Post by Dorian Thales on Jun 20, 2013 0:48:19 GMT -5
Real? Name: Cade Reeves
Assumed Names: Too many to count
Screen Name: varies
Rank: Emerald Adept (STILL NEEDS TO RANK UP WITH TRAITS AND SKILLS)
HP: 35
Dice: 2d68
Def DC: 22
XP: 375
GP: 4,559gp
Reputation: 21
Alignment: Chaotic Neutral
Race: Changeling
Racial Weakness: Iron
Languages: Common, Bryonish, Sarkotan, Elven, Dwarven, Celestial, Abyssal
Country of Origin: Unknown
TRAITS
Strength [0]
Quickness [12]
Endurance [1]
Willpower [0]
Intelligence [6]
Perception [2]
Charisma [0]
Primary Class: Support
Class Bonus: 2 Free Support Skills
Secondary Class: Combat
Class Bonus: 1d Extra 1/combat
Primary Profession: Rogue
Profession Bonus: "Trap Detection" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Surprise Strike", allowing them upon their first attack in combat, a one time +5 to Strike.
Flaws
1. Frail: HP can not be raised by skills or temporarily by spells.
2. Intolerance - Knights/City Guards: -2 on all social checks involved with them
3. Sunblind: -2 to all sight-based checks while in sunlight
Skills
(racial) Changeling Trickster: Can take the form and shape of any medium-sized race.
(racial) Polylingual: Can speak and understand any language, but can only read/write those given through skill or starting languages.
(racial) Darksight: Can see up to 60 feet in total darkness.
(class) Alert: +5 to spot and listen checks.
(class) Acrobatic: +5 to checks.
(class) Combat Affinity
(profession) Trap Detection (Rogue profession version): Can detect traps at will, no roll needed.
(profession) Surprise Strike (Rogue profession version): Allows +5 to strike on the first attack.
(flaw) Escape Artist: +3 to escape checks.
(flavor-c) Polyglot (Elven, Dwarven, Abyssal, Celestial): Can read these languages, one per gemstone rank.
(flavor-c) Knowledge (Dungeoneering, Nature, Architecture/Engineering, Sociology): +5 to checks, can add new knowledge each gemstone rank.
(flavor-c) //
1. Lockpicking: +5 to any lockpicking checks.
2. Sidestep: Can evade an incoming melee attack.
3. Poison/Venom Immunity: Immune to common and mundane poisons and venoms.
4. //
5. //
(flavor-t) Cosmopolitan: +5 to any checks involving urban settings, knows who to talk to for certain dealings.
6. //
7. //
8. Live to Fight Another Day: Once per day, can completely withdraw from combat.
(flavor-a) Keen Memory: You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves.
9. False Shackles: Can appear to still be bound even after an escape attempt.
10. Reflective Direction: Can allow any ally within 30 feet to act outside of their turn, and keep their regular turn as well. Can be used two rounds.
11. Dexterous Fighter: Dex used instead of strength for melee attack purposes.
(flavor-s) Friends in Low Places: +3 to Intimidate while in the lower class areas of any city you've spent at least 2 weeks. With a successful DC20 Intimidate Check you receive free lodging, food and clothing for one week.
12. Cheat Death: Once per two weeks, an attack that would kill you will leave you with one hp instead.
13. //
14. Immunity to Charm: Exactly what it says on the tin.
Gear
Weapon: Shortsword (1d5, Mutating [can take the form of other one-handed weapons], Phantom [can hit incorporeal], Vorpal [bypasses all def on strike roll of 20], ¤¤¤¤¤)
Ranged Weapon: Crossbow (2d4, Dessicating Burst [extra 1d5 dessicating damage], Phantom [can hit incorporeal], Distance [Doubles range] ¤¤¤¤¤)
Hidden Weapon: Hand Crossbow (1d3, Flameburst [extra 1d5 of fire damage] ¤¤)
Armor: Leather Armor (+6 def, Shadow [+5 to hide checks], Move Silent [+3 to stealth checks], Ghost Touch [def can be used against incorporeal], Emperor's Armor [armor appears to be normal clothing on user's command], ¤¤¤¤¤)
Neck: Necklace of Upsha (Cold Immunity [environmental, not damage])
Coat: Coat of Defense (+5 def, Feykissed enchant for extra +2 def against iron)
Ring1: Ring of Defense +5
Other
Fizzwinken's Tactical Lacerating Venomblade 1d6
This sickly yellow serrated longsword is pocked with specks of dried blood that no matter how you clean it, can never be removed. It is baneful against animals, doing an extra 1d5 damage. Once per combat, if you damage an opponent and they fail an Endurance Check of DC15 against the magical poison, the wound becomes unable to be healed by any means until a Cure Poison is obtained.