Post by Spyder on Dec 12, 2016 3:30:23 GMT -5
Name: Jak
(No surname known)
Screen Name: greywalkr13
Alignment: CG
Race: Feykin
Size: Medium
Racial Weakness: Cold Iron x 1.5
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Sylvan (free), Elven, Bestial
Country of Origin: Offworld
Chosen Deity: n/a
Storyline: Obsidian Heart Adventuring Company
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Traits:
Strength [0]
Quickness [8]
Endurance [2]
Willpower [2]
Intelligence [1]
Perception [3]
Charisma [0]
Skills:
(racial) Elven Beauty-Elven Beauty : Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
Prerequisite: Elven, Half-Elven or Feykin
(R)
(racial) Glib Tongue-Glib Tongue : This skill makes listeners hear whatever they wish to hear. The feykin can say anything, even total gibberish, but anyone listening will agree heartily. While this skill is not a way to talk someone into giving over all their gold, it is a superb method of talking one's way into a noble's party, making fast friends or avoiding being caught in a lie. It can be used once per day.
Prerequisites: Feykin Race
FLAVOR
(R)
(racial) Elven Accuracy-Elven Accuracy : Your sharp eyesight makes difficult shots easier. If you miss when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll once per combat to see if you actually hit.
Prerequisite: Elven, Half-Elven or Feykin
COMBAT
(R)
(combat) Combat Affinity
(class) Silent tracker- You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc.
(class) Rangers Boon- +3 damage (DMG) and +2 Strike to your ranged attacks only.
(Class: free pick)
Correcting Aim : You gain a +2 to your ranged Strike in the round immediately after a miss, only if you go after the same target as the round before, as you've corrected your aim and have a better chance of hitting. Once per combat.
Prerequisite: Ranger
COMBAT
(V)
(flaw) Hunter's Shot-Hunter's Shot: Once per combat, an archer can take a shot that ignores a creature's natural armor.
Prerequisite: Use a Bow, or Crossbow
COMBAT
(flavor crystal) Low Light Vision-See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. This is a constant skill.
FLAVOR
(CC)
(R)
(flavor crystal) Knowledge (c: Nature, t: Wild animals) +10 on checks concerning Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) and Wild animals
(flavor crystal) Tree Stride : You are able to travel through trees, from tree to tree teleporting between each.
Prerequisites: Ranger
(V - Magical/Psionic Affinity)
FLAVOR
(Flavor Amber) Favored Terrain : (A: Forest) A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain. When the ranger reaches Sapphire they may choose another terrain, and yet another at Obsidian rank, and one more at Diamond rank.
Terrains: Aquatic, Desert, Underground, Forests, Hills, Marshes and Swamps, Mountains, Plains, Cities, Tundra
Ranger (Primary) Only
FLAVOR
(crystal) Equipment Tricks (Cloak/ Cloak Defense)-You are able to use your cloak to make it more difficult for your foes to hit you. If you have a free hand, you can hold it before your chest like a curtain, making it difficult for enemies to read what you are planning to do next. Your cloak grants you a +1 bonus to your DDC for one round. If you are in total defense mode that round (making no attacks of any sort), your cloak's shield bonus improves to +2.
(topaz) (Cloak/Glide)-Glide: By gripping the edges of your cloak, you are able to glide for short distances or slow your fall from heights.
FLAVOR
(crystal) Alert-You gain a +5 to Spot and Listen Checks.
(CC)
(R)
(crystal) Ranged Sniper- You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
(crystal) Weapon Alteration : You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is a constant skill.
Prerequisite: Combat Class (Primary)
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.
(topaz) Hidden Sniper-You are accomplished at remaining unseen when you’re sniping with a ranged weapon. You are able to stay hidden and unseen by the enemy even after a ranged attack, once per combat.
(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) Disabling strike-Sometimes the goal of the hunt is not to kill, only to capture. You take this ideal and apply it into the field of combat, your blow putting your target down long enough for you to get away or close upon. Once per combat, your target is stunned and loses as many turns as allowed per rank. Willpower save vs the Ranger's DC10 + Quickness. Save allowed each round.
COMBAT - Lose Turn
(amber) Seize the moment- Once per combat, if an ally rolls a Critical Hit, you seize the moment allowing you to make an attack of opportunity against the same opponent. You must still roll Strike.
COMBAT
(CC - Combatant Profession)
(amber) Oaken Strength-Like the mighty oak in the heart of the forest, you have an undeniable strength. As the roots of the tree sink into the earth, your determination flows deep into your body. Able to bring out a raw strength and deliver it upon those that would stand against you. Once per combat you may roll your combat dice twice.
Prerequisite: Ranger Profession (Primary) & Amber Rank
COMBAT - Double Roll
(amber) Dominate Arrow- This skill allows a Ranger to control the flight path of a missile fired by another person. The ranger must be equal or higher dice than the person firing the missile, and the ranger must be able to see the missile during its flight. You may direct the object away from the intended target, or choose a new target for the missile including the firing person. This works with any ranged weapon, and may be used once per adventure.
