Post by sloane on Nov 2, 2016 18:42:22 GMT -5
Name:
Captain Wolfgang Blitzkrieg
Screen Name:
Valiant Madcap
Alignment:
Chaotic Neutral
Race:
Mechanatrix
Size:
Medium
Racial Weakness:
Water
Languages:
Common, Planar Common (free), Celestial, Thieves' Cant, Ancient, Aquan, Old Stone, Dwarven
Country of Origin:
Seas of Arith
Chosen Deity:
Dannui, Maiden of the Seas, Astra Windsong, Goddess of Navigation, Stars, Ships, and Wind Currents, and Besmara is the Goddess of piracy, strife, and sea monsters. (And sometimes he praises Gond for the black powder)
History:
Where did he come from? He has no clue how he ended up in that lab, torn up, pieced out like he was a machine and they were evaluating the parts. The eery glow of the lights, cold voices talking about how compatible he was and how good of a unit he would make. In the end he was considered a failed attempt, pieced together but not functioning properly and he was tossed out like trash. The sudden jolt of hitting the heaps of scrap is what finally stirred him from his rest. Confused and half crippled, unable to truly understand what was going on or how to power his mechanical limbs, he simply had to drag his body from the scrap heap and try to find answers or some form of help. Fortunately for him, the mechanatrix employed some flesh slaves to do menial labor for them and he was found by the son of one who worked the junkyards scrapping parts. It took some time but the boy proved to be a bit of a savant with technology, having little time to do much else besides playing with broken parts, and he was able to finish what the mechanatrix started with Wolfgang and get him ..mostly.. functional. Unfortunately for the boy, his sudden show of skill got him taken from his home and "promoted" to working in their labs. Things seemed grim for Wolfgang if he hung around so he managed to sneak his way from their lands through various acts of shady business and smuggling. It took a good bit of time but he was able to learn the skills he needed to tend for his new body and even make improvements, enough so that he rejoined those shady business practices that saved his life, embracing them and using his more monstrous mechanical presence to intimidate what his silver tongue could not persuade. As an act of payment for the boys kindness, he attempted to use his new control over the shady ruffians to get back to those lands to save the boy, but he was far too late to find anything but a practical warforged in the boys likeness working the labs. From there he was lost to the seas, not looking back for fear of feeling guilt, always looking forward as he gathered various crews and various ships, taking what he wished, enjoying the life he was given back. Things slowed over the years, he got a bit complacent and rusty.. his long time crew leaving him stranded and stealing his treasures. Now he seeks a new crew, and revenge.
Description:
--Age: 239 (39 at time of "death" and rebirth as Mechanatrix)
--Height: 6'3"
--Weight: (optional) 365 lbs (Metal is heavy!)
--Body Type: (optional) Athletic and toned with sprinklings of sick robotics
--Eyes: Golden / Robotic!
--Hair: Dirty Blonde
--Gender: 65% Male 35% Automaton
---Personality: Old but happy.
STATS
Current Rank: Obsidian Master
Current Dice: 3d92
Current Hit Points: 72 (Half Dice + 8 End + 8 WLP +10 Neck)
Defense DC: 22
Defense: 20
Healing: 60
Self Healing: 30
Strike: +18 (12 Quick + 3 Swash +3 PBM)
Damage +29 (24 Quick [DWE] +5 PBS) [+1 Weapon dice use]
Strike: +18 (12 Quick + 3 Swash +3 PBM)
Damage +29 (24 Quick [DWE] +5 PBS) [+1 Weapon dice use]
Wolfie - Obsidian Master - Combat/Swashbuckler/Support/Healer - 3d92 - 72 HP (Half Dice + 8 End + 8 WLP +10 Neck) - 22 DDC -Weak: Water- Heal 60 (Self 30) - Flaws: Distinct. Flirt, Technophilia
Traits
Strength [0]
Quickness [12]
Endurance [8]
Willpower [8]
Intelligence [0]
Charisma [0]
Perception [5]
Class/Profession
Primary Class: Combat
Class Bonus: Extra 1d 1/combat.
Primary Profession: Swashbuckler
Profession Bonus: Not Left Handed: Dual Wield | +3 Strike with 2 Weapons
Secondary Class: Support
Class Bonus: 2 Free support skills
Secondary Profession: Healer
Profession Bonus: "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Skills
(racial) Shocking Grasp - Any weapon or unarmed attack by a mechanatrix is naturally considered "shocking" (electrical), though this can be turned off and on as they wish.
Prerequisite: Mechanatrix Racial
Prerequisite: Mechanatrix Racial
(racial) Electrical Affinity - Electrical attacks heal half the damage instead of harming at all, so for instance an electrical attack of 20dmg would heal 10hp. They are immune to Electrical damage. This is an innate skill.
Prerequisites: Mechanatrix Racial
Prerequisites: Mechanatrix Racial
(racial) Acrobatics -You have excellent coordination, and can take a +5 to all Acrobatics Checks.
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(flavor crystal) Alluring Tongue - People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
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(flavor crystal) Alluring Tongue - People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(flavor crystal) Bargainer - You are a master at the art of the deal. You gain a +5 to Diplomacy checks involving gold, and gain 10% more than the quoted price on any sell of an item to the Emporium. This does not stack with any other skill that gives you a better price at the Emporium such as Entitlement, or Fence.
(flavor crystal) Thrice Keelhauled - Swashbuckling pirates are used to being keelhauled, it's a hobby to them. The Swashbuckler can breathe underwater and on land, and can swim as fast as they can run. They do not take any penalties for fighting in water.
Prerequisites: Swashbuckler, or permission if you play a bonafide pirate.
Prerequisites: Swashbuckler, or permission if you play a bonafide pirate.
(flavor topaz) Entrepreneur - 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 amber) Old Salt - You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. You cannot get seasick. Additionally, you have an eye for the weather. You gain a +1 to Athletics and Acrobatics, a +2 to Use Rope (Use Mundane), and are able to tell what the weather will be like up to 2 days ahead.
(flavor sapphire) Polygot - Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once.
(flavor emerald) Delay Pain - You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
(flavor ruby) Breadth of Experience - Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls.
Prerequisite: Any long-lived race, be 100+ years old
(flavor obsidian) Blindsense - Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. This is a constant effect.
(flavor rep 20) Knowledge - (C:Monster Lore , T:Dungeoneering , A:Alchemy and Potions , S:The Planes , E: Trade Routes , R: Sociology O: Architecture and Engineering )
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(combat) Combat Affinity - You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(swashbuckler) Close Quarters Fighting - Swashbucklers can fight normally when grappled or pinned. People can still hurt her in a grapple, however she can move around enough to easily use any of her weapons. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor. This is a constant effect skill.
Prerequisites: Swashbuckler
(support) Healing Kick - You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat that can go above their allowed defense.
Prerequisites: Healer, Amber Rank
(support) Levitation - You have inborn talent of some kind to levitate at will. Levitation involves floating a few inches off the ground if you are moving horizontally; if you wish to move straight up and down, the highest you may go is 20 feet.
Prerequisite: Drow Race OR Magical Affinity
(healer) Healing Affinity You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Diamond - 34
(healer) Healing Run - When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
Prerequisites: Healing Affinity, Sapphire Rank
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(flaw) Engineering Knack
(crystal) Alchemy
(crystal) Artisan Crafting (C: Armorsmithing, T: Gunsmithing, A: Weaponsmithing, S: Leatherworking, E: Blacksmithing, R:Ship Building O: Ship Armaments)
(topaz) Modified Engineering
(amber) Heavy Engineering
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(legacy weapon) Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is a constant skill.
Prerequisites: Acrobatic, QCK 10
(legacy weapon) Draw of Life: By concentrating on a foe the healer makes a connection between their target and themselves. This link acts as the bridge in which the life force will flow from the targeted foe to the healer to be stored in reserve. Once per combat, the healer pulls the life energy out of a foe to restore all lost healing points the healer may have used, no strike needed.
Prerequisites: Healer (Primary), Obsidian Rank
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Prerequisite: Any long-lived race, be 100+ years old
(flavor obsidian) Blindsense - Using your senses, such as acute smell, hearing, or ability to see heat signatures; a creature with the blindsense skill notices things it cannot see, but without the precision of blindfight. Someone with blindsense cannot use this skill to make attacks but it will allow a person who cannot see the ability to make Listen checks whenever Spot checks are called for, and allows them to pinpoint creatures around them by sound, heat or smell. This is a constant effect.
(flavor rep 20) Knowledge - (C:Monster Lore , T:Dungeoneering , A:Alchemy and Potions , S:The Planes , E: Trade Routes , R: Sociology O: Architecture and Engineering )
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(combat) Combat Affinity - You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(swashbuckler) Close Quarters Fighting - Swashbucklers can fight normally when grappled or pinned. People can still hurt her in a grapple, however she can move around enough to easily use any of her weapons. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor. This is a constant effect skill.
Prerequisites: Swashbuckler
(support) Healing Kick - You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat that can go above their allowed defense.
Prerequisites: Healer, Amber Rank
(support) Levitation - You have inborn talent of some kind to levitate at will. Levitation involves floating a few inches off the ground if you are moving horizontally; if you wish to move straight up and down, the highest you may go is 20 feet.
Prerequisite: Drow Race OR Magical Affinity
(healer) Healing Affinity You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Diamond - 34
(healer) Healing Run - When your allies need healing, you are able to help them and then get back into position. You may heal up to three allies, and then make a normal attack for your turn.
Prerequisites: Healing Affinity, Sapphire Rank
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(flaw) Engineering Knack
(crystal) Alchemy
(crystal) Artisan Crafting (C: Armorsmithing, T: Gunsmithing, A: Weaponsmithing, S: Leatherworking, E: Blacksmithing, R:Ship Building O: Ship Armaments)
(topaz) Modified Engineering
(amber) Heavy Engineering
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(legacy weapon) Agile Athlete: You rely on your agility to perform athletic feats, rather than brute strength. This allows you to use Quickness for Athletics Checks that normally require Strength. This is a constant skill.
Prerequisites: Acrobatic, QCK 10
(legacy weapon) Draw of Life: By concentrating on a foe the healer makes a connection between their target and themselves. This link acts as the bridge in which the life force will flow from the targeted foe to the healer to be stored in reserve. Once per combat, the healer pulls the life energy out of a foe to restore all lost healing points the healer may have used, no strike needed.
Prerequisites: Healer (Primary), Obsidian Rank
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(crystal) Dexterous Fighter - 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
COMBAT
(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. This is a constant effect.
(crystal) Magical Affinity
(topaz) Point Blank Shot - 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.
(topaz)Your Opponent is me - You have to pay attention to a Swashbuckler when fighting him, as even losing concentration for a moment will mean your kidneys get turned into kebabs. Once per combat, the Swashbuckler attacks a foe in melee combat, and their flamboyant and unpredictable moves act in the swashbuckler's favor, allowing them to not only attack their opponent, but stun them in some way. The swashbuckler can use their pommel, kick dirt in their eyes, entangle them in rope or their cloak, or numerous other creative ways all giving the same result: a lose turn that grows with the swashbuckler.
Prerequisite: Swashbuckler (Primary)
COMBAT - LOSE TURN
Prerequisite: Swashbuckler (Primary)
COMBAT - LOSE TURN
(amber) The Perfect Cut - For all your twirling and ducking, for all your twisting and flipping around, nobody expects your true intent. Nobody knows that you are waiting for that one opening. That one lapse in your opponent's defense where you can move in and hit perfectly. Once per combat, you may roll your attack dice twice.
Prerequisite: Swashbuckler (Primary) & Amber Rank
COMBAT - Double Roll
Prerequisite: Swashbuckler (Primary) & Amber Rank
COMBAT - Double Roll
(amber) Self Healing - You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
Crystal - 10
Topaz - 12
Amber - 14
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(sapphire) Artisan Flourish - As you move about the field of battle as a dancer moves across the floor, any opponent you stand against, finds it hard to judge where you will be. As they swing at you, you are able to roll beneath their strike and deliver one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
Prerequisite: Swashbuckler (Primary) & Sapphire Rank
COMBAT - Reflect
Prerequisite: Swashbuckler (Primary) & Sapphire Rank
COMBAT - Reflect
(sapphire) Dual Wield Focus > Dual Wield Expert - ou are an expert at hitting hard and powerful blows to your enemies. You may now double your damage trait to every attack you make. This replaces Dual Wield Focus on your dossier. This is a constant skill.
COMBAT
COMBAT
(sapphire) Point Blank Master - 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
COMBAT
Prerequisite: Point Blank Shot
COMBAT
(emerald) Acrobatic Backstab - Upon being attacked and taking no damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
Prerequisites: Acrobatic
COMBAT
Prerequisites: Acrobatic
COMBAT
(emerald) Sword and Pistol - You effortlessly pair melee and ranged weaponry. You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons. Normally, you add QCK to your ranged damage, and STR to any melee damage. This allows you to choose which one even though you are using a ranged and a melee weapon. This is an innate skill.
Prerequisite: Dual Wield
Prerequisites: Dual Wield Focus, Ruby Rank
Prerequisite: Dual Wield
Prerequisites: Dual Wield Focus, Ruby Rank
(emerald) Retribution of the Meek - Your job is to keep the others in your party alive. To see to their wounds, to mend their flesh, to staunch the flow of blood. Sometimes, they forget that behind the bloody rags and thick pastes, you have an ability to defend yourself. Once per combat you may take the damage from one attack reduce it to half and convert that to healing energy to be used upon yourself. Example: If you are hit for 20 damage, use this skill and you instead get healed 10 points.
Prerequisites: Healer (Primary) or Priest (Primary)
Prerequisites: Healer (Primary) or Priest (Primary)
(ruby) Can't touch this - When a swashbuckler is fighting multiple villains, he may spring into action, tumbling and spinning and leaping allowing him to attack more than one opponent in one turn. Roll a 1d4, the number rolled is how many additional foes can be attacked. This allows breakdancing on the battlefield-use it. A strike must be passed for each target.
Prerequisites: Swashbuckler Class AND Ruby Rank
Prerequisites: Swashbuckler Class AND Ruby Rank
(ruby) Aura of Strength - Boost to 3d
(ruby) Greater Dual Wield - You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may still attack two different persons, or just attack one person. If you attack one person, the most you can roll is 6d (2d, 2d, 2d or any combination that makes 6d). This gives you three rolls of your weapon damage. Divide damage per the rules for Dual Wield, choosing one target for the third extra weapon damage. This is an innate skill.
Prerequisite: Dual Wield or Double Tech or Double Invocation, Ruby Rank
Prerequisite: Dual Wield or Double Tech or Double Invocation, Ruby Rank
(obsidian) Catchphrase
- Once per adventure, the Swashbuckler may spout a clever catchphrase as a free action, allowing them to take a second turn at any point during a round (even if it's not his/her turn).
Prerequisites: Swashbuckler Class (Primary) AND Obsidian Rank
COMBAT
(obsidian) One More Thing
- Master of a sharp tongue and nimble action the Swashbuckler always seems to have just one final card up their sleeve. At the end of one round the Swashbuckler takes a mass of hidden throwing knives and sweeps their arm sending a final surprise attack. The Swashbuckler rolls ONE strike roll v.s. DC of ALL enemies on board, if hit does only 1d4 + Quickness Trait in damage. No defense (armor & items) allowed against this damage, but skills & spells such as evades are allowed.
Prerequisites: Swashbuckler (Primary), Obsidian Rank
(obsidian) Multitalented Mastery- All Professions are Primary
(obsidian) Adverse Healing - So in depth is their knowledge of the healing paths of the body, both mundane and magical, that it is no surprise what a healer can do when they reverse their skill. A healer with this skill may use their own healing points (not self-healing) to harm target instead of heal, no strike needed, once per combat.
Prerequisites: Healer (Primary), Ruby Rank
- Once per adventure, the Swashbuckler may spout a clever catchphrase as a free action, allowing them to take a second turn at any point during a round (even if it's not his/her turn).
Prerequisites: Swashbuckler Class (Primary) AND Obsidian Rank
COMBAT
(obsidian) One More Thing
- Master of a sharp tongue and nimble action the Swashbuckler always seems to have just one final card up their sleeve. At the end of one round the Swashbuckler takes a mass of hidden throwing knives and sweeps their arm sending a final surprise attack. The Swashbuckler rolls ONE strike roll v.s. DC of ALL enemies on board, if hit does only 1d4 + Quickness Trait in damage. No defense (armor & items) allowed against this damage, but skills & spells such as evades are allowed.
Prerequisites: Swashbuckler (Primary), Obsidian Rank
(obsidian) Multitalented Mastery- All Professions are Primary
(obsidian) Adverse Healing - So in depth is their knowledge of the healing paths of the body, both mundane and magical, that it is no surprise what a healer can do when they reverse their skill. A healer with this skill may use their own healing points (not self-healing) to harm target instead of heal, no strike needed, once per combat.
Prerequisites: Healer (Primary), Ruby Rank
Flaws
1. Distinctive - You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety.
Penalty: -2 on Disguise Checks
Penalty: -2 on Disguise Checks
2. Flirt - You cannot turn off your charm, even in the midst of combat. If you are fighting against someone of the opposite sex (unless you prefer same sex romantically), your first round of any combat is used to flirt with any target that gleans your interest sexually.
Penalty: First round of any combat, you spend flirting instead of fighting.)
Penalty: First round of any combat, you spend flirting instead of fighting.)
3. Technophilia - You are fascinated by technological or magical marvels!
Penalty: If the character in question encounters a technological or magical marvel of some sort, character must make a DC15 Willpower to avoid being fascinated for 1 round.
Penalty: If the character in question encounters a technological or magical marvel of some sort, character must make a DC15 Willpower to avoid being fascinated for 1 round.
Skill Checks Totals
Spot: (PER 5) - 5
Listen: (PER 5) - 5
Search: (PER 5) - 5
Locate Traps: (PER 5) 5
Disable Traps: (QCK 12) (MR 4) 16
Lockpicking: (QCK 12) (MR) 16
Escape: (QCK 12) (MR 4) 16
Acrobatics: (QCK 12)(Acrobatic 5)(MR 4) 21
Diplomacy: (CHA 0) (AT +5) 5 (10 for money)
Intimidation: (STR 0)(MR 4)(Cloak 13) 17
Bluff: (CHA 0) 0
Disguise: (CHA 0)(Flaw -2) -2
Stealth (Hide, Move Silent): (QCK 12)(MR 4)(Hat 5) 21
Insight: (PER 5) 5
Handle Animal: (CHA 0) 0
Ride: (QCK 12)(MR 4) 16
Swim: (STR 0) or (END 8) 8
Appraise: (PER 5) 5
Gather Info: (CHA 0) 0
Use Object: (QCK 12)(MR 4)(H.Eng 4) 20
Knowledge Total
-Monster Lore (BoE 5)(K 10) 15
-Dungeoneering (BoE 5)(K 10) 15
-Alchemy and Potions (BoE 5)(K 10) 15
-The Planes (BoE 5)(K 10) 15
-Trade Routes (BoE 5)(K 10) 15
-Sociology (BoE 5)(K 10) 15
-Architecture and Engineering (BoE 5)(K 10) 15
All Unlearned (BoE 5) 5
Saves Total
Save against Disease/Poison: (END 8) 8
Willpower Save: (WLP 8) 8
Spell DC Save: (WLP 8) 8
EQUIPMENT
Spot: (PER 5) - 5
Listen: (PER 5) - 5
Search: (PER 5) - 5
Locate Traps: (PER 5) 5
Disable Traps: (QCK 12) (MR 4) 16
Lockpicking: (QCK 12) (MR) 16
Escape: (QCK 12) (MR 4) 16
Acrobatics: (QCK 12)(Acrobatic 5)(MR 4) 21
Diplomacy: (CHA 0) (AT +5) 5 (10 for money)
Intimidation: (STR 0)(MR 4)(Cloak 13) 17
Bluff: (CHA 0) 0
Disguise: (CHA 0)(Flaw -2) -2
Stealth (Hide, Move Silent): (QCK 12)(MR 4)(Hat 5) 21
Insight: (PER 5) 5
Handle Animal: (CHA 0) 0
Ride: (QCK 12)(MR 4) 16
Swim: (STR 0) or (END 8) 8
Appraise: (PER 5) 5
Gather Info: (CHA 0) 0
Use Object: (QCK 12)(MR 4)(H.Eng 4) 20
Knowledge Total
-Monster Lore (BoE 5)(K 10) 15
-Dungeoneering (BoE 5)(K 10) 15
-Alchemy and Potions (BoE 5)(K 10) 15
-The Planes (BoE 5)(K 10) 15
-Trade Routes (BoE 5)(K 10) 15
-Sociology (BoE 5)(K 10) 15
-Architecture and Engineering (BoE 5)(K 10) 15
All Unlearned (BoE 5) 5
Saves Total
Save against Disease/Poison: (END 8) 8
Willpower Save: (WLP 8) 8
Spell DC Save: (WLP 8) 8
EQUIPMENT
Weapons with dice effects / enchantments:
Primary Weapon: Fizzwinken's Penetrating Utilitarian Weapon Module (Old Reliable)
Secondary Weapon: Blood Crystal Falchion [2d10] Phantom, Blurstrike, Dueling
Ranged Weapon: Plasma Beam [1d8]
Secondary Ranged Weapon: Freeze Ray [1d8]
Hidden Weapon: Flintlock Pistol [1d8] / Bayonet [1d6] x2
Extra Attack Item: [NONE]
Extra Defense Item: [NONE]
Head:
Hat of Anonymity
Face:
[NONE]
Eyes:
Eyes of the Dragon (Darkvision 120 ft, blindsense 60ft, 4x Lowlight, 2x normal light)
Neck:
Amulet of Health and Defense: This Amulet grants the wearer 10 extra hit points and +5 to both Mundane and Magical Defense.
Torso:
[NONE]
Body (Armor):
Kyton Armor (+18 Def)
Cloak:
Fizzwinken's Tyrannical Warding Trenchcoat (+10 DEF + 13 Intimidate)
Waist:
[NONE]
Arms/Wrist:
Bargainer's Band
Hands:
[NONE]
Feet:
Boots of Eril: These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
Shield:
Crawling Shield (+3 Def)
Body Modification:
Combat Finger Sleeve I,II
Total Defense: 30 Mundane / 5 Magic
Rings: (Up to two active)
1. Kulpapec's Ring: This is a gold ring set with a ruby. It can be used to give an electric shock to the wearer, which does damage unless they are immune to electricity. If one is healed by electricity, then it can be used to do a full heal 1/day . [Worth: 5,000gp]
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Healing Infusion (Bomb that heals all damage) [1 Use]
2. Tiny Bot: Heavy: 3 rounds, 2d68, 34hp, DEF DC12 [1 Use]
3. Rezz Coin
4.Electromagnetic Relivener Mark2
5. Vial of Hateeri's Draconic Perfume
Magical Pack Items (Up to five magical / wondrous items.)
1. Ioun Stone (clear sphere) [Magic Item]
This ioun stone gives you the ability to see through it. The stone still maintains an orbit around your head. If you are affected by blindness, you can still move normally. You can have this stone implanted into your forehead as your head slot, or implant it in the palm of their hand, using it to see around corners while staying in full cover. It is possible to target the Clear Sphere Ioun Stone separately with a blindness effect.
2.
3.
4.
5.
Mundane (non-magical pack Items)
-Muscular Retrofitting (arm) [+4 Strength checks]
-Muscular Retrofitting (leg) [+4 Quickness checks]
-Explorer's Watch
Equipped Item Info
-Fizzwinken's Penetrating Utilitarian Weapon Module [3d10 or 2d10] (Legacy Weapon) [Bonus: Thundering (Sonic)]
What an incredible mechanical arm this has become! Fitted at the end of the arm is a gauntlet that appears to be leather, but is plated with metal. The hand is hinged and can be opened, where a built-in 2d10 crossbow is fitted.(Can be adjusted to 1d10 crossbow) Bolts shot with this crossbow have the Exit Wound, Impact and Spiderkissed enchants. It can also be twisted, which causes a grappling hook with three sharp claws that can be launched outward all at once, or one at a time to latch onto something. The chains are each 20 feet long and the claws are enhanced with a magnetic force to increase grappling strength and ability to latch onto things. If used in combat, they are a ranged attack of 1d8 damage. It also adds +5 to Climb Checks when used for grappling.
Exit Wound: ** Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any ranged weapon.
Impact: ** Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Spiderkissed: * Once per combat, a spiderkissed weapon shoots out webbing upon a successful hit. The target must succeed on a DC15 Acrobatics Save or become entangled for 1d3 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect. Bows, crossbows, and slings with this property bestow the spiderkissed property upon their ammunition.
Legacy Skill: Agile Athlete
Exit Wound: ** Weapons with the exit wound ability propel their ammunition entirely through living targets they hit. This effect deals an extra 1d3 points of damage each time it is used. The exit wound improvement can be applied to any ranged weapon.
Impact: ** Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Spiderkissed: * Once per combat, a spiderkissed weapon shoots out webbing upon a successful hit. The target must succeed on a DC15 Acrobatics Save or become entangled for 1d3 rounds as a mass of webbing covers its body. The webbing cannot be removed and lasts for the duration of the effect. Bows, crossbows, and slings with this property bestow the spiderkissed property upon their ammunition.
Legacy Skill: Agile Athlete
-Blood Crystal Falchion [1d10] Paragon +2 (Legacy) [Bonus": Keen: Slashingx2]
Blood Crystal: Solar radiation beat down upon the Scarred Lands, warping once-ordinary quartz into a bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target, the blood crystal drains blood from the wound. For every attack that feeds the weapon, you gain a +1 to damage, up to +5 damage during one combat. Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons normally composed entirely or partially of metal can be made from blood crystal.
Blurstrike: When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, can see it normally). When you attack, an activated blurstrike weapon (along with your hand and arm) appears to others as an amorphous blur, preventing a foe from knowing exactly where the blow is aimed. Once per combat, your attack cannot be reflected or counterattacked, though it can be evaded.
Dueling: This can only be placed on melee weapons. It gives a +5 to initiative rolls, as well as a +2 against any Disarm attempts
Phantom: This enchantment is placed on weapons to allow it to hit incorporeal creatures, or for ranged weapons, enabling it to shoot phantom arrows and bolts, or bullets instead of mundane arrows and bolts and bullets. These deal the same damage as normal ammunition, but they allow you to hit incorporeal creatures.
Legacy Skill: Draw of Life
Legacy Skill: Draw of Life
-Kyton Armor [Armor] ☼ ☼ ☼ ☼
This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative or quickness cap due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round.
[Worth: 11,000gp]
This is +18 DEF mithral chainmail, that looks like an unraveling sweater because of the strips of chain hanging from the hem. There is no penalty for initiative or quickness cap due to it being made of mithral, but your Def Cap=30. Besides being a very good piece of armor, it has the ability of Dancing Chains. The armor has four animated strips of chain attached that are under the command of the wearer of the armor. You may have each strip attack an enemy (or friend if you so choose) of your choice in melee range once per combat - which gives you 4 extra attacks per combat. Each strip is 1d4 DMG. You cannot use more than one strip per round.
[Worth: 11,000gp]
-Fizzwinken's Tyrannical Warding Trenchcoat +10 DEF: This imposing full length men's coat with a high face-covering collar and hood is made of thick fiendweave, providing not only defense, but a +13 to Intimidation Checks. Once per day, this sinister trenchcoat provides you with an auto-pass on any one Intimidation Check.
-Hat of Anonymity [Head] This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn. [Worth: 2000gp]
-Amulet of Health and Defense: This Amulet grants the wearer 10 extra hit points and +5 to both Mundane and Magical Defense.
-Bargainer's Band [Arms/Wrist]
This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 bonus on Bluff, Diplomacy, or Insight checks per day (choose which one it will boost each day. Once chosen, you cannot change). Whenever the wearer shakes hands with another creature in order to seal a deal or a promise, she can immediately sense whether deceit or cheating is involved (Willpower save DC16 negates), though the wearer cannot determine the exact nature of the deception.
-Boots of Eril: [Feet] These white scaled boots of dragonhide grant their wearer a +5 bonus to Climb and Jump checks.
-Kulpapec's Ring: This is a gold ring set with a ruby. It can be used to give an electric shock to the wearer, which does damage unless they are immune to electricity. If one is healed by electricity, then it can be used to do a full heal 1/day . [Worth: 5,000gp]
-Combat Finger Sleeve I,II
---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.
Vial of Hateeri's Draconic Perfume
This exclusive perfume is produced using dragon musk, which is integral to draconic mating rituals. Dragon musk is secreted in dragons' oil glands, and harvesting it is a very delicate procedure. Though only mildly fragrant,dragon musk is more powerful when added to other ingredients. This perfume is mixed with sage, bergamot and cedar and when worn it's pungent scent grants a +2 to any Intimidate Checks made that day, it increases to +4 when used to intimidate a creature of any size larger than the wearer. Each vial has one use, which lasts for 12 hours.
This exclusive perfume is produced using dragon musk, which is integral to draconic mating rituals. Dragon musk is secreted in dragons' oil glands, and harvesting it is a very delicate procedure. Though only mildly fragrant,dragon musk is more powerful when added to other ingredients. This perfume is mixed with sage, bergamot and cedar and when worn it's pungent scent grants a +2 to any Intimidate Checks made that day, it increases to +4 when used to intimidate a creature of any size larger than the wearer. Each vial has one use, which lasts for 12 hours.
Stored Items:
-Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
-Dirty Coat (+7 Def)
-Studded Leather Armor (+9 Defense)
-Cloak (+3 Def)
-Amulet of defense (+2 defense)
Duelist's Vambraces [Arms]
(Dexterous Fighter)
Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 bonus to Quickness while the wearer is wielding two weapons (not including natural weapons or unarmed attacks). This cannot be used if any other boost to traits is being used including skills, spells and loot.
Helm of Glorious Recovery [Head]
(Paladin, Vindicator (Good), Priest (Good) only)
This magnificent helmet is chased with gold and silver, and set with three yellow topazes. Developed by a militant, lawful good sect for its paladins, these helmets are potent healing devices. Once per day, this helmet can heal you completely of all damage and negative effects (such as disease, poison, trait point loss).
Bells of Rebuking [Magic Item]
A beautifully crafted set of seven bells in a leather bandolier, the smallest the size of a pillbox and the largest the size of a clenched fist. The bells are enchanted to effect mindless undead. Undead at least one gemstone rank lower than the bard that hears the bells gain a willpower save of DC15, if they fail, they are stopped in their place and cannot take any action until the bells stop being played.
Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
Boots of the Winterfell [Feet]
These white furred boots allow you to move through snow at normal speed, without leaving any tracks. It also allows you to travel across ice without needing to take any checks for movement, and it has the spell 'endure elements' cast upon it allowing you to always be comfortable in the environment.
Rock Boots [Feet]
These heavy boots are made from pieces of stone, bound by thick leather. While worn, the wearer gains a +3 bonus to the opposed Strength roll against a bull rush so long as he is standing on the ground, it increases to +5 if it is a surface made of stone. He can also cross difficult terrain caused by natural earth-based conditions (gravel, mountain slope, sand but not plants) without penalty. The boots do have one side effect. The stone soles of the boots inflict a -2 penalty to Stealth checks.
-Fizzwinken's Tempestuous Multi-Function Mobilizing Warstaff [2d6/2d8]
This incredible oaken weapon crackles with electricity when it is wielded. It's top half acts as a club [2d6], and bottom acts as a spear [2d8]. Once per combat, it can produce a thunderclap that does an extra 1d8 damage. When wielded in the hand, the bearer is immune to electricity. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him. This functions as a summoning staff, mobilizing a creature from the void to do your bidding. To use the summoning function once per combat, roll a 1d6.
1) Brain-slug. Toss this slug at an enemy as a ranged attack. If the attack hits, the slug dominates the target, obeying your command for one round, if they cannot pass save of DC15.
2) Two-headed Scorpion Cat. Minion attacks one round for you. Roll your combat dice, then add it's attack: Poison stinger 1d6 poison damage.
3) Air Elemental Twister. Roll a d20. If you roll 11 or higher, the air elemental appears on top of an enemy. It tosses said enemy 1d6x10 feet in the air. They take falling damage, 1d2 per 10 feet tossed. If you roll 10 or lower, the air elemental appears in your square, tossing you 1d4x10 feet in the air. You take the appropriate damage.
4) Lesser Tentacled Abomination. Select one enemy. The slimy tentacle monster appears adjacent to the enemy. It makes a single attack with all of its tentacles at once. If it hits, the enemy is inflicted with 2d5 tentacle damage
5) Key-shaped Mouse. This tiny mouse can magically take the shape of any lock, opening almost any locked door, magical or otherwise. Before taking the shape of a key, this magical mouse must be fed some type of cheese, otherwise no transformation will take place. If the party has no cheese available, it will vanish until re-summoned.
6) Mischievous Imp. The Imp appears and instantly turns against you, doing 1d5 dmg before disappearing.
-Chainsaw Sawtooth Saber [1d8] ☼
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day. [Worth: 10,500gp]
-Boneless Leather [Light Armor] ☼☼
This suit of +6 DEF leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape checks, and a +5 bonus on Acrobatics checks to reduce damage from falls. [Worth: 8000 gp]
-Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-Full Heal Potions [x3]
-Chainsaw Sawtooth Saber [1d8] ☼
Ever been in a clash of the swords and wish you could rip through the opponents sword? Here is the answer. A sword hilt with a lever, the blade of the sword (1d8) holds serrated teeth pointed downwards. Once per combat, you may activate the lever and the chainsaw engages, the teeth pull downwards into the hilt's feed where they are returned to the top of the weapon. This act causes you to sunder your opponent's weapon, destroying it completely. This will not work against legacy weapons, unless you have paid to legacy the chainsaw saber itself, and in that case the sundered legacy weapon will return to them unharmed the next day. [Worth: 10,500gp]
-Boneless Leather [Light Armor] ☼☼
This suit of +6 DEF leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape checks, and a +5 bonus on Acrobatics checks to reduce damage from falls. [Worth: 8000 gp]
-Bracers of Wind [Arm]
(You cannot have Magical Affinity, Psionic Affinity OR Combat Affinity to use)
These bracers are mismatched, one being much smaller and lighter. Typically, the smaller bracer is worn on the arm holding the bow or aiming the crossbow, while the other is worn on the arm that draws the string or fires the bolt. While worn, the air around the wearer pulses and flows. It provides the wearer with a +1 bonus to Quickness, including bows, crossbows, throwing knives, and other ranged weaponry. This also effects your Defense DC, giving you a +1. This effect can be suppressed or reactivated by asking for it in Auran.
[Worth: 10,000 gp]
-Full Heal Potions [x3]
-Animal Senses Potion
-Albedo Potion
-Potion of Fungicide: This potion cures all fungi spore infestation and protects against such infestations for 1d4 rounds after ingesting. If splashed onto a monstrous fungus, it must make a successful Endurance Check DC15 or take 2d6 undefendable damage.
-Remove Curse Potion [x2]
-Remove Paralysis Potion [x2]
-Darksight Potion [x3]
-Barkskin Potion +3 DEF [x2]
-Potion of Cure Disease [x4]
-Laughing Potion
-Quarterstaff 2d4 or 1d4/1d4
Sack of Schematics:
(1) Modified Chameleon Mine
(1) Modified Ice Shard Trap
(1) Heavy Flechette Grenade
(2) Regular Corroders
(1) Modified Force Bug
(1) Modified Seeker
(1) Regular Unlife Zapper
(1) Regular Tesla Grenade
(1) Improved Mass Healing INfusion
(1) Modified Trapfinding Bugbots
(1) Explorer's Watch
-#A21: Quick Shift of your Already Made Armor into a Special Material 6,000gp or Below
Sack of Schematics:
(1) Modified Chameleon Mine
(1) Modified Ice Shard Trap
(1) Heavy Flechette Grenade
(2) Regular Corroders
(1) Modified Force Bug
(1) Modified Seeker
(1) Regular Unlife Zapper
(1) Regular Tesla Grenade
(1) Improved Mass Healing INfusion
(1) Modified Trapfinding Bugbots
(1) Explorer's Watch
-#A21: Quick Shift of your Already Made Armor into a Special Material 6,000gp or Below
Other Information: