Post by lucky on Jan 30, 2017 21:27:08 GMT -5
The Seeming Name: Rian McKenna Sex: Male Apparent Age: Early 30's Hair: Red Eyes: Unnatural Green Height / Weight: 5'1 / 185 lbs. Nationalities: Irish American Occupation: Unemployeed Nature: Soldier Demeanor: Bon Vivant Tribe: FIanna Auspice: Ahroun Breed: Kinfolk The Dreaming Faerie Name: Ríoghnán ap Fiona Kith: Clurichaun Court: Seelie House: House Fiona Seeming: Wilder Occupation: Knight of the Red Branch Hair: Firey Red. Eyes: Unnatural Emerald Green. Age: 30 Seelie Legacy: Prankster Unseelie Legacy: Monster Affiliations: The Red Branch Knights, House Fiona Rank: Ruby Shield Dice: 2d80 Hit Points: Base: 40 , +5 Diehard, +4 Willpower, +18 Bruteish Durability, +10 Shamrock Ring, +10 Wolf Head Torc= 87 Flaws 1.Distinctive - Rian is 5'1, Red Headed and has eyes that are emerald green,..not mistaken for normal green, no his eyes are like emeralds due to the changeling flaw of changelings eyes, which reflect his true nature and form of the faerie beneath. 2. Rough Demeanor- Rian is a bit rough around the edges,..he has a tendency to be a bit of an ass. 3. Compulsive Honesty- Well Rian is an honest fellow, he wont lie,..no he is just to damn blunt for most folks *Class Info* Primary Class: Combat Class Bonus: 1d Xtra 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). Secondary Class: Support Class Bonus: 2 Free Skills Secondary Profession: Bard Profession Bonus: "Inspire Allies" Bards are great inspiration to their allies, and when they perform pushes their allies to greatness, giving all allies within hearing range a +3 to DMG or DEF which adds to any DMG or DEF they already have (chosen at the start). Once they've used a turn to inspire their allies, the bonus lasts the entire combat; they do not have to continue to play each round and are free to make other actions. *Attributes* [ Strength ] [12] [ Quickness ] [10] [ Endurance ] [0] [ Charisma ] [5] [ Willpower ] [4] [ Intelligence ] [0] [ Perception ] [0] *Skills* (race): Lucky Duck: Lucky Duck : You are lucky! You can re-roll for any check (such as Spot, Rogue, etc) but you have to take the second roll even if it's worse. This can be used once per adventure. (race): Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you. Emerald - 22 Ruby - 26 Obsidian - 30 (race): Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks. (flaw): 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. (Profession): Bruised Armor: Due to punches and cuts on a Brawler's body, they gain a +3 boost to mundane DEF when wearing light or no armor throughout combat. At Emerald it bumps to +4, at Obsidian to +5, and at Diamond to +6. This is a constant effect skill. (Profession): Riff: A bard can unleash a blast of magically enhanced sound waves from their instrument of choice (or vocally) that gives them a bonus of 2d5 extra damage once per combat. (Class): Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill. (Class): Lucky Bastard: You are one lucky bastard. You can use Lucky Duck up to 3/adventure and can take whichever is the best roll. You can also re-roll any other roll you make (Strike, Combat Dice, Save, etc) 1/adventure and take the best roll. (Class): True Seeing: You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure. (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): 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. (Crystal): 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. (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. (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. (crystal flavor): Intimidating: You have a knack for creating fear and loathing in those around you, giving you a +5 to all Intimidation rolls. (crystal flavor): Investigator: You gain a +5 on Gather Info, Insight and Search Checks. (crystal flavor): Lightining Initative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls. This is a constant skill. (Topaz): Magic Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill. (Topaz): Retribution: Once per combat, as a reaction, you can make a single melee attack against an enemy who has just caused you damage, no strike roll needed. Proceed with normal damage. (Topaz): Low Blow: The brawler is a vicious, dirty fighter. This is demonstrated by