Prerequisite: Ranger (Primary)
COMBAT
(teamwork) OPEN
Special:
Stranded- Your Drawback/Boon will be that you take a -10 to all Knowledge Checks involving anything specific to Arith, and cannot learn any Arith specific language. The boon is that you are allowed a +2 DEF above any limits for surviving the travel between the worlds.
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
2. Rough Demeanor-You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
3. Compulsive Honesty-You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
Defense DC: 18 (10 + Quickness)
Hit Points: 31 (Half Dice = 27 , Endurance = 2, Willpower = 2, Diehard = 0, Brutish Durability = 0)
Gear:
Armor
Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
[Worth: 2000gp]
Arboreal Armor [Armor]
This +6 DEF armor is made of bark, and grants a +3 to Hide Checks in forest settings. Every morning, 5 berries grow from the armor, which has enough nutrition for 5 creatures per day. If the armor is damaged, it repairs itself by the next morning.
[Worth: 6,000gp]
Comfortable Cloak [Cloak]
(Converted to a poncho)
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
Bronzed cuff [Wrist]
Shaped to fit easily upon a creature's wrist, this bronze dragon scale is set with a pair of tiger's eye topazes and rimmed with bronze studs. A cuff generates a whip of electrical energy, to which the bearer takes no damage to use. This whip does 1d3 electrical damage (lethal).
[Worth: 2000 gp]
Weapon
Arbalest, Light [2d5] 4000gp
Throwing Axe ☼ (B) [1d5] Enchant: Returning
Other
Red bag of tricks
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500 gp]
Consumable
Black Dragon New Years Rocket
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.
(No surname known)
Screen Name: greywalkr13
Alignment: CG
Race: Feykin
Size: Medium
Racial Weakness: Cold Iron x 1.5
You take twice the amount of damage from your weakness unless otherwise specified.
Languages: Common, Sylvan (free), Elven, Bestial
Country of Origin: Offworld
Chosen Deity: n/a
Storyline: Obsidian Heart Adventuring Company
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Traits:
Strength [0]
Quickness [8]
Endurance [2]
Willpower [2]
Intelligence [1]
Perception [3]
Charisma [0]
Skills:
(racial) Elven Beauty-Elven Beauty : Your elven heritage has made you beautiful to gaze upon. The kind of beauty that woos those around you, starts wars, and has songs written about them. This gives you a +10 to Diplomacy.
Prerequisite: Elven, Half-Elven or Feykin
(R)
(racial) Glib Tongue-Glib Tongue : This skill makes listeners hear whatever they wish to hear. The feykin can say anything, even total gibberish, but anyone listening will agree heartily. While this skill is not a way to talk someone into giving over all their gold, it is a superb method of talking one's way into a noble's party, making fast friends or avoiding being caught in a lie. It can be used once per day.
Prerequisites: Feykin Race
FLAVOR
(R)
(racial) Elven Accuracy-Elven Accuracy : Your sharp eyesight makes difficult shots easier. If you miss when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll once per combat to see if you actually hit.
Prerequisite: Elven, Half-Elven or Feykin
COMBAT
(R)
(combat) Combat Affinity
(class) Silent tracker- You can move in complete silence, outdoors, negating any need to roll for moving quietly. You gain low-light vision, seeing three times further than normally in starlight, moonlight, torchlight and other conditions of poor lighting. You are able to track just about anything that leaves a trail of any kind, scent, etc.
(class) Rangers Boon- +3 damage (DMG) and +2 Strike to your ranged attacks only.
(Class: free pick)
Correcting Aim : You gain a +2 to your ranged Strike in the round immediately after a miss, only if you go after the same target as the round before, as you've corrected your aim and have a better chance of hitting. Once per combat.
Prerequisite: Ranger
COMBAT
(V)
(flaw) Hunter's Shot-Hunter's Shot: Once per combat, an archer can take a shot that ignores a creature's natural armor.
Prerequisite: Use a Bow, or Crossbow
COMBAT
(flavor crystal) Low Light Vision-See twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. This is a constant skill.
FLAVOR
(CC)
(R)
(flavor crystal) Knowledge (c: Nature, t: Wild animals) +10 on checks concerning Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) and Wild animals
(flavor crystal) Tree Stride : You are able to travel through trees, from tree to tree teleporting between each.
Prerequisites: Ranger
(V - Magical/Psionic Affinity)
FLAVOR
(Flavor Amber) Favored Terrain : (A: Forest) A ranger may select a favored terrain from the terrains available, and they gain a +4 to Stealth, Spot, Listen, Athletics and Nature in that terrain. When the ranger reaches Sapphire they may choose another terrain, and yet another at Obsidian rank, and one more at Diamond rank.
