Post by behrleif on Oct 29, 2016 20:04:44 GMT -5
Personal Information
Name: Trace
Screen Name: ofruggedways
Reputation: 14.5
Alignment: Chaotic Good
Race: Elf
Racial Weakness: None
Gender: Male
Age: 25
Country of Origin: Kir'Viir
Languages: Common, Elven
Description:
Hair/Eyes: Dark Brown/Hazel
Weight: 113lbs
Height: 6'
Body Type: Athlethic
Astrology:
Birthday: August 8th
Sign: Wyvern
Lucky Bonus: Pass 1 survival check/day
Under: New Moon, +1 Stealth/Hide
Quirks:
Outdoor over Indoor: Prefers to be outside opposed to being inside.
Battle States
Traits
Strength [0]
Quickness [12]
Endurance [3]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Rank Stats:
Experience: 198
Rank: Amber Shield
Dice: 2d58
HP: 46
DDC: 22
Rezzes: 5/5
Tower Run
Floor: 8
Tokens: 10500
Classes and Professions
Primary Class:
Combat
Bonus: Extra 1d 1/combat
Primary Profession:
Ranger
Bonus: Silent Tracker" You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc. You also get "Ranger's Boon" which gives a +3 damage (DMG) and +2 Strike to your ranged attacks only.
Secondary Class:
Bonus:
Secondary Profession:
Bonus:
Weapon
Name:
Spellshocked Wood Melee Hardened Bow
Type:
Melee Hardened Bow [1d8 melee] [2d8 ranged]
These bows, first made by elves, have been crafted to stand up to melee combat. Unlike swordbows, they are wooden and remain a bow at all times, but they are of a dense and hardened wood, thicker and heavier than a normal bow and can be wielded like a quarterstaff doing bludgeoning damage. You can freely change from melee to ranged each round. Magical enhancements effect it as one weapon, but if the enchantment is only for ranged weapons you cannot use that enchantment while wielding it in melee combat, and vice versa.
Spellshocked Wood
Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood.
Upgrades:
Skillful ☼ ☼ ☼ ☼: Double Attack
A skillful weapon is allowed to have one combat/weapon skill attached to it (whose prerequisites you meet). You may only use this skill while you are wielding the weapon.
Armor and Worn Affects
Head/Headband:
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:
Amulet of Armor: +3 Def
Torso/Body:
Armor:
Leather Armor: +6 Def
Cloak/Shoulders:
Cloak of Defense: +5 Def
Waist:
Legs:
Suede Leggings: +2 Def
Arms/Wrist:
Archer's Bracers: +3 Dmg, +1 Archery Match
Hands:
Feet:
Body Modification:
Rings:
1.
2.
Pack Items
Consumables
1. Adamantine Arrow (5-Use) x1: These arrows bypass any defenses one has from armor that is lower strength than adamantine itself. They can be used 5 times before they need to be replaced, if they are scavenged.
2. Alchemist's Fire Arrow x1: These arrow's shafts are packed with alchemist fire, and when they hit and shatter the alchemical compounds burst into flames, doing 1d3 extra damage. Against creatures weak to fire, they do double damage. One use.
3. Silver Arrow x1: Silver arrows are extremely useful against lycanthropes and any creature weak to silver. Against such creatures they do double damage if hit. Silver arrows can only be used once.
4. Pixie Sleep Arrow x5: DC of 15
5. Full Heal Potion (3-Use) x2
Magical Items
1. 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.
2.
3.
4.
5.
Mundane Items
Items in Storage
2 Platinum Bars
Leather Bracers: +3 Def
Chameleon Robe [Armor] ☼: This armored robe +4 DEF is worn in the Armor Slot. It appears as muted mottled colors, that shifts to blend into the background. It grants a +3 to Stealth Checks, but if you are not wearing anything in your cloak slot the bonus goes up to +5.
Staff of Chaos [Magical Item] or [Weapon]: Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. This staff has 3 charges that can be used per day. It is also useful as a weapon, if desired.
1 Charge = Makes a weapon chaotic for one combat.
2 Charges = Deals 1d8 chaos damage once per combat.
3 Charges = This stuns a lawful aligned creature for one round of combat.
Skills
Racial
Elven Beauty: +10 Diplomacy
Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
Immunity to Sleep:
Your blood allows the act of any sleep effects to be nulled automatically. This is an innate skill.
Wild Attunement: Forest, doubled healing in chosen terrain
You share a strong mystic connection with one type of wilderness terrain. Select one type of specific terrain (except urban), and any healing done to you in that terrain is doubled once per adventure. This encompasses healing potions, skills, and any other means of healing. For instance, if you drink a 10hp potion you'd heal for 20hp. At Sapphire you may choose another terrain, at Ruby you may choose a third.
Flavor
Bottomless Pockets:
Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
Favored Terrain: Forest, +4 to stealth, spot, listen, athletics, and nature
A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain. When the ranger reaches Sapphire they may choose another terrain, and yet another at Obsidian rank, and one more at Diamond rank. Terrains: Aquatic, Desert, Underground, Forests, Hills, Marshes and Swamps, Mountains, Plains, Cities, Tundra
Incredible Insight: +5 to insight checks
Know Direction:
You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).
Low Light Vision: Able to see 2x sight in poor illumination
Wild Spirit: Forest, +4 perception, blind sense of 30ft
While in your terrain chosen with Wild Attunement, you gain a +4 to any checks that require Perception (Search, Insight, Spot, Listen, etc) as well as gain blind sense out to 30 feet. The bonuses do not stack if you are in a terrain that qualifies as more than one terrain; you only receive the bonus for one terrain.
Prerequisite: Wild Attunement
Combat
Bank Shot: 1/combat
Bank Shot allows you to ricochet projectiles and thrown weapons off objects on the way to their target. This means you do not need to have a straight shot, but can attack them while remaining hidden. A Bank Shot also bypasses any shield a target might be holding or using. This can be used once per combat.
Combat Affinity: Allows use of combat maneuvers
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. This is a constant effect.
Eagle Eye:
A ranged combatant's senses have developed so keenly that he is now able to use point blank shot benefits at a distance. Prerequisites: Point Blank Shot
Favored Enemy: Vermin, +5 Dmg
A ranger can choose a certain kind of creature whose nature and habits he knows inside and out as a favored enemy. Thereafter, he gains +5 damage anytime he faces this enemy as a bonus. Must name your enemy upon taking this skill, and your enemy must be stated in your CHARACTER SHEET clearly. At Amber, Emerald, Obsidian and Diamond Rank you may choose a second, third, fourth and fifth favored enemy giving you a total of FIVE favored enemies by the time you reach Diamond Rank. Please choose one of the following types. If you choose "Humanoid" Or "Outsider" choose a subtype. This is a constant effect.
Oaken Strength: Double roll of combat dice 1/combat
Like the mighty oak in the heart of the forest, you have an undeniable strength. As the roots of the tree sink into the earth, your determination flows deep into your body. Able to bring out a raw strength and deliver it upon those that would stand against you. Once per combat you may roll your combat dice twice.
Point Blank Shot: Close combat, +2 Dmg
You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to damage. At Amber, it is now +2, at Emerald +3, at Ruby +4 and at Obsidian +5, Diamond +6. This is a constant skill.
Point Blank Master: +1 Strike
You now gain a +1 boost to strike when using a ranged weapon in close combat. At Ruby it is +2, and at Obsidian it is +3. This is a constant skill. Prerequisite: Point Blank Shot
Ranged Sniper: + 1/2 of QCK to Dmg
You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
Miscellaneous
Acrobatic: +5 to acrobatics check
Brutish Durability: +3 HP per rank, Crystal (+9)
Dexterous Fighter: Allows the use of QCK over STR
Diehard: +5 HP
Combat Maneuvers
Total Number of CMs: 11
Attacks
Save: Yes (One-time attack)
Save: No (constants - boost throughout combat)
Amber: +8 or Constant +2
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
Cluster of Shots: +8 DMG 1/Combat
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot, doing extra one-time damage with a ranged weapon.
AoE Attacks
Save: Yes (One-time attack)
Crystal and Topaz: +2 [2 NPCs]
Amber: +4 [3 NPCs]
Sapphire & Emerald: +6 [4 NPCs]
Ruby: +8 [5 NPC's]
Obsidian: +10 [6 NPCs]
Diamond: +12 [All Enemies]
Empty Quiver: +4/3 NPCs, QCK/QCK
You rain down ranged attacks upon multiple enemies
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
Amber: 8 or Constant 4
Sapphire & Emerald: 12 or Constant 6
Ruby: 16 or Constant 8
Obsidian: 20 or Constant 10
(Alternate) Obsidian: Gain 1d of Dice 1 Round
Bow Mastery: Extra 1d4 throughout combat
You are adept with either bows or crossbows, enabling you to do more damage with them.
Strike Boosts or Lessens
Save: No
Amber and Sapphire: Constant +2 / -2
Emerald and Ruby: Constant +3 / -3
Obsidian: Constant +4 / -4
Accurate Attacks: Constant +2/-2 to strike
You move with speed and ease, making accurate attacks, boosting your Strike during combat.
Defense Boosts
This adds to your defense boost during combat, either one round, or constant throughout combat.
Save: No
Amber: +6 or Constant +4
Sapphire: +8 or Constant +6
Emerald and Ruby: +10 or Constant +8
Obsidian: +12 or Constant +10
Dancing Dodge: +4 to DEF throughout combat
You can dance your way around your opponents attacks. This grants a one-time or constant defense.
Defense Absorb
Save: No
Amber: Absorbs 7 Dmg
Sapphire: Absorbs 9 Dmg
Emerald and Ruby: Absorbs 11 Dmg
Obsidian: Absorbs 15 Dmg.
Aggressive Defense: Absorbs 7 Dmg
You are so skilled at defending yourself during combat that you are able to absorb a certain amount of damage before taking wounds.
Negate Defenses
A negate defense maneuver takes away the opponent's ability to use defenses (armor, shield, gauntlets, etc. NOT defensive skills).
Save: Yes
Amber and Sapphire: 2 rounds
Emerald and Ruby: 3 rounds
Obsidian: 4 rounds
Cleaver Ricochet: Negates armor DEF for 2 rounds.
You know how to bounce ranged attacks to get around an enemy's cover, allowing you to negate any defenses they may have from natural cover, shields or bucklers.
Reflects
Reflects send attacks back upon the attacker.
Save: Yes
Amber: n/a
Sapphire: Reflect 1/4 Dmg
Emerald, Ruby: Reflect 1/2 Dmg
Obsidian: Full Reflect
Elusive Redirection: 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
Amber & Sapphire: Evade 1/2 Dmg
Emerald, Ruby & Obsidian: Evade Full Dmg
Crane Feather: Evade 1/2 damage 1/combat
This style allows you to deflect one incoming attack, taking no damage.
Elusive Target: Evade 1/2 damage 1/combat
You are very hard to hit when you want to be.
Split the Arrow: Evade 1/2 damage 1/combat
As the enemy archer’s arrow hurtles through the air, you deftly pick it off with a shot of your own ranged weapon before it can hit its target.