Post by percivaldove on Nov 13, 2016 20:19:26 GMT -5
Percival Dove ~ Amber Champion ~ Devout Vindicator ~ 2d54 ~ 40 HP ~ DDC 15 ~ Flaws: Chivalrous Courtesy, Code of Honor, Easygoing
Name: Percival Dove
Screen Name: ambrosialrapture
Race: Human
Racial Weakness: N/A
Alignment: Chaotic Good
XP: 114
GP: 33,000
Reputation: 8
Rezzes: 5/5
Languages: Common, Hand Battle Signals, Dwarvish
Description: Blonde hair, green eyes, heavy build 210 lbs, 5'10" Can be short hair and clean shaven, long hair or wearing a scraggly beard and mustache. All depends upon how long he is away from home.
Rank: Amber Champion
Dice: 2d54
Hit Points: 40 ( Half Dice + END + WLP +5 Diehard +3 Brutish Durability)
Defense DC: 15 ( 10 + QCK )
Initiative: + 5 (QCK + Lightning Init - Armor penalty)
Physical Strike: +5 (physical|QCK) (** -2 against females)
Combat Maneuvers: +2 DC (Finger Sleeve III) / 3 Maneuvers (2 +1 Finger Sleeve V)
Physical Damage: +17 (melee|STR) || +13 (ranged|QCK) -- (Bonuses: +3 divine judgement, 2HW) (+5 Combat Finger Sleeve II) (+5 DMG evil or undead)
Spell Save: +8 ( WLP +2 Devout Holy Symbol, +2 Butterfly Bracers )
Heavy Def = 40 def cap, -10 init penalty, Max qck 8, Spell penalties
Mundane Defense: +37 ( +31 Def Splint Mail , +3 Amulet of Armor, +3 Helm of Transfiguration )
Magic Defense: +3 (Amulet of Armor)
Traits
• Strength [06]
• Quickness [05]
• Endurance [03]
• Willpower [02] (+2*) (*iron will)
• Intelligence [--]
• Perception [--]
• Charisma [--]
Tactics:
• Bluff [-2] (CHA) (-2 Easygoing)
• Diplomacy [--] (CHA)
• Disguise [--] (CHA)
• Insight [--] (PER)
• Intimidation [+4/-2] (STR/CHA) (-2 Easygoing)
• Stealth [+5] (QCK)
Talents:
• Acrobatics [+10] (QCK) (+5 acrobatics)
• Appraise [--] (PER)
• Athletics [+11/+8] (STR/END/+5 Athletic)
• Gather Info [--] (CHA)
• Knowledge [--] (INT) (Knowledge Skill +10 in Undead/Religion/Dungeoneering)
• Listen [+5] (PER +5 Alert)
• Locate Trap [--] (PER)
• Nature [--] (INT)
• Ride [+5] (QCK)
• Rogue [+5] (QCK) (includes: Disable Trap/Lockpicking/Thievery/Escape)
• Search [--] (PER )
• Sleight of Hand [+5] (QCK)
• Spot [+5] (PER +5 Alert)
• Use Object [+5] (QCK)
Primary Class: Devout
Class Bonus: Holy Symbol +2 saves against spells
Primary Profession: Vindicator
Profession Bonus: "Divine Judgement" Vindicators are fierce warriors and gain a +3 DMG. Their weapons are considered "holy" or "unholy" depending on what alignment they share, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Chosen Skills:
Racial Skill:
- Versatility
- Acrobatic
- Darksight
- (flaw) Spirit-Scarred (v)
FLAVOR:
(Crystal)
- Undead Resistance
- Strong Stomach
- Lightning Initiative
- Knowledge: Undead, Religion, Dungeoneering (A)
(Amber)
- Bottomless Pockets:
SKILLS:
(Crystal)
- Iron Will
- Spirit Strike
- Two-Handed Weapon
- Sidestep
- Shield of Swings
(Topaz)
- Alert
- Diehard
- Holy Valor
(Amber)
(Vindicator)- Brutish Durability
- Battle Hardened
- Athletic
- Self-Healing
- Stigmata
Combat Maneuvers:
Crystal:- Juggernaut: 19 (+11 +2 Finger Sleeves +6 STR) vs QCK) (ATK)
- Power Lunge: 19 (+11 +2 Finger Sleeves +6 STR) vs QCK)(ATK)
- Horde Breaker: 18 (11+2 Finger Sleeves +5 QCK vs STR) (AOE Attack)
- Sharp Blade: 3 rounds, 1d6 Damage (Attack Enhancer)
- Team Spirit: +4 [4 PCs] (*Group Strengthen: Dice Sides)
- Double Up: +1 / -1 to All (AoE Strike Boost or Strike Lessen)
- Bleeding Attack: 3 rounds / +1 Damage (Damage over Time (DoT)
- Exercise Regime: +2 Acrobatics. (Tactic & Talent Buffs)
Topaz:
- Guard Training: +2 Listen (Tactic & Talent Buffs)
- Ghostslayer: Through intense training and rigorous study, you know how to attack an incorporeal creature so that your attacks actually hit during combat.
- Stand Your Ground: You keep fighting no matter how scared you get. If you are under a fear effect that would make you run from combat, you are able to withstand the fear and continue fighting.
- Controlled Breathing: "endure elements" but it is not magical in nature.
