Post by Head Moderator on Feb 12, 2013 19:52:51 GMT -5
Reserved for Andy
Name: Alexander (Last name forgotten, family history is irrelevant anyway)
Occupation: Monster Hunter, Undead Specialist
Rank: Obsidian Commander (2d90, +2d90)
HP: 76
Defense DC: 22
Race: Human
Exp: 1550
Gold: None.
Class: Combat (extra 1d attack), Profession: Fighter (Fighter's weapon +3 strike/damage, 1 free combat skill)
Class 2: Support (2 free support skills), Profession: Bloodhound (Mark: Can mark a humanoid or monstrous target by focusing on the target or a description/picture of one for 10 minutes. Can only have one mark at a time. All checks to find target are +5. One free bloodhound skill.)
Strength: 6
Quickness: 12
Endurance: 8
Willpower: 8
Intelligence: 1
Perception: 1
Charisma: 0
Flaws!
Narrow
Rough Demeanor
Intolerance: Evil-aligned anything.
Skills!
Racial: Athletic: +5 athletics checks
Racial: Diehard: +5 HP
Racial: Unholy Resistance: +2 DEF against unholy
Flaw: Colossus Hunter: +1 damage against large, +2 against gargantuan/colossal
Free (Combat): Sudden Charge: Once per combat, target loses turn (4 turns)
Free (Support): Alert: +5 Spot & Listen
Free (Support): Push to the Limit: +5 Endurance checks
Free (Bloodhound): No Way Out: Attempt to escape, free action to follow.
Crystal: Weapon Alteration: +2 DMG
Crystal: Acrobatic: +5 Acrobatics
Crystal: Acrobatic Backstab: Counter when attacked, roll strike, attack.
Crystal: Knowledge: Monsters (general, crystal), Lycanthropes (topaz), Vampires (amber), Other Undead (Sapphire), Demons (Emerald), Religions/Deities (Ruby), Necromancers (Obsidian): +5 Knowledge Checks
Crystal: Counter Attack: Enemy Miss, then counter with strike, attack.
Topaz: Battle Rager: Extra 1d
Topaz: Ricochet: Using a weapon such as a boomerang or chakram, you are able to strike two adjacent targets with one weapon. You need only pass Strike for the first person, and both take the same damage rolled. (Can be used with the tip of the chain in his cross, though both targets must be within 10 feet)
Topaz: Gather Info
Amber: Extension of Self: Double Roll
Amber: Fighter's Defense: Evade
Amber: Kippup: The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
Sapphire: Battle Sense: Reflect
Sapphire: Blindfight
Sapphire: Fearless
Emerald: Aura of Strength
Emerald: Ruthless: When you have killed a foe on your turn, you may immediately make another attack of ONLY your weapon damage and trait bonus to any legal target left on the field, no strike needed.
Emerald: Story Collector: Know about common monsters, work with DM, get a +5 Knowledge Check on uncommon/rare monsters.
Ruby: Tempest: 1d4 shows you how many you can attack one round.
Ruby: Track
Ruby: Tenacious Pursuit: A bloodhound tracking a mark moves twice as fast as normal, allowing them to catch up to a mark in record time. He takes no penalties for moving silently, or hide during this pursuit at higher speeds.
Obsidian: Epic Power
Obsidian: Iron Will +4 to willpower rolls
Obsidian: Multitalented Mastery
Bonus: Witch-Hunt +1 to strike and damage vs. spellcasting marks
Bonus: Escape the Cage +3 to save vs. a mark's spells
Bonus: The Final Strike Can coup de grace on target at half health whether helpless or not.
Gear!
Dark Gauntlet: +5 defense, is capable of granting a punch that can break through some walls (Wooden, or weakened stone). If punch is made during combat, once per combat can knock enemy backwards and fall over, causing a lost turn, possibly environmental damage depending on setting (ie: punching off a wall or into something dangerous).
Cyclone Boots: +5 defense, grants the skill Speed of a Cheetah. Combat use: Once per combat, can attack two enemies in one action, due to sprinting between them, or alternately attack an enemy that would normally be out of melee range due to distance (not elevation, must be able to run at the enemy, so nothing flying or on a wall, etc.)
Seraph Shoulders: +3 defense, grants the ability to jump while already in the air, lengthening a regular jump, or adding height to a vertical jump. Extra jump distance equal to a regular jump distance. In combat, can be used to possibly get enough height to attack enemies that would normally be out of range by less than ten feet.
