Post by sloane on Nov 13, 2016 18:06:55 GMT -5
--Name: Shokk Owlson
--Age: 275
--Alignment: Chaotic Neutral
--Height: 6'2"
--Weight: (optional) 250lbs
--Body Type: (optional) Athletic
--Eyes: Brilliant Blue
--Hair: Purple
--Gender: Male
--History: Being a half breed forced some to live a rather chaotic life, especially if your father was an embodiment of chaos, still Shokk was happy.. albeit a bit envious of his mother's kin who he lived among. The Avariel were gorgeous and so regal, their wings were what he envied most. He was blessed with a lot of things from both his mother and father, but flight was not one of them. Even still, he lived a happy life with his mother and valued her above most everything. When the solar flare struck Kir'viir and wiped out most of the lands, he was thankful to have survived though the radiation had mutated his body and changed him, forcing his skeleton to protrude from his body and press out along his flesh. Even through that there was a glimmer of hope as he felt the bones set along his back to form wings, only to quickly find they lacked the proper skin and muscle to lift him off the ground. The flare took everything from him, including his hope.
Race: Half-Dragon (Chaos)
Size: Medium
Racial Weakness: Axiomatic (Lawful)
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Draconic (free), Elven, Celestial
Country of Origin: Kir'viir / Scarred Lands
Chosen Deity: n/a
Storyline: Scarred Lands
STATS
Rank: Amber Adept
Dice: 2d50
Reputation: 5
Rezzes: 5/5
Defense DC: 18 (10 + Quickness)
Hit Points: 31 (Half Dice = 25, Endurance = 3, Willpower = 3 )
Strike: 8 (8 Quickness)
Damage: 17 (12 Quickness/Unarmed Focus + 5 Brawler's Rage)
Shokk / Amber Adept / Combat/Brawler / 2d50 / 31 HP (Half Dice + 3 End + 3 WLP ) / 18 DDC / Weak: Axiomatic / Flaws: Ill-Fortune, Impious, Distinctive
TRAITS
Strength [0]
Quickness [8]
Endurance [3]
Willpower [3]
Intelligence [0]
Perception [2]
Charisma [0]
CLASS/PROFESSION
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Primary Profession: Brawler
Profession Bonus: "Brawler's Rage" During combat, you get +5 DMG to unarmed physical attacks. You may also take an unarmed defense tech +3 DEF (at no cost).
SKILLS
Racial
(racial) Dragon Heritage : You are descended from dragons, and are able to use a breath attack in any form. This gives you a one time 2d3 dmg in combat when your breath weapon is used.
Prerequisite: Dragon in your ancestry
COMBAT
(racial)Claw Strike : You are a type of creature that has claws, and when you choose to use those claws you use them as light weapons of (1d4) each hand. If you are holding an item in one hand, you cannot use the claws of that hand to attack. You cannot enchant your claws, and claw strike does not work if you are using an unarmed tech with the same hands. This is a constant effect skill.
Prerequisite: Lycan Race, or any Clawed Race
COMBAT
(racial)Immunity to Sleep : Your blood allows the act of any sleep effects to be nulled automatically. This is an innate skill.
Class/Profession
(combat) Combat Affinity : You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(brawler) Chin Music: There is a spot, on the jaw, that if struck just right, puts the assaulted into dream land. As a Brawler, you've learned to master this skill. In one quick flash you set knuckles or foot to that spot and knock your target clean out, stunning them. Use once per combat, target loses a turn from Brawler's attack. Willpower save against brawler's DC10 + Strength each round.
Prerequisite: Brawler (Primary)
COMBAT - Lose Turn
Rank
(teamwork) Coordinated Attack: [Teamwork]
You and an ally gain damage bonuses on attacks. If you hit an opponent with a ranged or melee attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
COMBAT
(crystal flavor) Investigator: You gain a +5 on Gather Info, Insight and Search Checks.
FLAVOR
(crystal flavor) Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past. This allows you to track by scent alone if you are able to find and recognize the scent you are following. You can make out scents at a 30 foot range around you.
FLAVOR
(crystal flavor) Not One or the Other : You have removed yourself from your heritage so thoroughly that even magic does not recognize you. You are not considered either of your half races, in regards to bane weapons, or harmful spells, effects or even special poisons that target one of the races. This is an innate skill.
Prerequisite: A halfie race
FLAVOR
(crystal) Alert : You gain a +5 to Spot and Listen Checks.
