Post by Dorian Thales on Apr 2, 2013 16:08:11 GMT -5
Name: Sigurd Druknede
Screen Name: sigurddruknede
Alignment: Lawful Neutral
Race: Human
Racial Weakness: None
Languages: Common, Zorcan, Skeggan
Country of Origin: Alzorc
Rank: Ruby Sentinel (2d84)
Exp: 666
GP: 1,160
HP: 64 (49 base, +5 from Diehard, +10 from Ring of Health)
Primary Class: Combat
Class Bonus: 1d extra 1/combat
Secondary Class: Support
Class Bonus: 2 Free Skills
Secondary Profession: Healer
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses a light melee, one-handed or two-handed weapon (at no cost) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Weapon Chosen: War Axe 1d8
Secondary Profession: Healer
Healer : Bonus - "Healer's Touch" A healer has double the amount of healing points at any given rank they may use.
Automatic Skills: Healing Affinity, 1 Free Healing Skill
Strength [11]
Quickness [12]
Endurance [2]
Willpower [5]
Intelligence [1]
Perception [0]
Charisma [0]
Flaws
1. Cold Blooded: You were raised in the arctic and cannot tolerate heat.
Penalty: You automatically fail all saves made to overcome the effects of high temperatures. Fire deals 1.5 extra damage.
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. Impatient: You have a short attention span and tend to rush things.
Penalty: You take a -2 penalty on all Disable Device, Forgery, Move Silently, Open Lock, and Search checks.
Skills
(race) Versatility
(race) Athletic: You are agile and flexible and gain a +5 to all Athletics Checks.
(race) Diehard: You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp. You may take this skill as many times as you desire.
(combat) Combat Affinity: Able to write combat maneuvers.
(fighter) Counterattack: If an enemy attempts to attack you and upi tale da,age, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(support) Alchemy: You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale. See our Crafting information for in-depth instructions.
(support) Cheat Death: Once per two weeks, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
(healer) Healing Affinity: You have the ability to heal yourself, and others. 26 points base, doubled to 52 with Healer's Touch.
(healer) Status Debuff: This allows you to remove status effects such as stun, paralyzation, or other types of holds from their allies. A person with this skill may only remove a status effect done by a creature of equal or lesser dice than themselves. How many rounds of status effects you can remove per combat is done by gemstone rank: Crystal and Topaz: 1 round, Amber and Sapphire: 2 rounds, Emerald and Ruby: 3 rounds, Obsidian: 4 rounds. You may split this up as you like, as long as you do not exceed the total number of rounds you are allowed to debuff. You may not use this on yourself.
(flaw) Greater Dual Wield: You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll.
(flavor-c) Strong Stomach: You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick.
(flavor-c) Knowledge (Oceanography, Martial Arts, Botany, Local, Region: Alzorc, Region: Skegg Islands): +10 to checks.
(flavor-c) Scion of Lore: Extra +2 to knowledge checks.
1. Dual Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill.
*Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. Your combat dice and one weapon go to target 1, the other weapon go to target 2.
2. Sudden Charge: Caution, planning, training, all of it carried the fighter to that one moment. That one second in battle when his enemy steps into the deception. The fighter lashes out with a quick and unexpected attack that stagger and stun their target. Once per combat, target loses turn. 3 rounds.
3. Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
4. Parry: You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat. You may not parry an attack when in heavy armor.
5. Protective Parry: Your training enables you to defend not only yourself, but a creature near you. You may use this for another in a match. When you use this skill, neither takes damage. This may be used once per combat. You may not parry an attack when unarmed, or in heavy armor.
(flavor-t) Thrice Keelhauled: Swashbuckling pirates are used to being keelhauled, it's a hobby to them. The Swashbuckler can breathe underwater and on land, and can swim as fast as they can run. They do not take any penalties for fighting in water.
6. Blindfight: The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can fight without seeing your foes.
7. Fighter's Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter.
8. Combat Marksman: You can fire your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you fire into melee, a roll will be made to see if you hit the baddie or one of your companions.
(flavor-a) Track: You can follow the trails of creatures and characters across most types of terrain if they leave some sort of trail.
9. Battle Hardened: You possess a greater reserve of energy and vitality to draw upon when you are wounded. Once per adventure, if you are wounded, you may invoke this skill and gain another 5 hit points that remains till the end of the mission or quest.
10. Born by the Blade: The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
11. Dire Arrow: You may choose to hold your attack up to two rounds, building focus so that when you do choose to fire your arrow, it has much more force and power behind it. For every round that you hold your fire, you may add half your Quickness to the damage. If you hold your attack both rounds, you may then fire on the third round and add in double your Quickness Bonus.
(flavor-s) Delay Pain: You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
12. Native Terrain: Tundra: You have an extraordinary familiarity with one environment: desert, jungle, forest, city, sea, plains, mountains, underground, hills, etc. When within his native terrain, then all rolls receive a +1 bonus. This applies to strike, damage, saves, magic, etc
13. Redirect: This move is a perfect demonstration as to the benefit of dual wielding as oppose to using a solitary weapon in combat. As the attacker charges in with their intended assault, the combatant takes one of their weapons and slides it along their opponent's. With a quick step forward and pushing their armored shoulder into it, the combatant has now effectively pinned their attacker's weapon out to the side or even against the attacker themselves. Their other hand, which is also holding a weapon, falls upon the unprotected body of their attacker. This is used to redirect an incoming attack onto the attacker 1/combat.
14. Battle Sense: Years in the field of battle have taught you to read the small signs presented by a foe. Able to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker.
(flavor-e) Favored Region (Alzorc, Skegg Islands): You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
15. 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.
16. Pending:
17. Armor Piercing Shot: You’ve studied the armor of man long enough to have a remarkable understanding of its construction – and weaknesses – and use this knowledge to your advantage. Once per combat you may study your opponents armor looking for weaknesses (round one), and the next round gain a 2d3 to your shot, your opponent loses any defense bonuses from armor that round.
(flavor-r) Investigator: +5 to gather info, search and insight checks
18. Healing Kick I: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with a little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle, you also give them a +5 to their Defense for one round of combat.
19. Healing Kick II: You hate to see your careful work ruined by an attack made right after you heal! You may imbue your healing with another little 'kick'. Once per combat, when you heal a target of at least 5hp that is engaged in battle , you may give them a +2 to their Defense DC only for one round of combat.
20. Tempest: There are times when a fighter is simply outnumbered, though that does not always mean they are at a disadvantage. Years on the battlefield have taught the fighter how to assault not just one, but numerous foes in rapid succession. Once per combat the fighter may roll a 1d4 to attack additional enemies in a round.
Gear
Primary Weapon: Fenja: War axe (2d8 +3, Fighter's Weapon, Baneful - Humans [extra 1d5 damage to humans], Axiomatic [Lawful], Grants the skill Quickstep, Legacy Weapon ¤¤)
Secondary Weapon: Menja: Broadsword (2d8, Adamantine [+5 to checks to break mundane items with it], Ominous [+5 to Intimidate checks during combat. Once per target per combat, enemy will be striken with fear for 1 round unless Willpower DC15 check is passed.], Blessed (Holy), Grants the skill Iron Will (+3 to Willpower rolls), Legacy Weapon ¤¤¤ )
Ranged Weapon: Bow of the Frostmoon [Weapon] ☼ ☼ ☼
This elegant composite longbow (2d8) is carved of rowan and inlaid with silver tracery in an elven design. Its tips are shod with silver, and its grip is wound with blue metal wire. When you wield this bow, it functions as a normal composite longbow if you are chaotic good, neutral good, or chaotic neutral. It adjusts its pull automatically, allowing you to add an additional bonus of half your Quickness Trait to your damage roll with each arrow fired. If you are of the Devout Class, this bow also functions as a frost weapon, imbuing all arrows you shoot from it with the frost attribute.[Worth: 12,000gp]
Hidden Weapons: Broken back seax (1d5)
1 Extra Attack Item: None.
1 Extra Defense Item: None.
Head: None.
Face: None.
Neck: Amulet of Defense +7
Torso: Sturdy shirt.
Body (Armor): Spidersilk Armor (+10 def, Comfort enhancement, Fortified [d20 on Vorpal does not bypass defense] ¤¤¤¤ )
Cloak: Fur-lined cloak
Waist: Belt, pouches of medicinal supplies (no effect other than his regular healing points), Charm of Magical Resistance (+3 to magic saves)
Legs: Sturdy pants.
Arms/Wrist: Protective bracer for archery, fur/leather bracer on other wrist. (Bracers of Defense +5)
Hands: Fur-lined gloves.
Feet: Sturdy, fur-lined boots
Body Mod: Glyph of Restoration: This tattoo appears as an ancient symbol meaning 'energy' and looks like a tribal letter M, with the lower extensions of the glyph often taking on claw like marks. When activated, the glyph glows with a bright green light for a few seconds, and the bearer has their hit points fully restored. This can be used once per day. Back of right shoulder.
Rings: Ring of Health +10
Consumables:
Healing Potion (10hp)
Full Heal Potion x 3
Antitoxin Potion x 2
Albedo Potion x 2
Frostbite Salve x 2
Magical Pack Items:
Wand of Healing (10hp, 10 charges)
Flask of Endless Water
Everlasting Rations
Rezz Coin
Heatstones x 5
Other Items:
Map of Jarn Hellir (including secret passages)
Shortbow (2d3)
Dreampath 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 causes the shifter to be considered ethereal, and only weapons that can hit ethereal creatures will be able to damage the shifter.
[Worth: 4,000gp]