Combat Cross (multiple aspects, all contain holy enchant)
Chain: Heavy spiked iron chain, retractable, stats as regular spiked chain, 2d5 damage. Special function: Can be used to wrap around enemies and dig in with spikes, restraining them against opposed strength tests, -5 penalty to any enemy weak to holy trying to break out. Length: ten feet.
Hook tip: Can act as a standard grappling hook.
Cross Body: Iron, can be used as a bludgeon, is also used to block attacks (this would be what he's using Parry with), 1d6 (damage as heavy mace)
Stake: Wooden, damage 1d5 (compare to punching dagger), extra damage to vampires (Double, due to holy enchant)
Throwing Daggers (1d4, Silver, Holy)
Holy Water Flasks (Apparently not useful as a weapon, but will have other uses.)
Light Magic Medallion: Can be activated once per combat. When activated, lasts for three attacks, and gives HP back to Alexander in the amount of half of total damage done with each attack, though only half damage is done to the enemy as well. (IE: If the attack does 30 after rolling, 15 is damage, 15 healing to Alexander. Can't be used with any other items/skills other than standard weaponry)
Shadow Magic Medallion: Can be activated once per combat. When activated, lasts for three attacks, and grants extra damage (Double strength/fighter bonus for that duration, or until cancelled, can not be used with any other items/skills other than standard weaponry.)
Health Medallion: +10 hp.
Remaining armor bits (Right gauntlet, thigh guards, pauldrons, etc): +13 defense
Mask: +4 defense. Passive ability: Anyone evil who sees the mask for the first time while it's worn immediately suffers the effects of Fear unless a DC18 is made, no bonus allowed unless they have something that specifically protects against fear (no willpower, but the Fearless skill would work, for example). Active ability: Can be used to detect the presence of any evil within a 100 yard radius, sensing the direction and rough distance. If evil is in line of sight, will obviously glow. Overrides any form of hiding alignment, but will not detect neutral or good, even if they may be a threat, only detects evil-aligned creatures or humanoids. Once per day. Can nullify one offensive spell cast at him per combat (ie: attack, hold, anything that would damage or negatively affect him.)
Total Defense: 30
Name: Alexander (Last name forgotten, family history is irrelevant anyway)
Occupation: Monster Hunter, Undead Specialist
Rank: Obsidian Commander (2d90, +2d90)
HP: 76
Defense DC: 22
Race: Human
Exp: 1550
Gold: None.
Class: Combat (extra 1d attack), Profession: Fighter (Fighter's weapon +3 strike/damage, 1 free combat skill)
Class 2: Support (2 free support skills), Profession: Bloodhound (Mark: Can mark a humanoid or monstrous target by focusing on the target or a description/picture of one for 10 minutes. Can only have one mark at a time. All checks to find target are +5. One free bloodhound skill.)
Strength: 6
Quickness: 12
Endurance: 8
Willpower: 8
Intelligence: 1
Perception: 1
Charisma: 0
Flaws!
Narrow
Rough Demeanor
Intolerance: Evil-aligned anything.
Skills!
Racial: Athletic: +5 athletics checks
Racial: Diehard: +5 HP
Racial: Unholy Resistance: +2 DEF against unholy
Flaw: Colossus Hunter: +1 damage against large, +2 against gargantuan/colossal
Free (Combat): Sudden Charge: Once per combat, target loses turn (4 turns)
Free (Support): Alert: +5 Spot & Listen
Free (Support): Push to the Limit: +5 Endurance checks
Free (Bloodhound): No Way Out: Attempt to escape, free action to follow.
Crystal: Weapon Alteration: +2 DMG
Crystal: Acrobatic: +5 Acrobatics
Crystal: Acrobatic Backstab: Counter when attacked, roll strike, attack.
Crystal: Knowledge: Monsters (general, crystal), Lycanthropes (topaz), Vampires (amber), Other Undead (Sapphire), Demons (Emerald), Religions/Deities (Ruby), Necromancers (Obsidian): +5 Knowledge Checks
Crystal: Counter Attack: Enemy Miss, then counter with strike, attack.
