Post by Dorian Thales on Jun 17, 2016 19:50:10 GMT -5
Name: Dashiell Grosvenor
Screen Name: psionicwanderer
Alignment: Neutral
Hair: Dark
Eyes: Brown
Height: 6'2"
Weight: 169 lbs.
Rank: Amber Defender
Dice: 2d52
HP: 28
XP: 106
GP: 52,875gp
Strength [0]
Quickness [6]
Endurance [1]
Willpower [1]
Intelligence [2]
Perception [5]
Charisma [1]
Race: Human
Racial Weakness: None
Languages: English (American)
Country of Origin: Offworld (Montana)
Chosen Deity: Unknown
Memberships: Obsidian Heart (pending)
Primary Class: Support
Class Bonus: Two Support skills
Primary Profession: Bloodhound
Profession Bonus: Bonus - "Bloodhound's Mark" 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.
1 free Bloodhound skill
Secondary Class: Classified
Secondary Profession: Classified
Flaws
1. Caffeine Addict: If he doesn't have his coffee, -5 to all Perception-based rolls and -2 quickness until he does. Must have a steady supply of coffee or some other caffeinated product to avoid the penalty. (Note: If a quest is started with this penalty, it must be finished with the penalty, you can't just drink some coffee halfway through and be fine! Gotta do it beforehand!
2. Code of Honor: You follow a stringent code that separates you from the others.
Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
3. Reflex Against Magic: Your body is innately resistant to magic, even beneficial ones.
Penalty: You must pass the caster's spell save to take benefit from spells meant to assist you such as Defense, Strike Boost, etc. Once you have passed that caster's save once, then all spells they cast beneficially on you for the remainder of the adventure do not need a subsequent roll.
Skills
(racial) Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. 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.
(racial) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(racial) Alert: You gain a +5 to Spot and Listen Checks.
(Free Teamwork): Concerted Attack: You and your allies are trained to work as a team while defeating your foes. When allies who have this skill are attacking the same foe in combat, each ally gains a +2 to Strike against that one foe for as long as they are focused on the same foe.
(flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor crystal) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
(flavor crystal) You're Shitting Me!: This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
(crystal) Combat Marksman: 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.
(crystal) Artisan Crafting (Powered Armor/EVA Suit Diagnostics and Repair, Omni-Blade Systems Technician, High-Tech Ranged Weaponry Build and Repair)
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Live to Fight Another Day: Once per day, you may withdraw completely from combat and flee the scene without fear of being stopped in any way, skill, spell or otherwise. You cannot make any other attacks, defend allies, cast spells or do anything to augment or detract from the battle once you've withdrawn and you cannot return and rejoin battle again. You are out, able to live to fight another day, but left to simply witness the rest of the battle from afar and self-heal or be gone completely.
(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.
(flavor topaz) [Tech] Universal Translator Headset: You can speak and understand all languages, but cannot read or write in any language but your own. (Polylingual skill)
(topaz) [Tech] Environmental Threat Detector: You are able to detect traps and snares in the vicinity with relative ease. This gives a +5 to Search checks made for trap detection. (Trap Detection skill)
(topaz) Apply Pressure: Taking a Mark in alive takes non-lethal means to control the target. Through your knowledge of "Pressure Points" you pain and weaken your Mark taking an amount of dice sides per rank of attacker from the victim see chart below. One time per combat, lasts for duration of combat.
Crystal and Topaz: -2
Amber: -4
Sapphire: -6
Emerald: -8
Ruby: -10
Obsidian: -12
Diamond: -14
(topaz) [Tech] Imminent Danger Alert: 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. (Dead Men Are Poor Men Skill)
(flavor amber) Quick Reconnoiter: 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.
(amber) [Tech] Technological Wonders (Magical Affinity Skill)
(amber) [Tech] Weapon Heat-Sinks: Your weapons have nigh unlimited ammunition, and firing them is only slowed down by the risk of overheating. This risk is mitigated with the use of disposable heat-sinks mounted on the barrel, which are very quick to pop on and off. This is an innate skill. (Equivalent to Easy Reload skill)
(amber) [Tech] Personal Anti-Supernatural Field: A properly trained Bloodhound knows to be wary around a Spell-casting Mark. At Amber, you gain +1 to Saves Against your Mark's Spells, at Sapphire a +2, and at Obsidian +3, and at Diamond +4. (Escape the Cage skill)
(flaw)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.
(support) 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.
(support) Knowledge (Interplanetary Space Travel Security Protocol, Engineering, Artificial Intelligence): +10 to checks
(bloodhound) [Tech] Personal Anti-Supernatural Targeting System: Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage. (Witch-Hunt Skill)
Stuff!
Main gun: M-15 Vindicator Battle Rifle (Acts as Revolving Matchlock, 2d6+1d3 damage, 6 shots before reload, Reliable, Dry Load, Exit Wound, Distance) ☼☼☼☼☼
Sidearm: Holdout Pistol (Acts as Pepperbox, 1d6 damage, 6 shots before reload, Reliable, Dry Load, Nimble Shot) ☼☼☼☼
Melee Weapon: Omni-Tool: Weapon mode (Dagger, 1d4 damage, mutating) ☼
Head: Helm of Air Supply [Head]
This appears as a simple metal helm, but when it is placed on the owner's head, it shifts into an appearance that matches whatever armor the owner is wearing. Someone in full plated armor would find it would be a full metal helm, someone wearing leather armor might find it become a leather cap. It provides a pure and clean breathable source of air around your head, only. This allows you to breathe underwater, or in circumstances that the air is polluted or unbreathable.
Face: Environmental Scanner (acts as Lens of Scrutiny) +5 search checks
Neck: Personal Shield Generator (Amulet of Armor +7 def)
Torso: None.
Body (Armor): Light EVA Suit (Mithralweave, +13 def, Environmental Seal (Comfort enchant) ☼ ☼
Cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings:
1)
2)
Books:
1)
2)
3)
Consumables:
1)Potion of Darksight 400gp
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
2)Endure the Elements 400gp
You can face heat, or cold without taking damage for 3 hours.
Color: Light Blue | Smell: Mildly Fruity | Texture: Smooth | Flavor: Tangy
3)
4)
5)
Magic Pack Items:
1) Portable Coffee Maker (acts as Replenishing Skin [Magic Item])
2) Helmet-Equipped Audio-Video Recording Device (acts as Notebook of Inquiry [Magic Item]) +5 gather info checks
3)
4)
5)
Other
Owned, not carried
Alacrity (Small spacecraft)
Screen Name: psionicwanderer
Alignment: Neutral
Hair: Dark
Eyes: Brown
Height: 6'2"
Weight: 169 lbs.
Rank: Amber Defender
Dice: 2d52
HP: 28
XP: 106
GP: 52,875gp
Strength [0]
Quickness [6]
Endurance [1]
Willpower [1]
Intelligence [2]
Perception [5]
Charisma [1]
Race: Human
Racial Weakness: None
Languages: English (American)
Country of Origin: Offworld (Montana)
Chosen Deity: Unknown
Memberships: Obsidian Heart (pending)
Primary Class: Support
Class Bonus: Two Support skills
Primary Profession: Bloodhound
Profession Bonus: Bonus - "Bloodhound's Mark" 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.
1 free Bloodhound skill
Secondary Class: Classified
Secondary Profession: Classified
Flaws
1. Caffeine Addict: If he doesn't have his coffee, -5 to all Perception-based rolls and -2 quickness until he does. Must have a steady supply of coffee or some other caffeinated product to avoid the penalty. (Note: If a quest is started with this penalty, it must be finished with the penalty, you can't just drink some coffee halfway through and be fine! Gotta do it beforehand!
2. Code of Honor: You follow a stringent code that separates you from the others.
Penalty: You cannot attack helpless or unconscious foes and do not gain combat advantage against stunned enemies. This means that while a stunned creature normally has DC10, you must still roll strike on their normal DC. Additionally, you cannot harm prisoners, must spare adversaries who have surrendered to you, cannot use dishonorable tactics (poisoning the orc's water supply, etc), and that like.
3. Reflex Against Magic: Your body is innately resistant to magic, even beneficial ones.
Penalty: You must pass the caster's spell save to take benefit from spells meant to assist you such as Defense, Strike Boost, etc. Once you have passed that caster's save once, then all spells they cast beneficially on you for the remainder of the adventure do not need a subsequent roll.
Skills
(racial) Versatility: You may choose any of the Versatility (V) marked skills if you meet the prerequisites for your skill slots. 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.
(racial) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(racial) Alert: You gain a +5 to Spot and Listen Checks.
(Free Teamwork): Concerted Attack: You and your allies are trained to work as a team while defeating your foes. When allies who have this skill are attacking the same foe in combat, each ally gains a +2 to Strike against that one foe for as long as they are focused on the same foe.
(flavor crystal) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
(flavor crystal) Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
(flavor crystal) You're Shitting Me!: This grants a +3 bonus on Bluff, Diplomacy, and Gather Info.
(crystal) Combat Marksman: 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.
(crystal) Artisan Crafting (Powered Armor/EVA Suit Diagnostics and Repair, Omni-Blade Systems Technician, High-Tech Ranged Weaponry Build and Repair)
(crystal) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Live to Fight Another Day: Once per day, you may withdraw completely from combat and flee the scene without fear of being stopped in any way, skill, spell or otherwise. You cannot make any other attacks, defend allies, cast spells or do anything to augment or detract from the battle once you've withdrawn and you cannot return and rejoin battle again. You are out, able to live to fight another day, but left to simply witness the rest of the battle from afar and self-heal or be gone completely.
(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.
(flavor topaz) [Tech] Universal Translator Headset: You can speak and understand all languages, but cannot read or write in any language but your own. (Polylingual skill)
(topaz) [Tech] Environmental Threat Detector: You are able to detect traps and snares in the vicinity with relative ease. This gives a +5 to Search checks made for trap detection. (Trap Detection skill)
(topaz) Apply Pressure: Taking a Mark in alive takes non-lethal means to control the target. Through your knowledge of "Pressure Points" you pain and weaken your Mark taking an amount of dice sides per rank of attacker from the victim see chart below. One time per combat, lasts for duration of combat.
Crystal and Topaz: -2
Amber: -4
Sapphire: -6
Emerald: -8
Ruby: -10
Obsidian: -12
Diamond: -14
(topaz) [Tech] Imminent Danger Alert: 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. (Dead Men Are Poor Men Skill)
(flavor amber) Quick Reconnoiter: 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.
(amber) [Tech] Technological Wonders (Magical Affinity Skill)
(amber) [Tech] Weapon Heat-Sinks: Your weapons have nigh unlimited ammunition, and firing them is only slowed down by the risk of overheating. This risk is mitigated with the use of disposable heat-sinks mounted on the barrel, which are very quick to pop on and off. This is an innate skill. (Equivalent to Easy Reload skill)
(amber) [Tech] Personal Anti-Supernatural Field: A properly trained Bloodhound knows to be wary around a Spell-casting Mark. At Amber, you gain +1 to Saves Against your Mark's Spells, at Sapphire a +2, and at Obsidian +3, and at Diamond +4. (Escape the Cage skill)
(flaw)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.
(support) 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.
(support) Knowledge (Interplanetary Space Travel Security Protocol, Engineering, Artificial Intelligence): +10 to checks
(bloodhound) [Tech] Personal Anti-Supernatural Targeting System: Spellcasters often fall under a Bloodhound's list of quarry and prove an especially dangerous Mark. Experience against them has gifted you +1 to Strike and Damage vs Spellcasting Marks. At Emerald, you gain a +2 Strike and Damage, at Ruby +3 Strike and Damage. (Witch-Hunt Skill)
Stuff!
Main gun: M-15 Vindicator Battle Rifle (Acts as Revolving Matchlock, 2d6+1d3 damage, 6 shots before reload, Reliable, Dry Load, Exit Wound, Distance) ☼☼☼☼☼
Sidearm: Holdout Pistol (Acts as Pepperbox, 1d6 damage, 6 shots before reload, Reliable, Dry Load, Nimble Shot) ☼☼☼☼
Melee Weapon: Omni-Tool: Weapon mode (Dagger, 1d4 damage, mutating) ☼
Head: Helm of Air Supply [Head]
This appears as a simple metal helm, but when it is placed on the owner's head, it shifts into an appearance that matches whatever armor the owner is wearing. Someone in full plated armor would find it would be a full metal helm, someone wearing leather armor might find it become a leather cap. It provides a pure and clean breathable source of air around your head, only. This allows you to breathe underwater, or in circumstances that the air is polluted or unbreathable.
Face: Environmental Scanner (acts as Lens of Scrutiny) +5 search checks
Neck: Personal Shield Generator (Amulet of Armor +7 def)
Torso: None.
Body (Armor): Light EVA Suit (Mithralweave, +13 def, Environmental Seal (Comfort enchant) ☼ ☼
Cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings:
1)
2)
Books:
1)
2)
3)
Consumables:
1)Potion of Darksight 400gp
Drinking this potion gives you darksight for 3 hours. Darksight allows you to see up to 60 feet in darkness, though everything is in black and white.
Color: Dark Orange | Smell: Sharp | Texture: Smooth | Flavor: Carrots
2)Endure the Elements 400gp
You can face heat, or cold without taking damage for 3 hours.
Color: Light Blue | Smell: Mildly Fruity | Texture: Smooth | Flavor: Tangy
3)
4)
5)
Magic Pack Items:
1) Portable Coffee Maker (acts as Replenishing Skin [Magic Item])
2) Helmet-Equipped Audio-Video Recording Device (acts as Notebook of Inquiry [Magic Item]) +5 gather info checks
3)
4)
5)
Other
Owned, not carried
Alacrity (Small spacecraft)