- Throw your back into it: 19 (+11 +2 Finger Sleeves +6 STR) vs QCK) Hold 2 rounds
- Who needs a shield?: Evade 1/2 Dmg
Flaws:
- Chivalrous Courtesy
Penalty: You suffer a -2 penalty on Strike rolls to hit a creature that you can tell is of the opposite gender. - Code of Honor
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. - Easygoing
Penalty: You gain a -2 penalty on Intimidate and Bluff Checks.
Weapons with dice effects / enchantments:
Primary Weapon:
Vampiric Greatsword [Weapon] ☼☼☼
The handle of this greatsword (2d8) is wrapped in tanned leathers and the hand guard is covered in werewolf hide. The long blade is decorated with Vampiric blood sigils along the sides and the bottom of the handle curves up acting as a hook. Once per combat, you may use this blade to draw life force from your enemy. A DC15 Willpower must be met by the target of this sword, if the save is failed the target is drained of 1d5 HP which is transferred to the wielder as temporary hit points lasting till the end of that combat. [Worth: 10,000gp]
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
Head/Headband: Such as headband, hat, helmet, circlet, crown.
Helm of Transfiguration [Head]
The steel of this helmet (+3 DEF) is ornately designed with many animals molded together and splayed across the entire surface. This helmet gives it's owner the Shapeshifting Skill, which can be used up to 30 minutes per day. This allows shapeshifting into any creature from Tiny to Large size. [Worth: 7,000 gp]
Face/Eyes: Such as eye lenses, glasses, goggles, masks, monocles.
Neck: Such as amulets, medallions, torcs, necklaces.
Amulet of Armor +3 DEF
Torso/Body: Such as shirt, vest, vestments, cassocks or tabards.
Armor: Such as armor, or robe, or armored ink.
Splint Mail +31 DEF
Cloak/Shoulders: Such as a cloak, cape, pauldrons or mantle.
Cloak of Weaponry [Cloak]
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
Waist: Such as a belt or scarf, or girdle.
Legs: Such as pants, tights, stockings.
Arms/Wrist: Such as bracers, bracelets, armbands, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
Butterfly Bracers [Arms/Wrist]
These delicate silver bracers are decorated with blue butterflies. While worn, butterfly bracers grant the wearer a +2 bonus on all saving throws, and talent/tactic checks. [Worth: 6,500 gp]
Hands: Such as gloves, gauntlets, wrappings or one glove.
Feet: Such as sandals, boots, shoes, slippers
Body Mod: Tattoos, brands, scarifications, piercings. You may have as many as you like but only one body modification is active at a time. You can fill in other slots with tattoos if you desire.
- Combat Finger Sleeves I, II, III, IV, & V
Rings: (Up to two active)
- Ring of Evasion [Ring]
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
[Worth: 6,500gp]
Consumables: (Up to five types, no limit on how much of each type.)
- List item 1
- List item 2
- List item 3
- List item 4
- List item 5
Magical Pack Items (Up to five magical / wondrous items.)
Backpack of Holding 6000gp
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 30 pounds in weight. The large central portion of the pack can contain up to 150 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. Also, when the wearer reaches into it for a specific item, that item is always on top. This replaces your magic pack and grants you 5 more magic item slots, giving you a total of 10 magic item slots.
- Eril's Opalescent Amulet [Neck]
This milky white dragon scale is framed in a silver setting and hangs from a filigree chain. Tiny opals stud the surface of the dragon scale in a snowflake pattern. This gives the wearer the ability to walk upon ice without need for any checks, and allows a person to stay warm in cold environments (this does not give immunity to cold attacks). - Fork of Freshness [Magic Item]
This silver implement appears to be an ordinary fork. It is decorated with a handle shaped as the head and neck of a faerie dragon. Once per day this fork can be used to make even a spoiled meal suitable for eating and will purify a vessel filled with water of any contamination. This will function as a spell of purify food and drink, decontaminating a meal large enough for one individual.
[Worth: 1000gp] - Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp] - Lucky Agate: This small polished agate is a magic item that if kept on your person (pocket, pouch, etc), grants you 1d5 to any one roll you wish, once per day. It renews it's magic at dawn each day.
- Everlasting Rations: This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed a Medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
- Flask of Endless Water: This plain flask is always filled with clean, drinkable water.
- Magic Bedroll: This woolen sleeping bag is embroidered with stars and moons in silver and blue thread, and it smells of lavender. A magic bedroll grants you a comfortable and peaceful night’s sleep. As long as you lie in it, you gain the benefit of an endure elements spell.
[Slot: Gear] - Cooperative Manacles [Magic Item]
These tight iron cuffs can fit over the wrists of any Large size or smaller humanoid. When placed on a captive or pinned humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 15 Willpower saving throw.
[Worth: 4000gp] - .
- .
Cloak of Weaponry:
Mundane (non-magical pack Items:
50 Feet of Hemp Rope (tied to backpack)
Backpack (following in backpack)
Burlap Sacks x2
Cooking Pots (Wrapped in burlap sacks)
Waterskins x2
Soap
Unlit Torches
Belt Pouches (following in belt pouches)
Sewing Needle
Whetstone
50 feet String or Twine
Flint & Steel
Fishing Hooks
Candles x4
Chalk x4
Money Belt
Cartouche with Your Name On It (Curiosity)
During your exit, you all find an old box of gold cartouches that were one of the items sold by the priests to earn money from those that came to visit, much like the golden pyramids you already got. These cartouches were special, and when touched, your name in old Thanic symbols appeared on it.
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Spells: