Post by abumpatnight on Apr 6, 2017 19:33:27 GMT -5
Dice: 2d32
Hit Points: 24 ( 16 (Half Dice ) + 1 (Endurance) + 0 (Willpower) + 5 (Diehard) + 3 (Brutish Durability) )
Defense DC: 13 ( 10 + 3 QCK )
Initiative: 3 (QCK)
Physical Strike: 3 (physical|QCK) | Damage: 0 (melee|STR) | Damage: 3 (ranged|QCK)
Traits:
• Strength [0]
• Quickness [3]
• Endurance [1]
• Willpower [0]
• Intelligence [0]
• Perception [0]
• Charisma [2]
Tactics:
• Bluff [2] (CHA)
• Diplomacy [7] (2 Cha, +5 (alluring tongue))
• Disguise [0] (CHA) (2 CHA, -2 Distinctive)
• Insight [0] (PER)
• Intimidation [0/2] (STR/CHA)
• Stealth [3] (QCK)
Talents:
• Acrobatics [8] (QCK) (+5 acrobatics)
• Appraise [0] (PER)
• Athletics [3] (STR/END) (daredevil athlete)
• Gather Info [2] (CHA)
• Knowledge [10] (INT) (+10 Approximate Understanding)
• Listen [5] (PER) (+5 Alert)
• Locate Trap [0] (PER)
• Ride [3] (QCK) (daredevil athlete)
• Rogue [3] (QCK) (daredevil athlete)
• Search [0] (PER)
• Sleight of Hand [3] (QCK)
• Spot [5] (PER) (+5 alert)
• Use Object [3] (QCK)
Race: Lycan (Panther)
Racial Weakness: Silver (x2 Damage)
Size: Medium
Racial Skills:
• Bestial Fury –A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
• Clawstrike – You are a type of creature that has claws, and when you choose to use those claws you use them as weapons of 1d5 per hand (2d5 for both hands). Claw Strike does not work if you are using an unarmed tech or weapon with the same hand/s. This is a constant effect skill. Whatever trait you use for melee, you use with this skill; ie. If you have Dexterous Fighter you'd use QCK for damage. This is considered your weapon, and you may enchant your claw strike up to five points of enchantments total as if this was a tech of 2d5 dmg.
• Shapeshifting – You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Flaws:
• Bad Seed – It’s hard to be good when you’re tainted by evil, you find it hard to resist the dark side. Penalty: You take a -2 to any magical save from an evil aligned creature or person.
• Chivalrous Courtesy – You despise raising your hand against creatures of the opposite gender. Penalty: You suffer -2 on Strike rolls to hit a creature that you can tell is of the opposite gender.
• Distinctive (Feral Smile) – 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
Quirks:
• Coming – Soon.
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Secondary Class: --
Class Bonus: --
Primary Profession: --
Profession Bonus: --
Secondary Profession: --
Profession Bonus: --
Class/Prof Skills:
• Combat Affinity (class free) – You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
• Name(prof free) – Description
General/Combat Skills:
• Acrobatic (c) – You have excellent coordination, and can take a +5 to all Acrobatics Checks.
• Acrobatic Backstab (c) – 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.
• Alert (c) – You gain a +5 to Spot and Listen Checks.
• Dexterous Fighter (flaw) – 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.
Teamwork Skill:
• to be chosen –
Defense Skills:
• Brutish Durability (c) – 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.
• Diehard (c) – 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.
Flavor Skills:
• Aerial Acrobatics (c) – Someone with this skill can climb a rope as fast as they can normally walk. They only need one hand free to climb a rope, and may perform actions while hanging from a rope which usually requires having two free hands. Finally, they may descend a rope with doubled speed of up to 60 ft without penalty or damage.
• Alluring Tongue (c) – People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
• Approximate Understanding (c) – You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure.
Weapons:
• Primary –
• Secondary –
• Ranged – Spellshocked Composite Longbow (2d10)
( Paragon +2, Unerring Accuracy**, Impact **, Distance*)
Spellshocked Wood: Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood.
Unerring Accuracy: This improvement for ranged weapons allows you to, once per combat, treat your target as if they have a Defense DC of 10.
Impact: Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Distance: This is placed on ranged weapons and doubles the range increment of that weapon.
• Hidden –
• Hidden –
Extras:
• Attack –
• Defense –
Equipped Items:
• Head/Headband – Dire Shifting Braid [Head] (Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to take the form of a dire version of whatever creature they normally take, allowing them to be considered Large size. This can be used once per day. [Worth: 4,500gp]
• Face/Eyes –
• Neck –
• Torso/Body –
• Armor –
• Cloak –
• Arms/Wrist –
• Hands –
• Waist –
• Legs –
• Feet –
• Body Mod –
• Ring 1 –
• Ring 2 –
• Free Slot – Obsidian Heart Ring
• Free Slot – Obsidian Heart Insignia
Packed Consumables: (up to 5)
•
•
•
•
•
Books: (up to 3)
•
•
•
Magical Pack Items: (up to 5 magical/wondrous items)
•
•
•
•
•
Mundane Pack Items:
•
Hit Points: 24 ( 16 (Half Dice ) + 1 (Endurance) + 0 (Willpower) + 5 (Diehard) + 3 (Brutish Durability) )
Defense DC: 13 ( 10 + 3 QCK )
Initiative: 3 (QCK)
Physical Strike: 3 (physical|QCK) | Damage: 0 (melee|STR) | Damage: 3 (ranged|QCK)
Traits:
• Strength [0]
• Quickness [3]
• Endurance [1]
• Willpower [0]
• Intelligence [0]
• Perception [0]
• Charisma [2]
Tactics:
• Bluff [2] (CHA)
• Diplomacy [7] (2 Cha, +5 (alluring tongue))
• Disguise [0] (CHA) (2 CHA, -2 Distinctive)
• Insight [0] (PER)
• Intimidation [0/2] (STR/CHA)
• Stealth [3] (QCK)
Talents:
• Acrobatics [8] (QCK) (+5 acrobatics)
• Appraise [0] (PER)
• Athletics [3] (STR/END) (daredevil athlete)
• Gather Info [2] (CHA)
• Knowledge [10] (INT) (+10 Approximate Understanding)
• Listen [5] (PER) (+5 Alert)
• Locate Trap [0] (PER)
• Ride [3] (QCK) (daredevil athlete)
• Rogue [3] (QCK) (daredevil athlete)
• Search [0] (PER)
• Sleight of Hand [3] (QCK)
• Spot [5] (PER) (+5 alert)
• Use Object [3] (QCK)
Race: Lycan (Panther)
Racial Weakness: Silver (x2 Damage)
Size: Medium
Racial Skills:
• Bestial Fury –A shapeshifter may shift into their hybrid or "war" form or their beast form, and for the duration of being in this shifted form, you gain a +5 DMG.
• Clawstrike – You are a type of creature that has claws, and when you choose to use those claws you use them as weapons of 1d5 per hand (2d5 for both hands). Claw Strike does not work if you are using an unarmed tech or weapon with the same hand/s. This is a constant effect skill. Whatever trait you use for melee, you use with this skill; ie. If you have Dexterous Fighter you'd use QCK for damage. This is considered your weapon, and you may enchant your claw strike up to five points of enchantments total as if this was a tech of 2d5 dmg.
• Shapeshifting – You have the ability to shift into a different form, such as wereforms, animals, dragons, and other creatures. This is not just so that you can shrink or grow your normal form, you must actually shift your shape into another type creature.
Flaws:
• Bad Seed – It’s hard to be good when you’re tainted by evil, you find it hard to resist the dark side. Penalty: You take a -2 to any magical save from an evil aligned creature or person.
• Chivalrous Courtesy – You despise raising your hand against creatures of the opposite gender. Penalty: You suffer -2 on Strike rolls to hit a creature that you can tell is of the opposite gender.
• Distinctive (Feral Smile) – 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
Quirks:
• Coming – Soon.
Primary Class: Combat
Class Bonus: Extra 1d, 1/combat
Secondary Class: --
Class Bonus: --
Primary Profession: --
Profession Bonus: --
Secondary Profession: --
Profession Bonus: --
Class/Prof Skills:
• Combat Affinity (class free) – You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill.
• Name(prof free) – Description
General/Combat Skills:
• Acrobatic (c) – You have excellent coordination, and can take a +5 to all Acrobatics Checks.
• Acrobatic Backstab (c) – 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.
• Alert (c) – You gain a +5 to Spot and Listen Checks.
• Dexterous Fighter (flaw) – 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.
Teamwork Skill:
• to be chosen –
Defense Skills:
• Brutish Durability (c) – 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.
• Diehard (c) – 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.
Flavor Skills:
• Aerial Acrobatics (c) – Someone with this skill can climb a rope as fast as they can normally walk. They only need one hand free to climb a rope, and may perform actions while hanging from a rope which usually requires having two free hands. Finally, they may descend a rope with doubled speed of up to 60 ft without penalty or damage.
• Alluring Tongue (c) – People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
• Approximate Understanding (c) – You lack formal training or knowledge about a subject but you understand it enough to get by. You cannot have any other Knowledge skills, and you cannot use any loot or items that boost knowledge with this skill. This allows you to roll a Knowledge check on any one topic, with a +10 bonus. You may use this skill once per adventure.
Weapons:
• Primary –
• Secondary –
• Ranged – Spellshocked Composite Longbow (2d10)
( Paragon +2, Unerring Accuracy**, Impact **, Distance*)
Spellshocked Wood: Harvested from the Scarred Lands, Spellshocked Wood weapons have the properties of wood, and are very effective at channeling supernatural abilities. The weapon counts as magic, allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood weapon always emits light if it is magically enchanted with any type of enchantment. Spellshocked wood looks like normal wood often with thin dimly glowing veins in the grain of the wood, which on closer inspection take on the appearance of actual magical runes. Spellshocked wood can be added to any weapon normally made of wood.
Unerring Accuracy: This improvement for ranged weapons allows you to, once per combat, treat your target as if they have a Defense DC of 10.
Impact: Any weapon enhanced by this improvement scores a critical hit on 19-20 instead of only on a natural 20. Critical hits allow you to double your rank dice damage.
Distance: This is placed on ranged weapons and doubles the range increment of that weapon.
• Hidden –
• Hidden –
Extras:
• Attack –
• Defense –
Equipped Items:
• Head/Headband – Dire Shifting Braid [Head] (Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid allows the shifter to take the form of a dire version of whatever creature they normally take, allowing them to be considered Large size. This can be used once per day. [Worth: 4,500gp]
• Face/Eyes –
• Neck –
• Torso/Body –
• Armor –
• Cloak –
• Arms/Wrist –
• Hands –
• Waist –
• Legs –
• Feet –
• Body Mod –
• Ring 1 –
• Ring 2 –
• Free Slot – Obsidian Heart Ring
• Free Slot – Obsidian Heart Insignia
Packed Consumables: (up to 5)
•
•
•
•
•
Books: (up to 3)
•
•
•
Magical Pack Items: (up to 5 magical/wondrous items)
•
•
•
•
•
Mundane Pack Items:
•