their cruelty towards their enemy. Brawlers are not bound to the same moral code as others are. In combat everything goes for them, from hair pulling to eye gouging and yes even the dreaded low blow. Depending on their opponent (man or woman) the brawler attack what they know is the most sensitive areas. For a man this means a devastating blow to the family jewels, while to a woman it is the downright mauling of their chest. The attack leaves their opponent in horrible pain as well as a state of shock. This allows the brawler to roll 1d extra of their dice, once per combat. (So a 2d would roll 3d) (topaz Flavor) Performance: You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Roll as many dice as you have gemstone ranks, so a Crystal would roll 1d50, a Topaz would roll 2d50, etc. You may perform up to three times every 24 hours. Some examples are: Comedy, Dance, Drama, Poetry, Erotic Dance, Instrument (flute, lute, drums, etc), Juggling, Mime, Storytelling. (Amber) Bonebreaker: When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. When you make a successful strike against an opponent that is stunned, you may add in half of your Strength or Quickness bonus in addition to your normal bonuses for any unarmed attack you make in combat against a stunned target. (Amber) Jawbreaker: You deliver a powerful strike to the mouth, breaking teeth and bone. When you make a successful strike against an opponent, you can cripple that opponent’s mouth, dealing normal unarmed damage as well as stunning them for one round. Also, until they heal of the damage inflicted on that attack, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that has no discernible mouth is immune to the effects of this skill. Once per combat. (Amber) Brutal Grappler: You may add in an extra half of your trait bonus during each round of a grapple that you choose to do damage. (Amber Flavor) Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. This is an innate skill. (Sapphire) Thick Skull: You are such a powerhouse that you can headbutt an armored foe and feel nothing. You gain the ability to use a headbutt with any other unarmed attack once per combat that deals 1d5 extra damage. (Sapphire) Improved Grapple: You are skilled at grappling your foes. You gain a +2 to all grapple checks (opposed strength check), regardless of whether you started the grapple. (Sapphire) Redirect: Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. (Sapphire Flavor) 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. (Emerald) Dead End: You know what your opponent is going to do. You can see how they adjust their grip upon their weapon, how they shift the weight in their stance, the look of concentration before a non-regged spell, the reaching for an arrow, the twisting of fingers, how they eye where they wish to strike you. As they act against you, the fool, they were already stopped. Before they can finish their attack you lash out and stop them cold with a terrible strike. Once per combat, you may turn the damage meant for you back upon your attacker. (Emerald) Vicious Stomp: If your enemy falls down for any reason, including from actions of an ally, you immediately are given an attack of opportunity regardless if it is your turn or not, once per combat. (Emerald) 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. (Emerald Flavor) Whatever's Handy: In a pinch, a brawler can grab just about anything that is not a weapon and use it for a makeshift weapon, such as chairs, bottles, hunks of rock, etc. You may use this makeshift weapon with any of your normal unarmed bonuses and tech rolls up to as many rounds as your gemstone rank. So, a Crystal could use it for one round, while a Sapphire could use it four rounds. (Ruby) Unarmed Master: You are an expert at hitting hard and powerful unarmed blows to your enemies. You may now double your damage trait bonus for every attack you make with your techs. This is a constant skill and replaces Unarmed Focus in your skill list.. (Ruby) Allegro: A bard's Riff skill can now be used up to 3 times per combat. This is a constant skill. (Ruby) Staccato : A bard's Riff skill can be used every turn if they so desire. (Ruby Flavor) Drunken Fighter: A brawler, fighter or monk takes no penalties