(crystal)Acrobatic : You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(crystal) Native Terrain :(Wasteland) You have an extraordinary familiarity with one environment: desert, jungle, forest, city, sea, plains, mountains, underground, hills, etc. When within his native terrain, then all rolls receive a +1 bonus. This applies to strike, damage, saves, magic, etc. You must state what your terrain is when you choose this skill. This may be taken more than once, with a new terrain chosen each time. This is a constant skill.
(crystal)Sidestep : You are skilled enough in acrobatics that you can simply dodge an incoming melee or ranged physical attack, taking no damage once per combat.
Prerequisite: Acrobatic Skill
DEFENSE - Evade
(crystal)Unarmed Focus: You have become a master of using a one-handed tech, two-handed tech or dual one-handed techs, and are able to hit with more damage, allowing you to add in half your damage trait bonus to every unarmed attack you make. This is a constant skill.
Prerequisites: Used a one-handed or two-handed tech, or have Double Tech skill
COMBAT
(flaw) 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
(topaz flavor)Incredible Insight: You are very good at determining a creature's body language, giving you a +5 on Insight checks.
FLAVOR
(topaz)Flicker Jab: The Brawler uses a quick jab to a weak point in his opponent's stance, bypassing any mundane defenses for that one attack. The target may still evade, reflect, etc but any mundane armor defenses are bypassed.
Prerequisites: Brawler Profession (Primary)
(topaz)Double Tech : You may use two unarmed techs in combat. You may attack one opponent, or split your attack to hit two targets. For two targets, you would roll your combat dice and divide the damage by 2, and then 1 tech damage goes to one person, the second tech damage to the other. You may not use a weapon or invocation with this skill, only unarmed attacks with "techniques" you've purchased. This is an constant skill.
Prerequisite: Unarmed Only
(topaz)Steel Skin : You have learned how to parry while unarmed, enabling you to block sword blows with your open hand. When you do so, you avoid damage to your own hand or body. Taking no damage from the blow. You must be unarmed, and attacked with a weapon to use this skill. Once per combat.
Prerequisites: Brawler
DEFENSE - Evade
(amber flavor)Dragonsight: Those with the blood of dragons see more than lesser men. With this skill, you gain a +5 to Insight checks concerning another person, as well as once per day, the ability to see a few things (Dice rank or class/professions or trait point allotment, based on your rank vs the target's) with just a glance. Work with the DM.
Requirement: Incredible Insight, Dragon, Half-Dragon or Dragonborn race.
FLAVOR
(amber)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
(amber)Driving the Nail : This grants a brawler an extra 1d of their combat dice, once per combat.
Prerequisites: Brawler (Primary) Only, Amber Rank
COMBAT - Extra 1d
(amber)Block and Punch : This skill allows a brawler to block an incoming melee weapon or unarmed attack taking only half damage, and then immediately make a counterattack upon the same target. Strike is rolled and the attack proceeds as normal. Once per combat.
Prerequisites: Brawler Profession (Primary), Amber Rank
COMBAT
Flaws
Impious
Gods and Religions do not interest you, and the best they will get from you is lip service. You swear oaths you should not, blaspheme without caring, and are disrespectful to Priests and devout worshippers. You consider organized religion dangerous or foolish, and you make no attempt to hide your feelings.
Penalty: In game terms, aside from the roleplaying aspects described above, you suffer a -2 penalty to all social based skill checks with anyone that you know to be a devout follower or worshiper of a deity.
Ill-Fortune
Fate conspires to stifle your success.
Penalty: The first time you roll a critical hit in any adventure, mission, quest, etc - you must immediately reroll your strike.
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
Mutations
Exoskeleton - Your outer shell is tougher than normal, giving you an innate defense. Any armor/tech that you wear has it's defense increased by 2.
Wings (Flightless) - You have wings, you weren't born with them, they are a burden more than anything. In addition to being unable to fly, they encumber your every move almost. Take a -3 to athletic/acrobatic checks that involve movements
Reinforced Skeleton - The scarring really did a number on your bones, making them very dense. You simply can't wear heavy armor, you wouldn't be able to walk!
