Post by behrleif on Aug 27, 2016 20:19:12 GMT -5
Personal Information
Basics:
Name: Behr Leif
Screen Name: ofruggedways
Reputation: 25
Alignment: Good
Race: Lycanthrope/Cheetah
Racial Weakness: Silver (2x Dmg)
Gender: Male
Age: 19
Country of Origin: Rayyan
Languages: Common, Feral, Battle Signals, Kulnama
Human Description:
Hair/Eyes: Blonde/Chocolate
Weight: 137lbs
Height: 5'7
Body Type: Runner's Build
Beastial Hybrid Description:
Height: 6'2
Weight: 165lbs
Appearance: Overall cheetah appearance with an upright, two legged, two armed build.
Astrology:
Birthday: October 13th
Sign: Unicorn
Lucky Bonus: Pass 1 jump/climb check/day
Under: Gibbous Moon, +1 to Diplomacy
Flaws:
Weapon Savant: You prize one type of weapon above all others, and are proficient in its use. Choose a weapon type such as longsword, bow, axe, polearm, etc.
Penalty: You take a -2 to your Strike with any other weapon type other than the one with which you are proficient.
Quirks:
Whimsical: You decide to do things simply because you feel like it.
Bleeding Heart: Unable to stand the needless abuse of innocent beings.
Madness:
I am the smartest, wisest, strongest, fastest, and most beautiful person I know.
Battle Stats
Traits:
Strength [7]
Quickness [12] + 2* = 14
Endurance [0]
Willpower [11]
Intelligence [0]
Perception [1]
Charisma [0]
*+1 Anniversary trait QCK, Rep (25) trait QCK
Rank Stats:
Experience: 550
Rank: Ruby Shield
Dice: 3d80
HP: 71
DDC: 24
Rezzes: 5/5
Tower Run
Floor: 14
Tokens: 7500
Classes and Professions
Primary Class:
Combat
Bonus: Extra 1d 1/combat
Primary Profession:
Fighter
Bonus: Fighter's Weapon, +3 Strike/+3 DMG
Secondary Class:
Combat
Bonus: Extra 1d 1/combat
Secondary Profession:
Sword Master
Bonus: Dance Partner (Matumaini), +3 Strike/+3 DMG
Weapon
Name:
Matumaini
Type:
Cold Iron Two Bladed Sword (Paragon*2) (2d10/1d10)☼☼☼☼
This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron affect creatures that are weak to it, such as feykin.
Upgrades:
Legendary: Thundering (2xDmg to sonic), Double Attack
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.
Serrated ☼ ☼:
This improvement adds dozens of sharpened ridges, similar to the teeth of a saw, to the striking edge of a slashing weapon, allowing it to chew through armor with ease. When attacking an enemy with a Serrated weapon, you may ignore the first 5 points of defense. The enemy must be wearing physical armor for this modification to work.
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.
Metalline ☼ ☼☼ ☼:
The wielder can alter the composition of a metalline weapon from one kind of metal to another taking up their turn that round of combat to switch metals. For instance, a metalline bastard sword can become an adamantine bastard sword or a cold iron bastard sword.
Armor and Worn Affects
Head/Headband:
Silvern Shifting Braid: Head, Shapeshifting Skill
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid causes all attacks made by the shifter to be considered "silver".
Face/Eyes:
Arachnid Goggles: Eyes
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
Neck:
Totem of Defense: +7 mun/mag Def, Enchant: Phantom
This enchantment can be placed on an item to allow you to strike, whether unarmed or with a weapon, incorporeal creatures.
Torso/Body:
Warrior's Sash: +5 Intimidation, Immunity to fear, extra combat maneuver
This red sash is emblazed with the crest of Araggaxio. When worn, the wearer gains a +5 bonus to Intimidation checks. The wearer is immune to fear, and anyone who attempts a fear effect on the wearer must make their own save roll or succumb to their own fear effect. This item also allows the wearer an additional combat maneuver during combat.
Armor:
Chronomite Hauberk: +13 mun/mag Def
This dull, coppery substance warps time around it, making things seem to speed up or slow down. A suit of light chronomite armor grants a +8 bonus on Initiative
Magically Warded: This enchantment on your mundane armor enables your Armor Slot Item up to +13 DEF to count against magical attacks. Whatever defense your Armor Slot Item has, is its magical defense as well. So a +10 Armor (mundane) would have +10 Armor (magical) with this enchantment.
Cloak/Shoulders:
Gunman's Duster: This long, loose-fitting coat grants a +3 DEF. Once per adventure, you are given the ability to completely dodge an incoming firearm attack and take no damage. If the wearer uses a firearm himself, then they are able to reload and fire a firearm in the same turn.
Waist:
Shapeshifter's Medallion (Brooch): This medallion can be worn around the neck, as a bracelet, anklet or even on a ring and it remains on the shapeshifter after they shift, but it causes all non-armor/shield, non-weapon gear slot items to meld into the shapeshifter's body, but allows all enchantments to still work in shifted form. This includes things like a magical hat, your belt, your shoes, your torso item, your neck item etc to be able to use the enchantment.
Legs:
Combat Leggings: Bonus Combat Maneuver
This enchantment causes an item to allow a combatant to use another combat maneuver in combat besides those already allowed. You must have Combat Affinity to use an item with this enchantment.
Arms/Wrist:
Adaption Charm: Slot varies(A charm with 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. This charm can be worn as a bracelet, necklace, clipped onto a belt or somewhere else.)
Hands:
Feet:
Daredevil's Boots: +2 to maneuver checks over treacherous terrain
Body Modification:
Combat Finger Sleeves
Combatants can get a finger tattooed with intricate, tightly woven sigils which allows them to boost their power. Each time you upgrade your tattoo to the next level, you gain more power. You must start with Sleeve I, and work your way up, tattooing another finger on the same hand each time. Sleeve V also includes tattooing of your wrist. Each Sleeve is 5,000gp. This tattoo takes up your body modification slot or your hand slot, when you upgrade you simply state which level of the upgrade you have. You gain the new ability along with any others you've already gained when you upgrade. You may not also have Arcane Finger Sleeves with Combat Finger Sleeves, and you cannot get any other tattoo in the same slot as Sleeves, even if the inkantationist has the skill that allows two in one slot.
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:
1. Ring of Exploration:
This plain bronze ring is highly valued by anyone who explores the far corners of the world, but they are especially useful for those who seek to penetrate jungle interiors since they protect from simple, mundane diseases as well as solve the problem of passing through dense undergrowth. The wearer of a ring of exploration remains at a comfortable temperature during the most extreme weather conditions, as if he had endure elements cast upon them for cold, or hot environments. This ring does not save against cold or fire attacks though. The ring also continually provides its wearer with life-sustaining nourishment. The ring grants the wearer the ability to pass through natural thorns, briars, overgrown areas, and similar terrain (as long as it's not magically manipulated) at normal speed without suffering damage or other impairment. Finally, you always find the direction north.
2. Ring of Evasion
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
[Worth: 6,500gp]
Pack Items
Consumables
1. 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.
2. Full Heal Potion (3-Use) x5
3.
4.
5.
Magical Items
1. Box of Slow Stones (5):
One stone can be used per combat, when the stone is thrown at a target, if you hit the target (roll Strike), then the magic of the stone causes that target to be slowed. They lose their Quickness for one round, lowering their DDC to 10, and effecting anything else that round that uses Quickness. Once a stone is used, it disappears, and only reappears back in the box in 24 hours.
2. Tan Bag of Tricks:
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple commands, if ordered into combat follow the rules for Animal Companions to determine it's hp and dice. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to Determine Animal
1 - Grizzly Bear
2 - Lion
3 - Heavy Horse
4 - Tiger
5 - Rhinoceros
3. Tree Fort:
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC25 Spot check to notice (DC15 in a dead tree or tree that has shed its leaves). The tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage, the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
4. Wayfinder with Ioun Stone (Eastern Star)
This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light. The ioun stone is a red crystal cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
5. Ioun Stone (Dark Blue Rhomboid):
If you do not have the Alert Skill, this stone grants the wearer +5 to Spot and Listen. If you already have the Alert skill, the bonus for Alert increases to +8 when this stone is used. Ioun stones orbit around the wearer's head.
Mundane Items
Beef Jerky: 5 days of rations
Items in Storage
Rez Coin
Greenbound Creature Vine Anklet
Bag of Mothballs: Curiosity
Illusion of Innocence Wristlet: (Gear/RP Flavor Item
This small brightly colored bracelet holds within it the power to transform someone into a human child-like version of themselves much like a Disguise Self spell combined with the Childlike skill. It was designed to bypass the aversion wards on the Sweetest Day Shop that has since burnt down within the Navahla Market. This item will take the wearer's gear and turn them into a 'play' version of themselves. Metal weapons will become wooden. Real jewels into paste. The bonuses are not lost, they just appear different. ((This item is meant to be for RP flavor only. Before using on a mission or quest, please make sure that you have the DM's express permission though it provides NO BONUS when being used. ))
Bear Claws: Curiosity, x9
Collar of Cleverness [Animal Companion]
This collar allows your animal companion or familiar to learn 2 new essential commands. They can follow these commands as long as they are wearing this collar. If this collar is removed, the commands they were taught are lost.
[Worth: 3,000gp]
Glass of Distance [Magic Item]
This fine spyglass can be used to see 10 miles away. While looking into the distance, the user can speak a command word to instantly transport himself to an object or creature he can see. If the spyglass is reversed, a user looking through the large end can speak a command word to transport a creature or object to him, up to a distance of up to ten miles away. More than one object or creature can be transported, so long as each is in physical contact with another. A spyglass of distance can be used to teleport any given creature only once per day, regardless of direction.
[Worth: 5,000gp]
Skills
Racial
Beastial Fury: +5 Dmg when in Beast form
A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
Prerequisites: Shapeshifting
Catfolk Pounce: Attack at the end of a bullrush
Healing Shift: Complete heal 1/Day
Pur: Ability to seduce with a pur
The ultimate tool of feline seduction: by softly purring near one person or animal, the werecat instills her with a desire to cuddle, pet and spoil him. So long as he treats his paramour well, she’ll want nothing more than to shower him with affection for days at a time. Purr works in any form. To set this charm in motion, the werecat must purr audibly for at least a minute. The player rolls d20 + Charisma, this becomes the Willpower DC for the target. Violence or unreasonable demands (“Go kill that vampire for me, sweetheart”) wreck the charm beyond repair — it’ll never work on her again. The infatuation lingers for one day per gemstone rank. This is NOT a combat effect, it only works outside of combat.
Prerequisite: Werecat, or Cat Beastfolk
Flavor
Beast Speak: Speak normally while shifted
Dancing Cheetah: Doubled speed, +5 acrobatics (Anniversary Skill)
Incredible Insight: +5 to insight checks
Investigator: +5 to gather info, insight, and search checks
Lightning Initiative: +10 to initiative
Low Light Vision: Able to see 2x sight in poor illumination
Trackless Step: Move without leaving a trail
Scent: 30 foot range of scent
Combat
Battle Rager: +1d 1/combat when enraged
The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d)
Battle Sense: Reflect
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.
Combat Affinity: Allows use of combat maneuvers
Extension of Self: Double roll of combat dice 1/combat
Sudden Charge: 1/combat, target loses turn, save is DC10 +QCK
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.
Quickstep: Evade Physical ATT 1/Combat
Ruthless: Second ATT of just Weapon DMG upon a Kill
When you have killed a foe on your turn, you may immediately make another attack of ONLY your weapon damage and trait bonus to any legal target left on the field, no strike needed.
Tempest: 1d4 to hit multiple targets 1/Combat
There are times when a fighter is simply outnumbered, though that does not always mean they are at a disadvantage. Years on the battlefield have taught the fighter how to assault not just one, but numerous foes in rapid succession. Once per combat the fighter may roll a 1d4 to attack additional enemies in a round.
Undeniable: Negate defense bonus 1/combat
It's a mix of a few things. Physics, training, body mechanics and combat awareness. Sure you can put a weapon in motion, but your threat range remains solely on your foot work. As hard as you swing that weapon, there's always something out there that can stop it cold. But you put all of that behind six feet or more of unrelenting mass, there is nowhere to run, no fancy foot work to save you. The two handed weapon is going to force through their futile attempts guard. Once per combat, you may make an attack that ignores defense bonuses (skills still apply) upon a successful Melee Strike with a Two-Handed Weapon.
Weapon Alteration: +2 Dmg when using Matumaini
You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is a constant skill.
Miscellaneous
Acrobatic: +5 to acrobatics check
Aura of Strength: +1d to combat dice
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.
Blind Fight: Ability to fight while unable to see
Brutish Durability: +3 HP per rank, Topaz (+12)
Dexterous Fighter: Allows the use of QCK over STR
Diehard: +5 HP
Fighter's Defense: Evade ATT 1/combat
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.
Iron Will: +3 WLP
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.
No Way Out: Stops the retreat of an enemy as a free action
One Weapon Boon: Allows one weapon to have 10 enchantments
Parry: Evade ATT 1/combat
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.
Side Step: Evade ATT 1/combat
Two Handed Weapon: + 1/2 of QCK to DMG
Combat Maneuvers
Total Number of CMs: 14
Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Sapphire & Emerald: +12 or Constant +3
Ruby: +16 or Constant +4 or 1d Extra
Obsidian: +20 or Constant +5 or Double Roll
Diamond: +24 or Constant +6 or Double Roll
Backstab: +12 DMG 1/Combat, QCK vs QCK
You can strike quickly with unarmed or weapon, when your opponent's back is turned, giving you a one time boost to attack. (QCK vs QCK)
Attack Enhancers
No Save
Emerald: 5 rounds, 2d5 Damage
Ruby: Full Combat, 2d5 Damage
Obsidian: Full Combat, 2d8 Damage
Diamond: Full Combat, 2d10 Damage
Brutal Combatant: Extra 2d5 for 5 rounds
By channeling your inner power, you can put more oomph behind your attacks, making you brutal in combat and gaining extra damage.
Strengthen: Dice Sides
This allows you to boost you or your ally's dice sides. This lasts either one round, or a "constant" throughout the rest of combat. Only one strengthen may be in effect on a person at any given time whether from maneuvers or from magic spells.
Save: No
Dice Sides / One Round or Constant thru combat
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Bonded Weapon: Extra 1d6 during combat with Matumaini
You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon, enabling you to do more damage.
Defense Boosts
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Blade Defense: +8 to DEF throughout combat
You have mastered the art of defending yourself with a bladed weapon. This can give constant or one-time defense.
Negate Defenses
A negate defense maneuver takes away the opponent's ability to use defenses (armor, shield, gauntlets, etc. NOT defensive skills).
Save: Yes
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Acrobatic Attack: Negates armor DEF for 3 rounds.
Using acrobatic maneuvers you are able to get past a target's mundane defenses.
AoE Negate Defenses
A negate defense maneuver takes away a number of enemy's ability to use defenses (armor, shield, gauntlets, etc. NOT defensive skills).
Save: Yes
Emerald and Ruby: 2 rounds / 3 NPCs
Obsidian: 3 rounds / 4 NPCs
Armor Penetration: Spot/show weaknesses to allies, 3npc/2 rounds
You are skilled at seeking out weak points in your opponent’s armor, not only granting you the ability to bypass defenses but showing your allies where to hit to do so as well.
Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Combat Reflection: Reflects 1/2 DMG back, STR vs QCK
This allows the combatant to turn the force of a blow back upon his opponent. A melee attack can be reflected with a melee attack or a ranged attack with a ranged attack. All damage is redirected away from the combatant back to the opponent, or even toward another adversary within striking distance.
Elusive Reflect: Reflects 1/2 DMG back, QCK vs QCK
You may avoid taking damage from one attack, and then redirect damage back to the attacker.
Evades
Evades allow you to take less damage from one attack.
Save: No
Emerald, Ruby & Obsidian: Evade Full Dmg
Combat Evasion: Evade full damage 1/combat
You are skilled at deflecting the attacks of your enemies. When you use this maneuver, you evade the damage of one attack.
Elusive Target: Evade full damage 1/combat
You are very hard to hit when you want to be.
Tactic and Talent Buffs
You may only have one tactic or talent buff maneuver working at a time.
Save: No
Special: If you are debuffing a target, a save will be needed!
Length: A Trait Buff lasts through one adventure, or until you choose to "turn it off". You cannot have any other tactic or talent "buffs" going at the same time.
Emerald: +3
Ruby: +4
Obsidian: +5
Indominable: +3 Athletic checks
Your training has given you the ability to push your body to its limits, and then further. This boosts your Athletics.
Trait Bluffs
You may only have one trait buff working at a time.
Save: No, unless debuffing
Length: A Trait Buff lasts through one adventure or until you choose to "turn it off". You cannot have any other trait "buffs" going at the same time.
Sapphire, Emerald, Ruby: +2
Obsidian: +3
Blitz: +2 QCK while activated (all things QCK)
Dual Maneuvers
Save: Yes, unless special and approved.
Balance Strike: Constant DMG/Strike boost (+2/+1)
Your attacks are more fluid and flow more easily. You gain a boost to damage as well as strike.
(Constant Dmg/Strike Boost)
Emerald & Ruby: Constant +3 DMG / +2 Strike
Obsidian: Constant +4 DMG / +3 Strike
Combat Effects
Stand Your Ground: Negates fear affects
You keep fighting no matter how scared you get. If you are under a fear effect that would make you run from combat, you are able to withstand the fear and continue fighting.