to combat while they are drunk. This is an innate skill. *Gear* Primary Weapon: Bar Room Tactics: 1d10 Paragon ** Baneful (Human) A baneful tech is enchanted against one type of creature, and against that creature it deals an extra 1d5 damage. For example, it could be enchanted against drow, dragons, undead, elves, constructs, outsiders, etc. You must state what baneful creature type it is enchanted against when purchasing. * Battering Hand: You have treated your hand like a tool, your palm can act as a whetstone, your fist can drive nails, your fingernails can pry them back out. For all intent and purposes your hand's are treated as adamantine when bypassing damage resistance and breaking objects (+5 to Strength Roll). Secondary Weapon: Bar Room Tactics: 1d10 Paragon ** Crushing: A crushing weapon bypasses all defenses of a subject if a natural 20 is rolled, as long as the strike allows a hit. It is defeated by the "Fortified" armor/tech enchantment. ** Disruption: The body has a natural flow and rhythm, one that can be disrupted by those that know the places to strike. Those with an unarmed tech with Disruption that strikes an opponent causes wounds that cannot be self-healed. Ranged Weapon: Hidden Weapons: 1. 2. 1 Extra Attack Item: 1 Extra Defense Item: +3 Tough (Brawler Defense) *Worn Items* Head: Face: Neck: Wolf Head Torc: +10 HP Torso: Hair Shirt of Defense: 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. Body (Armor): Tough Mofo: +27 Def, *Feykissed +2 Def against Cold Iron, Rumbling*** +3 Unarmed Dmg Coat: Waist: Belt of Giants Power:+5 Str Checks Legs: Arms/Wrist: Hands: SAP Gloves +3 Unarmed Dmg Feet: Body Mod: Combat Finger Sleeves III:Xtra Combat Man. Per gemstone, +5 Dmg, +2 CM DC Rings 1. Shamrock Ring: +10 HP 2. Consumables 1. 2. 3. 4. 5. Flatspace Bracer 1. Good Luck Charm: 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. 2. 3. 4. 5. 6. 7. 8. 9. 10. Combat Tactics Fighting Style: N/A Maneuver Name: Brutal Type of Maneuver: Attack Enhancer Range/area of effect: N/A Target/s: Self Duration: By Rank Saving Throw: (Yes or No): No Explanation: When Rian gets going in a fight there is just a beautiful brutality about him,...alright he is just a brutal little son of a bitch, that when he gets slinging fists or stomping on someones face he does so in a very brutal fashion. ````````````````````````````````````` Fighting Style: N/A Maneuver Name: Bar room Brawler Type of Maneuver: Attack Range/area of effect: N/A Target/s: N/A Duration: By gemstone Rank Saving Throw: (Yes or No): No Explanation: Rian is a bar room brawler,..he hits like a brawler, he kicks like a brawler and with this said his blows are a little more solid than most when it comes to this style of fighting. ````````````````````````````````````` Fighting Style: N/A Maneuver Name: Pissed off and Mad about it! Type of Maneuver: Dice Strengthen Range/area of effect: N/A Target/s: Self Duration: By gemstone Saving Throw: (Yes or No): No Explanation: Lets face it the madder one gets,..the harder they hit,..when the Leprechaun gets pissed,..he hits feck'n hard! ````````````````````````````````````` Fighting Style: N/A Maneuver Name: Tuck and Roll Type of Maneuver: Evade Range/area of effect: N/A Target/s: Self Duration: N/A Saving Throw: (Yes or No): No Explanation: Skilled in the arts of combat Rian can spot an attack coming and just drop, tuck and roll to avoid the damage! ````````````````````````````````````` Fighting Style: N/A Maneuver Name: Luck o'the Irish Type of Maneuver: Effect? Range/area of effect: N/A Target/s: Self Duration: Quest Saving Throw: (Yes or No): No Explanation: Rian is Irish,..he is a Leprechaun,.he is quite lucky and this gives him a boost to all his saving throws while on a quest by gemstone rank. Crystal & Topaz: +1 Amber & Sapphire: +2 Emerald: +3 Ruby: +4 Obsidian: +5 ````````````````````````````````````` Fighting Style: N/A Maneuver Name: Stout Type of Maneuver: Strength Buff Range/area of effect: N/A Target/s: Self Duration: Quest Saving Throw: (Yes or No): No Explanation: Looking at Rian one overlooks the fact he is only five foot one, they see the solid stature of walking, talking muscle. He might be short but he is quite stout! ````````````````````````````````````` |