Terrains: Aquatic, Desert, Underground, Forests, Hills, Marshes and Swamps, Mountains, Plains, Cities, Tundra
Ranger (Primary) Only
FLAVOR
(crystal) Equipment Tricks (Cloak/ Cloak Defense)-You are able to use your cloak to make it more difficult for your foes to hit you. If you have a free hand, you can hold it before your chest like a curtain, making it difficult for enemies to read what you are planning to do next. Your cloak grants you a +1 bonus to your DDC for one round. If you are in total defense mode that round (making no attacks of any sort), your cloak's shield bonus improves to +2.
(topaz) (Cloak/Glide)-Glide: By gripping the edges of your cloak, you are able to glide for short distances or slow your fall from heights.
FLAVOR
(crystal) Alert-You gain a +5 to Spot and Listen Checks.
(CC)
(R)
(crystal) Ranged Sniper- You are adept in lining up accurate, deadly shots with your ranged weapon. This skill allows you to add a bonus of half your Quickness to the damage of each ranged attack that you make, including firearms. This is a constant skill.
(crystal) Weapon Alteration : You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is a constant skill.
Prerequisite: Combat Class (Primary)
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.
(topaz) Hidden Sniper-You are accomplished at remaining unseen when you’re sniping with a ranged weapon. You are able to stay hidden and unseen by the enemy even after a ranged attack, once per combat.
(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) Disabling strike-Sometimes the goal of the hunt is not to kill, only to capture. You take this ideal and apply it into the field of combat, your blow putting your target down long enough for you to get away or close upon. Once per combat, your target is stunned and loses as many turns as allowed per rank. Willpower save vs the Ranger's DC10 + Quickness. Save allowed each round.
COMBAT - Lose Turn
(amber) Seize the moment- Once per combat, if an ally rolls a Critical Hit, you seize the moment allowing you to make an attack of opportunity against the same opponent. You must still roll Strike.
COMBAT
(CC - Combatant Profession)
(amber) Oaken Strength-Like the mighty oak in the heart of the forest, you have an undeniable strength. As the roots of the tree sink into the earth, your determination flows deep into your body. Able to bring out a raw strength and deliver it upon those that would stand against you. Once per combat you may roll your combat dice twice.
Prerequisite: Ranger Profession (Primary) & Amber Rank
COMBAT - Double Roll
(amber) Dominate Arrow- This skill allows a Ranger to control the flight path of a missile fired by another person. The ranger must be equal or higher dice than the person firing the missile, and the ranger must be able to see the missile during its flight. You may direct the object away from the intended target, or choose a new target for the missile including the firing person. This works with any ranged weapon, and may be used once per adventure.
Prerequisite: Ranger (Primary)
COMBAT
(teamwork) OPEN
Special:
Stranded- Your Drawback/Boon will be that you take a -10 to all Knowledge Checks involving anything specific to Arith, and cannot learn any Arith specific language. The boon is that you are allowed a +2 DEF above any limits for surviving the travel between the worlds.
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
2. Rough Demeanor-You are emotionally distant. Perhaps you are an alien or robotic life-form that simply does not understand human emotions, or perhaps you’re just a jerk. Either way, you have few friends, and trouble making new ones.
Penalty: -2 on Bluff and Diplomacy.
3. Compulsive Honesty-You cannot tell a lie, nor can you behave in a deceitful fashion. You tend to be blunt rather than tactful, even if it means insulting someone who you and your companions are trying to impress.
Penalty: If it is a matter of life and death, you may make a Willpower save (DC 15) to speak or act out a falsehood. However, if successful, you suffer a -2 penalty to all saves, checks, and strikes for 6 hours due to feelings of guilt.
Defense DC: 18 (10 + Quickness)
Hit Points: 31 (Half Dice = 27 , Endurance = 2, Willpower = 2, Diehard = 0, Brutish Durability = 0)
Gear:
Armor
Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
[Worth: 2000gp]
Arboreal Armor [Armor]
This +6 DEF armor is made of bark, and grants a +3 to Hide Checks in forest settings. Every morning, 5 berries grow from the armor, which has enough nutrition for 5 creatures per day. If the armor is damaged, it repairs itself by the next morning.
[Worth: 6,000gp]
Comfortable Cloak [Cloak]
(Converted to a poncho)
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfortable cloak grants a constant endure elements effect to the wearer, and grants a +3 bonus to saves against disease, effects that cause fatigue or exhaustion, and poisons.
[Worth: 5,500gp]
Bronzed cuff [Wrist]
Shaped to fit easily upon a creature's wrist, this bronze dragon scale is set with a pair of tiger's eye topazes and rimmed with bronze studs. A cuff generates a whip of electrical energy, to which the bearer takes no damage to use. This whip does 1d3 electrical damage (lethal).
[Worth: 2000 gp]
Weapon
Arbalest, Light [2d5] 4000gp
Throwing Axe ☼ (B) [1d5] Enchant: Returning
Other
Red bag of tricks
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500 gp]
Consumable
Black Dragon New Years Rocket
Papered with silver leaf and inscribed with a mass of obsidian runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs more than most other fireworks and produces quite the show. When ignited, this silver rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 ball of cold shadow, damaging all enemies in the area.