Unnatural Hair (Purple) - Not only is your hair a nice shade of violet, it also shimmers and absorbs light, making you harder to detect in darkness, +3 to all checks to remain hidden while in complete darkness
Skill Checks Totals
Spot: (PER 2)(Alert5) - 7
Listen: (PER 2)(Alert5) - 7
Search: (PER 2)(Investigator 5) - 7
Locate Traps: (PER 2) - 2
Disable Traps: (QCK 8) - 8
Lockpicking: (QCK 8) - 8
Escape: (QCK 8) - 8
Acrobatics: (QCK 8)(Acrobatic 5) -13 [Mutation: -3 If in Motion]
Diplomacy: (CHA 0) - 0
Intimidation: (STR 0) - 0
Bluff: (CHA 0) 0
Disguise: (CHA 0)(Flaw -2) -2
Stealth (Hide, Move Silent): (QCK 8) - 8 [Mutation: +3 If in darkness]
Insight: (PER 2)(Incredible Insight 5)(dragonsight 5)(Investigator 5) - 17
Handle Animal: (CHA 0) 0
Ride: (QCK 8) - 8
Swim: (STR 0) or (END 3) - 3
Appraise: (PER 2) - 2
Gather Info: (CHA 0)(Investigator 5) - 5
Use Object: (QCK 8)- 8
Athletic: (STR o) - 0 [Mutation: -3 If in Motion]
Saves Total
Save against Disease/Poison: (END 3) - 3
Willpower Save: (WLP 3) - 3
Spell DC Save: (WLP 3) - 3
EQUIPMENT
Weapons with dice effects / enchantments:
Primary Weapon: Feral Lunge [1d8]
Secondary Weapon:
Primary Ranged Weapon:
Secondary Ranged Weapon:
Hidden Weapon:
Extra Attack Item: [NONE]
Extra Defense Item: "Exoskeleton" (Shattered Dreams) Unarmed Defense Tech +3 [Mutation: +2 extra]
Head:
[NONE]
Eyes:
Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
Neck:
+3 Amulet of Armor (Mag/Mun)
Torso:
[NONE]
Body (Armor):
Unarmed Armor Tech +13 DEF (Light)
[Mutation: +2 extra]
Cloak:
[NONE]
Waist:
Good Luck Charm [Various]
The item consists of the severed foot of a small, furred animal attached to a simple brass cap. On the back of the cap is a loop that can be used to suspend the item from a necklace or slender chain. Once per day this charm can be clasped in the hand, providing a +5 bonus to any one saving throw, or a +5 bonus to a tactic or talent check for any skill not based on Intelligence.
[Worth: 5000gp]
Arms/Wrist:
[NONE]
Hands:
[NONE]
Feet:
Acrobat Slippers [Feet]
These supple gray leather slippers enable the wearer to keep his balance in precarious positions. This gives a boost of +5 to Acrobatics Checks.
[Worth: 2000gp]
Shield:
[NONE]
Body Modification:
[NONE]
Total Defense: 20 Mundane / 3 Magic
Rings: (Up to two active)
1.[NONE]
2.
[NONE]
Consumables: (Up to five types, no limit on how much of each type.)
1. War Paint of Primal Rage [Consumable]
(5)
This magical war paint typically comes in a ceramic jar that contains 5 doses. When a dose is applied to a creature's face, the magic of the war paint bolsters the creature's convictions and beliefs, granting a +2 bonus to willpower saves for one full mission or quest. The wearer of the war paint can opt to enter a primal rage once per combat. While in a primal rage, the character gains incredible strength and agility, and her features grow feral and bestial. The character may roll their combat dice twice during this one round of rage. Spellcasting is impossible while in a primal rage. The war paint fades after the mission or quest is over.
[Worth: 7000gp]
2. [NONE]
3. [NONE]
4.[NONE]
5.[NONE]
Magical Pack Items (Up to five magical / wondrous items.)
1. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
2. Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
3. Campfire Bead [Magic Item]
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead.
[Worth: 500gp]
4.
[NONE]
5.
[NONE]
Mundane (non-magical pack Items)
[NONE]
Tomes
1.Tome of World Memory [Book]
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
[Worth: 2000gp]
2.[NONE]
3.[NONE]
Equipped Gear Info
Stored Items
-Wasteland Wraps +10 DEF
-#W18: Certificate for 3 Points of Weapon Enchants
-#A20: Certificate for 3 Points of Armor Enchantments
-Shield Cloak [Cloak]
The wearer of this rough, gray cloak can grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a light wooden shield +1 DEF. The edge of the cloak can be dropped and made pliant again as a free action. Shield enchantments can be added to the cloak as if it were a light wooden shield.
[Worth: 1500gp]
-Hateeri's Wyrmfang Amulet
This necklace of black dragon teeth grants all of the wearer's natural attacks the ability to overcome damage reduction as if they were magic weapons (so overcomes DR/magic).