Post by Ellis Strata on Dec 12, 2016 3:17:00 GMT -5
State: Drancent - Amber Marshal - Devout/Paladin - 2d56 - 46 HP - 13 DDC - Weakness: Air/Wind x2 - Flaws: Fear of Water, Sunblind, Reflex against magic - Healing Points: 14
Vitals
Name: Drancent
Screen Name: swordofatrophy
Alignment: Lawful Good
Race: Amalgam (original)
Size: Medium
Racial Weakness: Air/Wind x2
You take twice the amount of damage from your weakness unless otherwise specified.
Description: 6'0", 230 ibs, Gold eyes, Brown hair
Drancent is a solidly built man, gained from long years spent in the Lacuna Bastille under the earth. A hard life, away from the sun and the sky, away from plants and animals, away from civilization. Now, he has been sent out to explore the world they believed was once unlivable. To the glory of the Stone Face.
Personality:
Being from an underground civilization, he tends to be pretty gruff and stoic. He's a follower of the Stone Face, and while he keeps it private for the most part, he tends to shy away from those who question faith.
Languages: Common
Country of Origin: Sarkotos (Lacuna)
Chosen Deity: The Stone Face
Storyline: Obsidian Heart
Classes and Professions.
Primary Class: Devout
Class Bonus: "Holy (or Unholy) Symbol" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Primary Profession: Paladin
Class Skill: "Paladin Armor" Paladins must be of lawful good alignment. They gain any Medium or Heavy Armor (free of charge), and do not take any penalties for initiative while wearing either kind, though QCK penalties still apply. Any weapon that they choose to wield becomes a "holy" weapon, this does not take up any points of enchantment and effects any weapon they bear.
Secondary Class:
Class Bonus:
Secondary Profession:
Class Skill:
Traits
Strength [9]
Quickness [3]
Endurance [2]
Willpower [2]
Intelligence [0]
Perception [0]
Charisma [0]
Reputation.
Reputation: 8
Reputation Bonus:
Skills.
Race Skills
(racial) Diehard: You have the ability to stay within combat longer than normal. You gain 5 extra hp. You may take this skill as many times as you desire. This is an innate skill.
(racial) Darksight: The ability to see in total darkness up to 60 feet. This is a constant effect.
(racial) At Home Below: When in darkness, you gain a +2 to Spot and Search Checks.
(flaw) Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
Class/Profession Skills
(devout) Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
(topaz - Paladin bonus) 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. (Topaz: 12)
(topaz - Paladin bonus) Rezz the Dead: You know how to pull the spirit of a dead creature back to their body, giving them a second life. The target loses an OH rezz.
Flavor Skills
(flavor crystal) Strong as an Ox: You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait.
(flavor crystal) 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) Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor topaz) Do You Know Your Enemy?: This skill allows you to commune with your deity to gain a +10 on Knowledge (Monster Lore) Checks even if you do not have the Knowledge skill.
(flavor amber) Prayer: Paladins and priests are able to communicate with their patron deity, often when they need to decide on what to do in order to best serve them. Once per adventure, you may commune with your deity and work with the DM on any information or advice that they might be given.
Combat Skills
(crystal) 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.
(crystal) Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
(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) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(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.
(topaz) Dual Wield Focus: You have become a master of using dual one-handed weapons or techs, and your strikes hit with more damage, allowing you to add in half your damage trait bonus to every attack you make. This is an constant skill.
(topaz) Noble Guard: A Paladin may use this skill at any time during combat, and allows the Paladin to take half of all physical, non-magical damage dealt to an ally. The Paladin is welcome to use any armor they may have to absorb as much of the damage as they can, but they cannot use another skill such as an evade or reflect while using this skill. At Crystal, Topaz and Amber you may use this once per combat. At Sapphire and Emerald, you may use it twice. At Ruby and Obsidian, you may use it up to three times per combat. At Diamond, four times per combat.
(topaz) Divine Healing Surge: A paladin is more combative than a healer, but that does not remove their role of a support healer. Once per adventure, a paladin may heal everyone on the board at one time for 5 hit points each with positive healing magic.
(amber) Divine Health: You have been blessed by a deity with resistance to diseases, viruses and illness. They simply cannot get sick. This is an innate skill.
(amber) Divine Ruination: As you make a ruinous strike against your opponent, a blast of divine energy hurtles from your blade hitting a second enemy that is within close range. The second opponent takes the same damage that you gave to the first. Once per combat.
(amber) Sacred Conduit: You are the sacred conduit of your deity and are able to give a devastating attack once per combat, allowing you to roll your combat dice twice as you strike not only with weapon but with the holy radiant and blazing energy of your deity.
(teamwork) Open
Skill Checks.
