emerald) Open Slot
(teamwork) Tag Team Fighting: 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.
Skill Checks.
Spot: (PER 8)(Alert 5) = +13 (Blindsense)
Listen: (PER 8)(Alert 5) = +13
Search: (PER 8) = +8
Locate Traps: (PER 0) = +0 - N/A
Disable Traps: (QCK 0) = +0 N/A
Lockpicking: (QCK 12) = +12
Escape: (QCK 12) = +12
Acrobatics: (QCK 12)(Acrobatic 5) = +17
Athletics: (END 0) or (STR 0)(Qck 12) = +0/+12
Diplomacy: (CHA 0)(Rep -1) = -1
Intimidation: (STR 0)(Rep -1) = -1
Bluff: (CHA 0)(Rep 1) = +1
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 12) = +12
Insight: (PER 8) = +8
Handle Animal: (CHA 0) = +0
Ride: (QCK 12) = +12
Swim: (STR 0) or (END 0) = +0/+0
Appraise: (PER 8) = +8
Gather Info: (CHA 0)(Rep 1) = +1
Use Object: (QCK 12) = +12
Save against Disease/Poison: (END 0) = +0
Willpower Save: (WLP 6)(Iron Will 3)(Mindsteel 2)(Star 1)(Gauntlet 2) = +12/+14 Mental affects
Flaws.
Narrow: You are less adaptable that most humans.
Penalty: You do not get the Versatility skill for a human. You may trade it out for another racial skill.
Blind: You are completely blind, and fail all rolls that involve vision. You were born without the capacity to see (whether or not you actually have eyes is up to you), and therefore can never be healed. You can take the skill Blindsense if you desire to allow you to function as far as your other senses being keen, and even Blindfight if you meet the requirements to be able to fight blind, but none of those skills 'fix' your blindness or disregard the penalty.
Penalty: You fail all Spot, Perception, Search, Insight etc checks - anything that involves actual SIGHT for the check you simply cannot roll. You are blind.
Individualist: You are committed to a path that requires complete independence from others.
Penalty: You suffer a -2 penalty on all damage rolls made using weapons that you have not personally crafted. In addition, any armor you wear that you did not craft yourself is always -2 DEF.
Weaponry.
Primary Weapon: Morghuth Iron Finger Claws (Paragon *2, 1d7)
This volcanic mineral is unique to the steep mountains of the Bleak Eternity of Gehenna, where it is occasionally mined by neutral evil fiends called yugoloths and other creatures on that forbidding plane. It forges poorly, making weapons that appear pocked and pitted. However, morghuth iron is extremely toxic. A slashing or piercing weapon made of Gehennan morghuth iron is considered to be naturally "venomous".
Enchantments:
Razor Edge ☼ ☼
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Defiant ☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
Courageous ☼
A courageous weapon fortifies a person's morale and courage in battle. Once per combat, you may automatically pass any save against fear if you are holding your weapon unsheathed.
Secondary Weapon: Netherrack Finger Claws (Paragon *2, 1d7)
In the depths of certain underworlds, netherack burns brightly illuminating the lightless caves of the dead. Netherack is a blocky rust red stone litered with pale yellow crystals which shine with a sickly hue. The surface is rough like sandpaper, and always dry to the touch even when submerged in water. The stone smells faintly of sulfur. Netherack is flammable, but it is never consumed by its flames and will continue to burn forever until something snuffs out the fire. Netherack by its own is unsuitable for most weapons and armor, with the consistency of glass and plaster. However it can be magically hardened and shaped, turning into weapons capable of its eternal burning. Any weapon primarily composed of metal can be made as a netherack weapon. Netherack weapons are red and speckled with yellow crystals. Igniting a netherack weapon will shed light as a torch, and when ignited is considered a "fire" weapon.
Enchantments:
Razor Edge ☼ ☼
Bladed weapons with the razor edge ability have been hammered to an ultra-fine edge, making it much sharper than ordinary weapons of its type. It slices easily into targets that it hits. This deals an extra 1d3 points of damage each time it is used. The razor edge improvement can be applied to any bladed weapon.
Failsafe ☼ ☼
Upon rolling a critical fail of 1 when using a failsafe weapon, you can choose to ignore any detrimental effects. It is merely a miss.
Dueling ☼
This can only be placed on melee weapons. It gives a +5 to initiative rolls, as well as a +2 against any Disarm attempts.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head: Steel Helmet +4 Def (Mag/Mun)
Health +10
An enchantment of health adds to someone's hit points.
Face/Eyes:
Neck: Chronocharm of the Fateweaver [Neck]
This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Acrobatics check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
Torso: Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
Body (Armor): Mindsteel Plated Leather +11 def
This is a rare, soft, dull-gray metal sometimes used in the construction of metal armor found in the deepest recesses of the Underdark, and sometimes called udrukar. It resembles lead and is slightly heavier than normal steel though not enough to warrant a change in type of armor (medium armor is still medium). The benefit of mindsteel is that it naturally dampens mind-influencing effects that target the wearer, giving them a +2 to Willpower Saves against charm and mind-affecting effects. Also, it is extremely difficult for someone to scry upon you while wearing mindsteel.
Augmented: Fire Gemstone, provides 5 Def against fire only.
Cloak: Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
Waist:
Arms/Wrist: Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
[Worth: 6,500gp]
Hands: Steel Gauntlet +5 Def (Mag/Mun)
Willpower
This adds to any willpower checks you are asked to roll. This does not add to your Willpower Trait Bonus! Saves +2
Legs: Pants w/ Adaptation
Adaptations
This enchantment allows a person to survive in whatever circumstance (per DM) that they find themselves in. It does NOT give immunity to elemental attacks, but it does allow you to breathe fine in smoke, or breathe underwater, or stay cool in the heat, or stay warm in the freezing cold.
Feet: Getaway Boots [Feet]
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a the wearer, along with anything she is wearing or carrying, teleports back to the attuned location. No allies can be teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
[Worth: 1,500gp]
Body Modification: Combat Finger Sleeves
Finger Sleeve I: This allows a combatant to write an extra combat maneuver per gemstone rank.
Finger Sleeve II: This gives a combatant +5 DMG to physical damage in combat.
Finger Sleeve III: This grants you a +2 to your DC for your combat maneuvers.
Finger Sleeve IV: This allows a combatant to write 2 extra combat maneuvers per gemstone rank.
Finger Sleeve V: This finger and wrist tattoo allows a combatant to use an extra combat maneuver during combat.
Rings: (Up to two active)
1. Ring of the Blazing Sun [Ring]
This ring is made of polished fire opal and is always very warm to the touch, as though it has been lying in the sun for several hours. The wearer gains the ability to cause any weapon they wield, or their unarmed attack to catch on fire. In cases of projectile weapons, the projectile catches on fire (such as an arrow). It does no damage to the wielder as long as they are not weak to fire.
[Worth: 2000gp]
2.
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1. 3/3 Use Endure Elements - You can face heat, or cold without taking damage for 3 hours.
2. 3/3 Uses Animal Senses Potion - This murky brown potion smells like the pelt of a wet animal. When imbibed, it grants low-light vision, the scent ability and +2 bonus on all Listen checks for 1 hour.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.
2.
3.
4.
5.
Bag of Holding (Anni gift)
1.
2.
3.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Black cloak, Pocketwatch, Anniversary wine
Runic Key: A seafoam blue crystal, radiating a faint light. It allows access to the Araggaxio tower and
records the person's progress. (Current Floor: 5)
Extra Gear:
Harp of Resonance [Instrument] ☼ ☼
This 12-stringed harp can be played in such a way that it causes all glass and metal items within 30 feet to resonate with the harp's tones. This does not harm the items but provides an interesting accompaniment to the harp itself. All Listen Checks in the area take a penalty of -5 to the checks. Three times per day, anyone playing the harp may shatter a small, mundane glass object.
[Worth: 6000gp]
Shirt of the Leech [Torso]
This shirt is a deep burgundy color and regardless of who wears it, is always ever-so slightly too tight. The wearer is always aware of any healing going on within 30', although the shirt does not provide any more detail than that. So long as the wearer has line of sight to, and is within 30' of the healer, the wearer can leech as many healing points as they wish from the original target, even up to the entire healing. This only effects healing by healing points, skills, items, potions, etc - it does not effect self-healing though you are aware they are self-healing around you. Unless you are making it obvious that you are leeching the healing points, no one should be aware of what you are doing, it merely seems that the healing is not working as intended. You may use this up to three times per adventure.
[Worth: 5,500gp]
Peacestone [Magic Item]
This smoothly polished fist-sized ball of pink granite pulses with a soothing magical power. The peacestone exudes an aura that calms the nerves and emotions of all who are within a 40-foot radius of it, protecting that area from violence. Any creature (enemies OR allies) attempting to physically strike or otherwise attack anyone within the warded area (including attacks with magical or psionic spells) takes 3d6 points of force damage (DC22 Willpower save for half damage – any evil aligned creature suffers a -4 penalty to its saving throw). Peacestones are often placed in temple chapels, courtrooms and council halls, and are occasionally even carried in the belt pouches of political leaders. This is a great item for someone's shop, inne or home!
[Worth: 5000gp]
Shivving Duster [Armor]
This +6 DEF leather armor is crafted in such a way that it resembles a robe more than regular armor, and it has obscuring folds providing the wearer with a +5 bonus to Bluff checks when hiding objects.
[Worth: 5,500gp]
Undertaker's Brew [Potion]
This unfortunately named potion makes whoever drinks it completely incorporeal. The effects are temporary if the imbiber remembers to drink the antidote within 3 hours of taking the potion. Permanent effect of not taking Ghostflesh Tonic include inability to interact with solid objects for 3 days. This potion is always in a crystal vial and slightly cool to the touch. (This is an RP flavor potion and requires DM permission to use while on a quest/adventure, cannot be used in combat.) 3/3 uses.
Known Side Effects: Slight Levitation, Lightheadedness, Impaired Coordination, Mild Hallucinations and Numb Extremities.
Color: Pink | Smell: Decay | Texture: Thin w/ Ice Chips | Flavor: Strawberry Cream
Ghostflesh Tonic [Potion]
This potion is the antidote for the unforunately named Undertaker's Brew and is considered one of the worst-tasting potions in all of Arith. Always in a plain glass vial, this nectar-like liquid is always a little warm to the touch. Small gold bubbles can be found within the pale purple liquid. ( This potion is for flavor RP only, it can only be used in conjunction with the Undertaker's Brew. If taken separately, it has no effect beyond side effects. ) 3/3 uses.
Known Side Effects: Hunger, Thirst, Slight Tingling in Extremities, and Temporary Ability to See Auras.
Color: Purple | Smell: Blueberries | Texture: Thick w/ Gold Bubbles | Flavor: Graveyard Dirt
Spellscroll Flute [Magic Item]
This finely crafted silver flute resembles a rolled-up spell scroll, with its holes lining the edge of the "parchment." When two short notes in any key are played on the flute, it emanates light, and automatically dispels any of the following magical effects within the light effect's radius: fogs, mists or clouds. The flute's second ability is revealed when you play three long notes in any key. The flute unrolls like a scroll; revealing an area that can hold one magical scroll. When rolled around the flute in such a way, you may invoke the magic of that scroll when you play the flute.
[Worth: 5,000gp]
Amulet of Bullet Protection [Neck]
This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a bonus of +2 to their Defense DC once per combat, against firearm attacks.
[Worth: 6,000gp]
Rank and Statistics.
Rank: Emerald Adept
Dice: 2d70
Experience Points: 342
Gold: 49,225
Rezzes: 5/5
Defense DC: 23 (10 + 12 Quickness +1 bracers)
Defense: 20 Mun / 9 Mag
Hit Points: 51 (Half Dice = 35, Endurance = 0, Willpower = 6), Enchant = 10)
Initiative Roll: +17 (12 Qck, 5 Dueling)
Attack - (Dual Wield - Morghuth Iron Finger Claws (1d7)(Paragon *2) + Netherrack Finger Claws (1d7)(Paragon *2) Venemous/Fire)
Attack roll: 1d20 + 15 (12Qck + 3F weapon)
Combat Dice roll: 2d68
Weapon Damage: 1d7 + 1d7 + 1d3 + 1d3
Damage Bonus: +26 (12 Qck Dex fighter, 6 Dual Wield Focus, 3 F weapon,5 Finger Sleeves)
Attack Specials:
Venemous, Fire
Attack - Ranged
Attack roll:
Combat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: