Post by Georg Pryme on Feb 28, 2013 15:49:00 GMT -5
Name: Deathblow Georg Pryme
Screen Name: georgpryme
Alignment: LN
Race: Original (Modified Earth Elemental)
Racial Weakness: None
Languages: Common, Terran (free), Dwarven, Giant
Country of Origin: Kyngfeld
Primary Class: Combat
Class Bonus: Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Swordmaster
Profession Bonus: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Secondary Class: Combat
Class Bonus: Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession: Knight
Knight : Bonus:"Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Free Skills: You may choose one free combat or knight skill.
Weapon: Greatsword (2d8)
Strength [12]
Quickness [0]
Endurance [4]
Willpower [8]
Intelligence [0]
Perception [1]
Charisma [8]
Flaws
1. Bad Reputation
2. Branded
3. Half-Blood Outcast
1 free skill, 1 trait point and 5 reputation.
Skills
(race) Elemental Affinity
(race) Self Healing = 26(26 @ Ruby)
(swordmaster) Two Handed Weapon
(flaw) En Garde!
(knight) Incite to Anger
(Reputation: Infamy 30 bonus) Redirect
1. Acrobatics
2. Sidestep
3. Quickstep
4. Power Attack
5. Artisan Crafting(Weaponsmithing, Armorsmithing, Dragoncraft, Bowyer, Tailor, Leatherworking,Ship Builder)
6. Blind Fight
7. Weapon Alteration: Greatsword(Deathblow)
8. Athletic(Skill Change)
9. Aura of Strength(Skill Change)
10. Undeniable
11. Poison/Venom Immunity
12. Lucky Duck
13. Roundel
14. Healing Shift
15. Lucky Bastard
16. Heartening Laugh
17. Champion Challenge(Skill Change)
18. Whirlwind
19. Two-Handed Expert
20. Iron Will
21. Multi-Talented Mastery
22. Loyal Beyond Death
23. Bulwark
Flavor Skills: 7 total(crystal:3, topaz:1, amber:1 sapphire:1, emerald:1)
1. Shapeshifting
2. Lightning Initiative
3. Entrepreneur
4. Carouser
5. Strong Stomach
6. Muscle Reactions
7. Intimidating
8. Reputation Precedes(Reputation: Infamy 20 bonus)
9. Crowd Tactics
10. Daredevil Athlete(Reputation: Infamy 25 bonus)
11. Not One or the Other
12. Polylingual(Reputation: Infamy 40 bonus)
Weapons: Deathblow (Greatsword - 3d8 Legacy with Weapon Alteration)(Impact: **, crit range is 19-20, Aquan* - magical, counts as water, Merciful* - damage considered non-lethal upon activation, Legacy: Keen and Vital Strike)
Fizzwinken's Vitiating Diagnostic Combustible Zweihander
This large two-handed intimidating blade [2d10] is brick red, and catches on fire when it is pulled from its sheath. Ingeniously crafted into the thick but incredibly sharp blade itself is a thin hardened reed running the length of the blade like a blood groove that feeds into the hilt. As you battle and your enemy's blood runs through the reed groove, the leather wrapped around the hilt becomes darker and darker red 'charging' the weapon with the life energy of your enemies. Once per combat, when you bring an enemy to half their hit points or less, you may add an extra 1d4 damage to the next attack upon any enemy, which uses up the energy from the blood and turns the hilt back to it's natural light brown color. Causing even a small amount of damage to an enemy, allowing the reed to gather even a drop of their blood, allows you to link to that opponent, giving you the knowledge of how close to death that creature really is (their hit points, ask the DM).
Stormbringer ☼ ☼ ☼ ☼ ☼
This 2d8 greatsword is enchanted with lightning element as well as thunderclap (thunderclap does 1d5 extra once per combat). When the weapon is drawn, the bearer gains immunity to electricity. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him.
Armor: Ensorcelled Aurum Brigandine(+17 DEF magic/mundane)(medium)
Stormrider Cloak(+5 DEF vs lightning/electricity)
Helm: Fiendweave Hat (+3, +5 intimidate)
Reputation: 36.5(infamy)(Bad Reputation)(+3 to Intimidate & Bluff, -3 to Diplomacy & Gather Info)
Rank: Obsidian Prime
Dice: 3d91
XP: 953
GP: 133,804
Crafting Points: 613
Tower Attunement: 20
Tokens: 9,000
HP = 58
DC = 10
DEF = 40 mun/20 magic(+32/+13 Brigandine: Magically Warded, Fortified, Stamina, Tattooed, Helm +3, Amulet +7: mundane/magic, Phantom)(+5 Def vs Lightning/Electricity from Stormrider Cloak = 25/30)
Initiative Bonus: +17(Lightning Initiative: +10, Muscle Reactions: +12, Knight Armor: -5)
Melee to Strike: d20 + 12 str(Power Attack) + 3(Swordmaster Bonus: Dance Partner)
Screen Name: georgpryme
Alignment: LN
Race: Original (Modified Earth Elemental)
Racial Weakness: None
Languages: Common, Terran (free), Dwarven, Giant
Country of Origin: Kyngfeld
Primary Class: Combat
Class Bonus: Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Primary Profession: Swordmaster
Profession Bonus: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Secondary Class: Combat
Class Bonus: Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d!
Secondary Profession: Knight
Knight : Bonus:"Knight's Armor" Gain knightly heavy armor (banded mail) that has +32 defense (DEF) without having to purchase anything. Only take Medium armor penalty of -5 to Initiative Rolls. QCK penalty still applies. You also gain "Pillar of Strength" which allows them to choose to boost themselves and all allies with a +2 Strike, +2 Saves, or +2 Checks during combat. You must choose which one you are going to boost and it cannot be changed during the same combat.
Free Skills: You may choose one free combat or knight skill.
Weapon: Greatsword (2d8)
Strength [12]
Quickness [0]
Endurance [4]
Willpower [8]
Intelligence [0]
Perception [1]
Charisma [8]
Flaws
1. Bad Reputation
2. Branded
3. Half-Blood Outcast
1 free skill, 1 trait point and 5 reputation.
Skills
(race) Elemental Affinity
(race) Self Healing = 26(26 @ Ruby)
(swordmaster) Two Handed Weapon
(flaw) En Garde!
(knight) Incite to Anger
(Reputation: Infamy 30 bonus) Redirect
1. Acrobatics
2. Sidestep
3. Quickstep
4. Power Attack
5. Artisan Crafting(Weaponsmithing, Armorsmithing, Dragoncraft, Bowyer, Tailor, Leatherworking,Ship Builder)
6. Blind Fight
7. Weapon Alteration: Greatsword(Deathblow)
8. Athletic(Skill Change)
9. Aura of Strength(Skill Change)
10. Undeniable
11. Poison/Venom Immunity
12. Lucky Duck
13. Roundel
14. Healing Shift
15. Lucky Bastard
16. Heartening Laugh
17. Champion Challenge(Skill Change)
18. Whirlwind
19. Two-Handed Expert
20. Iron Will
21. Multi-Talented Mastery
22. Loyal Beyond Death
23. Bulwark
Flavor Skills: 7 total(crystal:3, topaz:1, amber:1 sapphire:1, emerald:1)
1. Shapeshifting
2. Lightning Initiative
3. Entrepreneur
4. Carouser
5. Strong Stomach
6. Muscle Reactions
7. Intimidating
8. Reputation Precedes(Reputation: Infamy 20 bonus)
9. Crowd Tactics
10. Daredevil Athlete(Reputation: Infamy 25 bonus)
11. Not One or the Other
12. Polylingual(Reputation: Infamy 40 bonus)
Weapons: Deathblow (Greatsword - 3d8 Legacy with Weapon Alteration)(Impact: **, crit range is 19-20, Aquan* - magical, counts as water, Merciful* - damage considered non-lethal upon activation, Legacy: Keen and Vital Strike)
Fizzwinken's Vitiating Diagnostic Combustible Zweihander
This large two-handed intimidating blade [2d10] is brick red, and catches on fire when it is pulled from its sheath. Ingeniously crafted into the thick but incredibly sharp blade itself is a thin hardened reed running the length of the blade like a blood groove that feeds into the hilt. As you battle and your enemy's blood runs through the reed groove, the leather wrapped around the hilt becomes darker and darker red 'charging' the weapon with the life energy of your enemies. Once per combat, when you bring an enemy to half their hit points or less, you may add an extra 1d4 damage to the next attack upon any enemy, which uses up the energy from the blood and turns the hilt back to it's natural light brown color. Causing even a small amount of damage to an enemy, allowing the reed to gather even a drop of their blood, allows you to link to that opponent, giving you the knowledge of how close to death that creature really is (their hit points, ask the DM).
Stormbringer ☼ ☼ ☼ ☼ ☼
This 2d8 greatsword is enchanted with lightning element as well as thunderclap (thunderclap does 1d5 extra once per combat). When the weapon is drawn, the bearer gains immunity to electricity. The bearer is able to fly up to five feet above the ground, regardless of how strong the wind is around him.
Armor: Ensorcelled Aurum Brigandine(+17 DEF magic/mundane)(medium)
Stormrider Cloak(+5 DEF vs lightning/electricity)
Helm: Fiendweave Hat (+3, +5 intimidate)
Reputation: 36.5(infamy)(Bad Reputation)(+3 to Intimidate & Bluff, -3 to Diplomacy & Gather Info)
Rank: Obsidian Prime
Dice: 3d91
XP: 953
GP: 133,804
Crafting Points: 613
Tower Attunement: 20
Tokens: 9,000
HP = 58
DC = 10
DEF = 40 mun/20 magic(+32/+13 Brigandine: Magically Warded, Fortified, Stamina, Tattooed, Helm +3, Amulet +7: mundane/magic, Phantom)(+5 Def vs Lightning/Electricity from Stormrider Cloak = 25/30)
Initiative Bonus: +17(Lightning Initiative: +10, Muscle Reactions: +12, Knight Armor: -5)
Melee to Strike: d20 + 12 str(Power Attack) + 3(Swordmaster Bonus: Dance Partner)