Topaz: Battle Rager: Extra 1d
Topaz: Ricochet: Using a weapon such as a boomerang or chakram, you are able to strike two adjacent targets with one weapon. You need only pass Strike for the first person, and both take the same damage rolled. (Can be used with the tip of the chain in his cross, though both targets must be within 10 feet)
Topaz: Gather Info
Amber: Extension of Self: Double Roll
Amber: Fighter's Defense: Evade
Amber: Kippup: The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
Sapphire: Battle Sense: Reflect
Sapphire: Blindfight
Sapphire: Fearless
Emerald: Aura of Strength
Emerald: Ruthless: When you have killed a foe on your turn, you may immediately make another attack of ONLY your weapon damage and trait bonus to any legal target left on the field, no strike needed.
Emerald: Story Collector: Know about common monsters, work with DM, get a +5 Knowledge Check on uncommon/rare monsters.
Ruby: Tempest: 1d4 shows you how many you can attack one round.
Ruby: Track
Ruby: Tenacious Pursuit: A bloodhound tracking a mark moves twice as fast as normal, allowing them to catch up to a mark in record time. He takes no penalties for moving silently, or hide during this pursuit at higher speeds.
Obsidian: Epic Power
Obsidian: Iron Will +4 to willpower rolls
Obsidian: Multitalented Mastery
Bonus: Witch-Hunt +1 to strike and damage vs. spellcasting marks
Bonus: Escape the Cage +3 to save vs. a mark's spells
Bonus: The Final Strike Can coup de grace on target at half health whether helpless or not.
Gear!
Dark Gauntlet: +5 defense, is capable of granting a punch that can break through some walls (Wooden, or weakened stone). If punch is made during combat, once per combat can knock enemy backwards and fall over, causing a lost turn, possibly environmental damage depending on setting (ie: punching off a wall or into something dangerous).
Cyclone Boots: +5 defense, grants the skill Speed of a Cheetah. Combat use: Once per combat, can attack two enemies in one action, due to sprinting between them, or alternately attack an enemy that would normally be out of melee range due to distance (not elevation, must be able to run at the enemy, so nothing flying or on a wall, etc.)
Seraph Shoulders: +3 defense, grants the ability to jump while already in the air, lengthening a regular jump, or adding height to a vertical jump. Extra jump distance equal to a regular jump distance. In combat, can be used to possibly get enough height to attack enemies that would normally be out of range by less than ten feet.
Combat Cross (multiple aspects, all contain holy enchant)
Chain: Heavy spiked iron chain, retractable, stats as regular spiked chain, 2d5 damage. Special function: Can be used to wrap around enemies and dig in with spikes, restraining them against opposed strength tests, -5 penalty to any enemy weak to holy trying to break out. Length: ten feet.
Hook tip: Can act as a standard grappling hook.
Cross Body: Iron, can be used as a bludgeon, is also used to block attacks (this would be what he's using Parry with), 1d6 (damage as heavy mace)
Stake: Wooden, damage 1d5 (compare to punching dagger), extra damage to vampires (Double, due to holy enchant)
Throwing Daggers (1d4, Silver, Holy)
Holy Water Flasks (Apparently not useful as a weapon, but will have other uses.)
Light Magic Medallion: Can be activated once per combat. When activated, lasts for three attacks, and gives HP back to Alexander in the amount of half of total damage done with each attack, though only half damage is done to the enemy as well. (IE: If the attack does 30 after rolling, 15 is damage, 15 healing to Alexander. Can't be used with any other items/skills other than standard weaponry)
Shadow Magic Medallion: Can be activated once per combat. When activated, lasts for three attacks, and grants extra damage (Double strength/fighter bonus for that duration, or until cancelled, can not be used with any other items/skills other than standard weaponry.)
Health Medallion: +10 hp.
Remaining armor bits (Right gauntlet, thigh guards, pauldrons, etc): +13 defense
Mask: +4 defense. Passive ability: Anyone evil who sees the mask for the first time while it's worn immediately suffers the effects of Fear unless a DC18 is made, no bonus allowed unless they have something that specifically protects against fear (no willpower, but the Fearless skill would work, for example). Active ability: Can be used to detect the presence of any evil within a 100 yard radius, sensing the direction and rough distance. If evil is in line of sight, will obviously glow. Overrides any form of hiding alignment, but will not detect neutral or good, even if they may be a threat, only detects evil-aligned creatures or humanoids. Once per day. Can nullify one offensive spell cast at him per combat (ie: attack, hold, anything that would damage or negatively affect him.)
Total Defense: 30