Post by Akito Takano on Jul 3, 2013 2:13:47 GMT -5
Name: Akito Takano
Rank: Sapphire Defender
Dice: 2d62
XP: 227
Reputation: 5
Screen Name: xsilverheatx
Adventure Init: Sapphire Defender, Akito Takano [ Combat/Fighter : 2d62 : HP: 36 ( 30+5 Diehard ) : DC DEF: 17 ]
Alignment: Chaotic Neutral
Race: Original (Karasu Tengu - Crow Demon)
Racial Weakness: None
Languages: Common, +2 Country of Origin: Offworld
Land Transportation: Kirei; a black stallion.
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Secondary Class: TBA
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or body part if they are unarmed (such as fists, bite, claws, headbutt, feet) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier clearly what weapon/body part it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Chosen Weapon: Katana [ Venomous ] [ 1d8 DMG ]
A venomous weapon needs no poison to be rubbed on it's surface, it drips with poisonous venom as soon as it is unsheathed. A venomous weapon's wounds cannot be self-healed.
Secondary Weapon: Necromancer's Athame [ 1d4 DMG ]
Off-hand Weapons: ( Weapons owned, but sheathed unless otherwise stated in RP. )
-- Great Club [ 2d8 DMG ]
-- War Axe [ 1d8 DMG ]
Worn Items:
( Total DEF: 27 (of max 30 allowed). )
[ Head ] None.
[ Body ] Brigandine Armour [ +17 DEF; Ethereal & Frightful]
( Medium Armor -5 Init Penalty )
Ethereal: This enchantment enables the wearer to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Frightful: Once per combat, you may use the Frightful improvement to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run! This is the mundane version, and is based on a horrifying visage carved or crafted into your armor, shield or buckler.
[ Body Mod ] None.
[ Neck ] Evil Protective Amulet ( Adds +2 atk against evil aligned creatures )
[ Cloak ] Cloak of Defense [ + 5 DEF; Ethereal ]
[ Torso ] All-Tools Vest ( + 2 CP Per Week. )
[ Waist ] None.
[ Rings ] 1.) Ring of Underwater Breathing ( 10 uses; lasts 10 min. )
[ Arms ] Bracers of Armor [ +5 DEF ]
[ Legs ] Anklet of Swamp Passage ( Moves without encumbrance through briars, overgrown areas, mudflats, sinking mud. Leaves no scent or trail while worn )
[ Feet ] Nightmare Boots: ( Prized by evil warriors, these boots are made of inky black leather trimmed with a crimson mane of fiendish nightmare horsehair. The nightmare hair along the rims often causes them to occasionally flare and crackle with flames reminiscent of the foul equines. When the wearer runs or charges, smoke issues up from the boots, granting a +5 Hide. Once per day, when the wearer hits a creature with a melee attack, he can command the boots to ignite. When the boots ignite, all enemy creatures within a 5-foot radius take an additional 2d6 points of fire damage along with whatever damage the melee attack has done. The wearer of the boots is immune to any damage done by the boots.)
Strength [2]
Quickness [7]
Endurance [2]
Willpower [1]
Intelligence [1]
Perception [1]
Charisma [1]
Skills
(racial) Claw Strike ( 1d4 dmg hands free in Tengu form )
(racial) Shapeshifting ( Ability to change into Tengu form )
(fighter) Parry ( Full Evade )
1.) Athletic ( +5 to Athletics )
2.) Diehard ( Gain 5 HP )
3.) Dual-wield ( Use 2 weapons in combat )
4.) Intimidating ( +2 to Intimidation )
5.) Battle Rager ( Extra 1d )
6.) Flyby attack ( Attack 2 enemies while flying )
7.) Sidestep ( Evade Dmg )
8.) Kippup ( Counter Attack )
9.) Psionic Affinity
10.) Artisan Crafting ( Weaponsmith; Armorsmith; Unarmed Tech )
11.) Craft Magic Item ( Magic Weapons/Weapon Techs/Invocation Enchants || Magic Armor/ Armor Techs || Inkantation )
12.
13.
14.
(flavor)
(flavor) Entrepreneur [ Currently 3d250 ]
Items:
--
-- Black Bone - This allows you to pass into and within the Black Fire Ruins without taking damage. (For future storylines/quests)
-- Lilaea's Gift - This vial of water from Lilaea's spring will heal all damage, cure disease, cure poison or even regrow a lost limb when it is imbibed. (One Vial- One Use)
-- Rosasharn Petal - This dried black rose petal can be placed on the tongue, it slowly melts (and tastes like black licorice) and gives you immunity from disease for 3 hours. When the taste finally leaves your mouth, the magic has been used up. (One petal - One Use)
--
Mundane Possessions:
Bedroll, Blanket, Tent, Belt Pouch, Trail Rations, Soap, Flint, Flask, Waterskin, Sack, Ink, Inkpen, Paper, Candles, Parchment, Hemp Rope, Iron Pot, Weapon Sheathes, Chain, Fishing Net, Grappling Hook, Scroll Cases, Horse Blanket, Saddle, Saddlebags, Saddle Harness, Bit & Bridle, FeedBag, Feed
( A brief memory of origins forgotten... )
Rank: Sapphire Defender
Dice: 2d62
XP: 227
Reputation: 5
Screen Name: xsilverheatx
Adventure Init: Sapphire Defender, Akito Takano [ Combat/Fighter : 2d62 : HP: 36 ( 30+5 Diehard ) : DC DEF: 17 ]
Alignment: Chaotic Neutral
Race: Original (Karasu Tengu - Crow Demon)
Racial Weakness: None
Languages: Common, +2 Country of Origin: Offworld
Land Transportation: Kirei; a black stallion.