Spot: (PER 0)(-5 Sunlight)(+2 Darkness) = -5/+2
Listen: (PER 0) = +0
Search: (PER 0)(-5 Sunlight)(+2 Darkness) = -5/+2
Locate Traps: (PER 0) = +0
Disable Traps: (QCK 2) = +3
Lockpicking: (QCK 2) = +3
Escape: (QCK 2) = +3
Acrobatics: (QCK 3)(Acrobatic 5) = +8
Athletics: (END 2) or (STR 9) = +2/+9
Diplomacy: (CHA 0) = +0
Intimidation: (STR 9) = +9
Bluff: (CHA 0) = +0
Disguise: (CHA 0) = +0
Stealth (Hide, Move Silent): (QCK 3) = +3
Insight: (PER 0)(-5 Sunlight)(+2 Darkness) = -5/+2
Handle Animal: (CHA 0) = +0
Ride: (QCK 3) = +3
Swim: (STR 9) or (END 2)(Flaw -2) = +7/+0
Appraise: (PER 0) = +0
Gather Info: (CHA 0) = +0
Use Object: (QCK 3) = +3
Save against Disease/Poison: (END 2) = +2
Willpower Save: (WLP 2)(Devout 2)(Bastille 5) = +2/9 vs Spells
Flaws.
Fear of Water: You have an abiding fear of deep water and drowning.
Penalty: You take a -2 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked.
Sunblind: You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
Reflex Against Magic: Your body is innately resistant to magic, even beneficial ones.
Penalty: You must pass the caster's spell save to take benefit from spells meant to assist you such as Defense, Strike Boost, etc. Once you have passed that caster's save once, then all spells they cast beneficially on you for the remainder of the adventure do not need a subsequent roll.
Weaponry.
Primary Weapon: Lead Lined WarAxe (1d10)(Paragon*2)
Enchantments:
Earthburst☼ ☼
An earthburst weapon functions as a terran weapon, and releases a burst of earth damage once per combat. The burst does not harm the wielder or allies. This weapon deals and extra 1d5 points of earth damage on a successful hit.
Defiant☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
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.
Secondary Weapon: Lead Lined WarAxe (1d10)(Paragon*2)
Enchantments:
Earthburst☼ ☼
An earthburst weapon functions as a terran weapon, and releases a burst of earth damage once per combat. The burst does not harm the wielder or allies. This weapon deals and extra 1d5 points of earth damage on a successful hit.
Defiant☼ ☼
Regardless of circumstances, you simply cannot drop your weapon, even with a critical fail.
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.
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item:
Armaments.
Head: 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).
[Worth: 6000gp]
Face:
Eyes:
Neck:
Torso: Hair Shirt of Defense [Torso]
Layers of coarse brown horsehair make up this stiff, crudely woven shirt. A hair shirt of suffering provides a +2 DEF bonus to your armor. This is a continuous effect and requires no activation. You may wear this shirt on your torso beneath other armor.
[Worth: 1000gp]
Body (Armor): Astral Driftmetal Half Plate (+33 Magical/Mundane defense)
Cloak:
Waist:
Arms/Wrist:
Hands: 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]
Legs:
Feet:
Body Modification:
Rings: (Up to two active)
1.
2.
Inactive Rings
Ioun Stones.
Items and Gear.
Consumables: (Up to five types, no limit on how much of each type.)
1.
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. 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.
[Worth: 1000gp]
2.
3.
4.
5.
Mundane (non-magical pack Items)
Travel Supplies: Bedroll, rations, a tent, 20 foot of rope.
Climbing Pitons
Spare Magic Items:
Light Cap [Head]
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500gp]
Rank and Statistics.
Rank: Amber Marshal
Dice: 2d56
Experience Points: 161
Gold: 4,375
Rezzes: 5/5
Defense DC: 13 (10 + 3 Quickness)
Defense: 0
Hit Points: 46 (Half Dice = 28, Endurance = 2, Willpower = 2, Diehard = 5, Brutish Durability = 9)
Initiative Roll: +13 (3 qck, dueling x2)
Attack - (Lead-Lined Waraxe (x2)(Both Paragon *2 1d10) w/ Earthburst, Defiant, and Dueling)
Attack roll: 1d20 + 13 (9 Str, Power Attack, +4 lead-lined)
Combat Dice roll: 2d50
Weapon Damage: 2d10
Damage Bonus: +23 (9 Str, 4 DWF, 10 Lead-lined)
Attack Specials: Extra 1d5 earth (once per axe per combat)
Cannot be disarmed
+10 Initiative
Attack - Ranged
Attack roll:
Comat Dice roll:
Weapon Damage:
Damage Bonus:
Attack Specials: