Post by Maereth Selakiir on Sept 18, 2016 14:37:13 GMT -5
Name: Gundhram Jager
Screen Name: lurkerinshade
Alignment: Neutral Evil
Languages: Abyssal, Common, Doxenian
Country of Origin: Doxenia
Description:
Personality:
Current Rank: Crystal Adept
Current Dice: 2d32
Current Hit Points: 27
Defense DC: 13
Traits
Strength [0]
Quickness [3]
Endurance [2]
Willpower [1]
Intelligence [0]
Perception [0]
Charisma [0]
Primary Class: Combat
Class Bonus: 1d extra 1/combat; Combat Affinity
Primary Profession: N/A
Profession Bonus: N/A
Secondary Class: N/A
Class Bonus: N/A
Secondary Profession: N/A
Profession Bonus: N/A
Race: Human
Racial Weakness (if applicable): None
Chosen Skills (3 Flavor, 5 to start; 1 flavor, 3 more each gemstone rank)
(racial) Versatility
(racial) Athletics
(racial) Fearless
(combat) Combat Affinity
(flavor crystal) Delay Pain
(flavor crystal) Daredevil Athlete
(flavor crystal) Evil Brand
(crystal) Acrobatic
(crystal) Brutish Durability
(crystal) Diehard
(crystal) Dexterous Fighter
(crystal) Two-Handed Weapon
(teamwork) OPEN
Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Prodigious Puncturing Siphon-Blade
This two-handed blade [2d10] looks as dangerous as it behaves. The handle of the sword is wrapped in leather, the hand guard wrapped in werewolf hide; the bottom of the handle curves into a hook. Protruding from the hilt in a sort of macabre quillon are six long, silvery, razor-sharp needles. Each needle can be drawn out and placed into the blood groove of the blade as a free action before one's attack, and on a successful strike, the needle embeds itself into the wound, causing it to continue to bleed (and be unable to heal) until the needle is pulled out, which takes a full-round action. Only then can the target gain healing from the wound. The needle is destroyed if the attack misses, or when it is removed from the creature it was embedded into. The blade regrows all spent needles each morning. As blood flows down the blood groove of the weapon, it also siphons life force from your enemy. Once per combat, if your chosen target fails a DC15 Willpower Check, they are drained of 1d5 hit points, which is transferred to the wielder of the blade as temporary hit points, lasting until the end of that combat.
Secondary Weapon:
Ranged Weapon: Vilebone Longbow [2d5] w/ Metal Spike [1d5]
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
ONE ITEM PER SLOT
Head/Headband:
Face/Eyes:
Neck:
Torso/Body:
Armor: Ghoul Shell Armor ☼ ☼ ☼ ☼
This suit of +15 DEF hide armor is made of shaped and fitted pieces of ghoul hide. Wearing this armor causes you to be immune to paralyzation, but when wearing this you always take a -5 to all Charisma-based skills. (Medium Armor)
Cloak/Shoulders: Cloak of Ghostly Intent [Cloak]
This cloak can be used three times per day for up to 10 minutes each time, out of combat. It turns the wearer invisible only when the hood is pulled over the head. This does not hide your scent, or your sound, it merely makes you invisible which adds a +5 to any Hide Checks you are asked to make while it is active.
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
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2.
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4.
5.
Mundane (non-magical pack Items
Other Information: (You can put age, description, status, children, etc)
Spells: (If you are a magic class, or have magical or psionic affinity, list your spells here once they've been approved.)