Primary Class: Combat
Class Bonus: Extra 1d 1/combat
Secondary Class: TBA
Primary Profession: Fighter
Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or body part if they are unarmed (such as fists, bite, claws, headbutt, feet) that he/she has become proficient using, giving them a +3 damage (DMG) & +3 Strike with that favored weapon or body part only (must mark on Dossier clearly what weapon/body part it is). To choose a two-handed weapon you must have the Two-Handed Skill to take.
Chosen Weapon: Katana [ Venomous ] [ 1d8 DMG ]
A venomous weapon needs no poison to be rubbed on it's surface, it drips with poisonous venom as soon as it is unsheathed. A venomous weapon's wounds cannot be self-healed.
Secondary Weapon: Necromancer's Athame [ 1d4 DMG ]
Off-hand Weapons: ( Weapons owned, but sheathed unless otherwise stated in RP. )
-- Great Club [ 2d8 DMG ]
-- War Axe [ 1d8 DMG ]
Worn Items:
( Total DEF: 27 (of max 30 allowed). )
[ Head ] None.
[ Body ] Brigandine Armour [ +17 DEF; Ethereal & Frightful]
( Medium Armor -5 Init Penalty )
Ethereal: This enchantment enables the wearer to become ethereal, and once per combat this may be used to dodge one full attack unless the attack would be able to hit you in ethereal form (magic or "phantom" type weapons).
Frightful: Once per combat, you may use the Frightful improvement to attempt to instill terrible fear into your opponent. They receive a d20 Save vs Fear, DC15 needed. If they fail, they lose a turn in combat stricken from fear. If they are the last baddie left out of a group, per DM desire, they may turn tail and run! This is the mundane version, and is based on a horrifying visage carved or crafted into your armor, shield or buckler.
[ Body Mod ] None.
[ Neck ] Evil Protective Amulet ( Adds +2 atk against evil aligned creatures )
[ Cloak ] Cloak of Defense [ + 5 DEF; Ethereal ]
[ Torso ] All-Tools Vest ( + 2 CP Per Week. )
[ Waist ] None.
[ Rings ] 1.) Ring of Underwater Breathing ( 10 uses; lasts 10 min. )
[ Arms ] Bracers of Armor [ +5 DEF ]
[ Legs ] Anklet of Swamp Passage ( Moves without encumbrance through briars, overgrown areas, mudflats, sinking mud. Leaves no scent or trail while worn )
[ Feet ] Nightmare Boots: ( Prized by evil warriors, these boots are made of inky black leather trimmed with a crimson mane of fiendish nightmare horsehair. The nightmare hair along the rims often causes them to occasionally flare and crackle with flames reminiscent of the foul equines. When the wearer runs or charges, smoke issues up from the boots, granting a +5 Hide. Once per day, when the wearer hits a creature with a melee attack, he can command the boots to ignite. When the boots ignite, all enemy creatures within a 5-foot radius take an additional 2d6 points of fire damage along with whatever damage the melee attack has done. The wearer of the boots is immune to any damage done by the boots.)
Strength [2]
Quickness [7]
Endurance [2]
Willpower [1]
Intelligence [1]
Perception [1]
Charisma [1]
Skills
(racial) Claw Strike ( 1d4 dmg hands free in Tengu form )
(racial) Shapeshifting ( Ability to change into Tengu form )
(fighter) Parry ( Full Evade )
1.) Athletic ( +5 to Athletics )
2.) Diehard ( Gain 5 HP )
3.) Dual-wield ( Use 2 weapons in combat )
4.) Intimidating ( +2 to Intimidation )
5.) Battle Rager ( Extra 1d )
6.) Flyby attack ( Attack 2 enemies while flying )
7.) Sidestep ( Evade Dmg )
8.) Kippup ( Counter Attack )
9.) Psionic Affinity
10.) Artisan Crafting ( Weaponsmith; Armorsmith; Unarmed Tech )
11.) Craft Magic Item ( Magic Weapons/Weapon Techs/Invocation Enchants || Magic Armor/ Armor Techs || Inkantation )
12.
13.
14.
(flavor)
(flavor) Entrepreneur [ Currently 3d250 ]
Items:
--
-- Black Bone - This allows you to pass into and within the Black Fire Ruins without taking damage. (For future storylines/quests)
-- Lilaea's Gift - This vial of water from Lilaea's spring will heal all damage, cure disease, cure poison or even regrow a lost limb when it is imbibed. (One Vial- One Use)
-- Rosasharn Petal - This dried black rose petal can be placed on the tongue, it slowly melts (and tastes like black licorice) and gives you immunity from disease for 3 hours. When the taste finally leaves your mouth, the magic has been used up. (One petal - One Use)
--
Mundane Possessions:
Bedroll, Blanket, Tent, Belt Pouch, Trail Rations, Soap, Flint, Flask, Waterskin, Sack, Ink, Inkpen, Paper, Candles, Parchment, Hemp Rope, Iron Pot, Weapon Sheathes, Chain, Fishing Net, Grappling Hook, Scroll Cases, Horse Blanket, Saddle, Saddlebags, Saddle Harness, Bit & Bridle, FeedBag, Feed
( A brief memory of origins forgotten... )