Post by simon on Nov 5, 2016 19:06:08 GMT -5
Name: Sir Simon deGrey
Screen Name: asieepingsun
Alignment: LG
Race: Human
Size: Medium
Description: 5'10" Tall, Blue Eyes, Curly Brown Hair, Beard Trimmed to the Jawline and Moustache
Languages: Common, Sark, Commonsign
Country of Origin: Sarkotos
Chosen Deity: The Six
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Knight
Bonus: "Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
traits
Strength [8]
Quickness [3]
Endurance [3]
Willpower [1]
Intelligence [0]
Perception [1]
Charisma [0]
Endurance - Endur +3, Stamina +2 - +5
talents
Acrobatics - Acrobatic +5, Quickness +3, Belt of Tumbling +5 - +13
Athletics (Climb, Jump, Swim)- Athletic +5, Strength +8 = +13
Spot - Alert +5, Perc+1, Insight Crest +3, Helm +5 - +14
Listen - Alert +5, Perc +1, Helm +5 = +11
Gather Info - Investigator +5, Char +0 - +5
Search - Investigator +5, Perc +1, Insight crest +3, Helm +5 - +14
Escape - Quickness +3 = +3
Knowledge (Nobility) - Intell 0, Gallant +5 - +5
Ride - Quickness +3 = +3
Use Object - Quickness +3 = +3
tactics
Diplomacy - Charisma 0, Gallant +5 = +5
Intimidation - Strength +8 - +8
Stealth - Quickness +3 = +3
Insight - Perc 1, Investigator +5, Incredible Insight +5, Gallant +5, Helm +5 - +21
(racial) Versatility
(racial) Acrobatic
••• +5 Acrobatics(racial) Alert
••• +5 Spot, Listen(flaw) Power Attack
••• This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill.(combat) Combat Affinity
(flavor crystal) Investigator
••• +5 on Gather Info, Insight and Search Checks(flavor crystal) Nimble Feet
•••You can run across treacherous surfaces with ease. Once per adventure you can use this skill to cross a treacherous surface without taking an Acrobatics check.(flavor crystal) Incredible Insight
••• +5 Insight(crystal) Diehard
(crystal) Sidestep
••• Evade(crystal) Brutish Durability
•••This skill makes you harder to kill. Each time you rank up a gemstone, you may add 3 hp. This is NOT retroactive, it starts when you take the skill, so please mark on your dossier the gemstone you take this skill. This is an innate skill.(crystal) Athletic
••• +5 Athletics(crystal) Blindfight
(flavor topaz) Gallant
•••A knight has been subject to enough courtly intrigue to learn some tips. You get a +5 bonus on Diplomacy, Knowledge (Nobility) and Insight checks.(knight prof) Coat of Arms /// +1 Strike One Combat For All
•••A Knight that bears their coat of arms somewhere, such as a tabbard, or shield, gives those fighting with him or her a boost to their Strike of +1 for the entirety of one combat. Only one Coat of Arms may be in effect at any given time.(topaz) Honor Shield /// Evade Other & Self
•••A knight or fighter can choose to shield one ally, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.(topaz) Shield Weapon /// [1d8]
••• This skill allows you to use a shield as a weapon, giving it damage according to the chart below. If you wish to use both a shield and another weapon at the same time, you must have Dual Wield. All damage from a shield is considered bludgeoning. This is a constant skill.(topaz) Sword and Board
Light Wooden: 1d4
Light Steel: 1d5
Heavy Wooden, Rider's, Spiked Wooden: 1d6
Heavy Steel: 1d8
••• Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. Whatever defense bonus you have for your chosen shield, you may double that in as a bonus to your damage. I.E. If you have a Light Wooden Shield that gives you a +1 Def, you may add a +2 to your damage. A heavy steel shield that gives +5, allows you to add +10 damage. This is a constant skill.(flavor amber) Bottomless Pockets
(amber) Bastion of Strength /// Double Roll Combat Dice
•••There is nothing on the field of combat more dangerous than a man or woman that knows they are in the right. It pushes their endurance, it drives their arm, it opens their ability to see the dangers. A knight with this skill able to maker a fearsome blow once per combat, rolling their combat dice twice.(amber) Shield Deflection // Deflect Atk To Enemy
•••You are able to use your shield to deflect an attack upon you towards another enemy, once per combat.(amber) Bowling Bash /// One Strike, Two Opponents
••• A knight can cause a chain reaction when attacking one opponent with a successful Strike, causing them to crash into a second opponent, both taking the same damage rolled, once per combat(teamwork)
1. Code of Honor
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.
2. Killing Hands
You only meant to slap some sense into him, not kill him!
Penalty: Your character's strength is so great that is fists strike with the force of a mace or club--even the flat of your palm is as deadly as it's edge. Your character does not have the ability to strike non-lethal blows (meaning some skills, events, goods).
3. Nyctalopia
You cannot see in the dark.
Penalty: You cannot take skills or use magical items that give you darkvision. Shadows are treated as darkness.
Rank: Amber Champion
Dice: 2d54
XP: 159
GP: 15,350
Reputation: 7
Rezzes: 5/5
Defense DC: 13
(10 + Quickness)
Hit Points: 57
(Half Dice = 27 , Endurance = 3, Willpower = 3, Diehard = 5, Brutish Durability = 9, Amulet = 10)
State: ((Sir Simon deGrey | Amber Champion| 2d54 | ddc 13 | hp 57 | flaws code of honor, killing hands, nyctalopia | Combat / Knight))
Knight's Armor [+34 DEF]
Folding Plate. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies.
This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +34 DEF full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.
{}magically warded +13 DEF
{}comfort: like endure elements
{}stamina: +2 endurance checks
Black Leather Cloak [+5 DEF][*borrow]
Lantern Shield ☼ ☼[+5 DEF]
A lantern shield is a bulky and heavy piece of steel designed to include a number of items an adventurer might find useful, but can’t conveniently carry if using a shield. Most notably it has a bullseye lantern hooked to the front (which is automatically broken if the shield is sundered). It also has small blades and barbs coming off it it making it spiked. It has clips on the inside that can easily hold a map. It also has a slot at the top that can hold a rod (such as a sunrod) or a wand.
[6,000gp]
{}absolute courage: Immunity to fear
{}empyreal: transfer bonus to save, twice per adventure
{}heraldic crest, insight: owl - +3 bonus on Spot and Search checks. Once per day, the shield casts see invisible on the bearer allowing them to see any invisible or ethereal creatures for one round of combat
Total Defense: +40 DEF
Magical Defense: +13 DEF
Defense Skills
Honor Shield - Evade for Ally
Sidestep - Evade
Celestial Mithral "Glowsteel" War Hammer [1d6]
{}good aligned
{}studded: ignores first 5 points of defense of natural or inked armor
{}failsafe: crit fails are just a miss
{}phantom: hit incorporeal
Rejavik [1d6]
Rejavik is a 1d6 warhammer, surprisingly light for its larger-than-normal size. The haft is carved of black wood, half again as long and thick as a standard warhammer. The head itself is twice normal size and constructed of iron. Thick leather wraps the lower half of the haft, and beneath these carvings identify the weapon's name. It weighs no more than an ordinary warhammer. The head is actually crafted of two separate pieces, expertly joined. The head is hollow and the cavity is half-filled with iron filings and quicksilver. This allows the hammer to deliver blows of incredible might. When Rejavik is swung, the quicksilver and iron filings fill the upper portion of the hammerhead, increasing the speed at which the hammer is swung, giving it a +2 to Strike. When the hammer strikes, this mixture is flung forward, filling the front half of the head and increasing the impact of the blow, allowing a +3 to damage.
[Worth: 10,000gp]
Lantern Shield w/ Shield Weapon ☼ ☼ [1d8]
Strike: +6
(Power Attack Strength +5, Coat of Arms +1)
Damage: +11
(Strength +5, Sword and Board +6)
Combat Skills
Power Attack
Coat of Arms +1 Strike
Blindfight
Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.[Worth: 2,500gp]
Amulet of Health +10hp [Neck]
Folding Plate Armor +34 DEF [Armor]
Black Cloak +5 DEF [Cloak]
Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000gp]
Dueling Gloves [Hands]
These supple gloves grant the wearer a +3 bonus against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons. The wearer doesn’t drop held weapons when panicked, stunned or critical fails.
[Worth: 9,000gp]
Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
Obsidian Heart Ring
Allows teleportation to nearest safe house.
Obsidian Heart Insignia
Allows communication to other members.
When *beep* Goes South Potion - Pouring this potion on a corpse will return it to life with 1 HP, like a Rezz the dead potion (Rezz is lost)
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2016 Secret Yule Gift
Apparatus of the Immaculate Visage
This wooden box has a navy blue and bone inlay with a floral design that is simple yet elegant. It isn't too heavy or bulky, it's shape sliding easily into a pack, and with a hinged mechanism for the lid and an internal catch it is prevented from easily opening during ones travels. Inside it seems to be a simple grooming kit with a velveteen interior and spaces for a small silver comb, scissors, two silver tins and a blue glass bottle with filigree casing. There is one circular space in the center that is unfilled.
Inside one tin is a hard wax used to shape a beard or moustache, and inside the other there is a soft balm for conditioning the hair and providing necessary moisture for the skin. The bottle contains a light oil to tame unruly facial fur while offering a pleasant sheen if one is desired. Currently, the wax, balm and oil share a scent reminiscent of faint sandalwood and vanilla, but if one investigates further they will learn that this more than just your mundane grooming kit.
Initially, the scent offered by the wax, balm or oil do not cross the line between ''pleasant'' and ''overpowering'', nor will they fade no matter the conditions or time lapse. The aroma remains the same in the evening as if it had been freshly applied and is unshaken by mud, grime or foul odors introduced from external sources (though the kit seems to help take the edge off it won't totally eliminate mishap by skunk).
Secondly, when the comb passes through the affected body hair it whisks the oil, balm or wax away leaving the hair fresh and unscented, ready for restyling.
And finally, if one places an object within the empty space and closes the box, after an hour they will find that the wax, balm and oil have adopted the aroma of the object. Whether its a mix of herbs, dash of incense or crumbs of a favored baked good the box transfers the scent across to the kit, until a new aroma is desired and placed within the circle. Though it only takes an hour for the new aroma to take hold, sadly it can only be replaced once per day. Also, best keep it out of reach of pranksters or Eau De Skunk will be the least of your concerns.
Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.