Post by Ransom Creed on Sept 29, 2016 15:26:54 GMT -5
Name: Ransom 'Ranse' Creed
Alignment: Neutral Good
Race: Human
Racial Skill: Versatility
- Class & Profession has no bearing on skill choice (can take any skill if rank/skill prerequisites are met, class requirements are not used EXCEPT skills marked "Primary". You cannot take primary skills, at all, unless you have that primary class or profession.
Languages: Common, Sark, Thieves Cant, Fein
Country of Origin: Sarkotos
Rank: Crystal Adept
Dice: 2d32
Hit Points: 16
Defense DC: 16
Experience: 30
Gold Pieces: 10,000
Crafting Points: 30
Reputation: 5
Primary Class: Combat
Class Bonus: Combat 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!
Flaws
Bigot [non-humans](+1 Trait)
- You have a strong dislike of various races, religions, groups or politics. Please list everything you are prejudiced against. You may choose as many as you wish, all beneath this one flaw title. This means if you wish to take Intolerant for more than one type of thing you select this skill instead so that you are free to select further flaws. Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike.
- 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.
Docile to Magic (+1 Skill)
You are very vulnerable to magic. Penalty: You take a -2 to all saves against magical spells and magic.
Traits
Strength [ 0 ] Quickness [ 6 ] Endurance [ 0 ]
Willpower [ 0 ] Intelligence [ 0 ] Perception [ 0 ] Charisma [ 0 ]
Tactics and Talents
Diplomacy [ 3 ] Intimidation [ 0 ] Bluff [ 3 ] Search [ 5 ]
Disguise [ 0 ] Stealth [ 6 ] Insight [ 5 ] Spot [ 5 ]
Listen [ 5 ] Appraise [ 0 ] Locate Traps [ 0 ] Rogue [ 6 ]
Escape [ 6 ] Gather Info [ 8 ] Knowledge [ 0 ] Ride [ 6 ]
Handle Animal [ 0 ] Use Object [ 6 ] Athletics [ 0 ] Acrobatics [ 11 ]
General Skills
Acrobatic (race)
- You have excellent coordination, and can take a +5 to all Acrobatics Checks. (CC)
Alert (race)
You gain a +5 to Spot and Listen Checks. (CC)
Artisan Crafting (flaw)
- 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 - Gunsmithing
Combat Affinity (combat)
- You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
Combat Skills
Dual-Wield (crystal)
- 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. *Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. You divide your damage in half, and add one weapon's damage to one and one weapon's damage to the other.
Dexterous Fighter (crystal)
- 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. COMBAT (CC)
Pistol Whip (crystal)
- While it may not be a recommended use of a pistol, with the right know-how you can utilize one as an effective mace-like weapon. This allows you at any time in melee combat to use your pistol as a melee bludgeoning weapon and roll the same damage dice you'd roll if you were firing your weapon. This is a constant skill. Prerequisite: Use a gun. COMBAT
Dual-Wield Focus (crystal)
- 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. Prerequisites: Dual-Wield Skill COMBAT
Defense Skills
Quickstep (crystal)
- 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. Prerequisite: Swordmaster(Versatility) DEFENSE
Flavor Skills
Entrepreneur (crystal)
- 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! FLAVOR
Investigator (crystal)
- You gain a +5 on Gather Info, Insight and Search Checks. FLAVOR
You're Shitting Me! (crystal)
- This grants a +3 bonus on Bluff, Diplomacy, and Gather Info. FLAVOR
Teamwork Skills
Soul Mate (Miranda Lin)
- You and your chosen soul mate must both take this skill to benefit from it. You develop a sixth sense that warns you whenever your soul mate is in danger as well as a +5 bonus to all skill checks targeting your soul mate (for instance, if your soul mate was kidnapped, you sense she is in danger so you Gather Info, or do Perception checks to find her, you gain the bonus). Finally, any effect that compels you to directly harm your soul mate is immediately dispelled.