Post by John Rain on Jun 7, 2011 23:41:24 GMT -5
Name: John Rain
Race: Human
Alignment: Good
Rank: Mel'yn Champion [ 2d52 ]
Languages: Common, Commonsign, Terran
Primary Class: Fighter
Primary Class Bonus: Fighter's Weapon
Secondary Class: Mage
Starting Skills:
0. Diehard ( Free Racial Skill )
[ 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. ]
1. Dualist
[ You are skilled at wielding two weapons in combat, one in each hand. When using two weapons, you deal half the damage you've rolled with your second blade to the same target or one that is very close by. ]
2. Self-Healing
[ You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. ]
3. Alert
[ You gain a +5 to Spot and Listen Checks. ]
4. Acrobatics
[ You have excellent coordination, and can take a +5 to all Acrobatics Checks. ]
5. Battle Rager
[ The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d) ]
Prerequisite: Fighting Classes Only (Primary), Abet'zi Rank
6. Darksight
[ The ability to see in total darkness. ]
7. Athletic
[ You are agile and flexible and gain a +5 to all Athletics Checks. ]
8. Parry
[ You are skilled at deflecting the attacks of your enemies. When you use this skill, you only take half of the damage that your opponent scored upon you, once per combat. You may not parry an attack when unarmed, or in heavy armor. ]
9. Sidestep
[ You are skilled enough in acrobatics that you can simply dodge an incoming attack, taking no damage once per combat. ]
Prerequisite: Acrobatics Skill
10. Fighters 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 only do half damage to the fighter. ]
Prerequisites: Fighter class (Primary), Mel'yn rank. Can only be used with primary weapon
11. 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, once per combat. They may also use any attack bonuses on their weapon they have up to +5. ]
Major Flaws: N/A
Primary and Secondary Weapons: Twin Blades, Staff
Special Items/Gear:
- Flaming Strike
[ This is a +5 attack that can be used once per combat, causing your fists or weapons to be sheathed in flames and giving an extra boost. ]
- Ambush Vine Venom (4/5 left)
[ One vial's worth to each person. Enough for 5 uses. A weapon coated with ambush vine venom does 1d3 extra damage. ]
- Charm of Adaptation
[ This golden charm upon a golden chain allows you to exist in any environmental situation with ease; cool in the hot jungles, warm in the arctic tundra, able to breathe in the underwater cities of the land, etc. ]
- Cloak/Coat of Defense
[ A cloak or coat (your choice) of defense is similar to wearing armor but much lighter and easier to move in. It gives a +3 to defense while being worn. (Slot: Coat) ]
- Copper Helm
[ Helm of insight - Gives wearer head protection and a +2 to insight ]
- Carved Bone Amulet
[ This amulet is carved from unknown bone, and has yellowed over time. It is in the shape of a man's face. When worn, it pulls a bit of the person's very essence outwards to create a spiritual armor, granting a +2 defense over their entire body, against mundane and magical attacks. ]
Adventuring Gear:
- twin blades
- keen dagger
- bedroll
- blanket
- flint and steel
- pot
- rope
- sun rod
- tent
- scroll "create food & water"
- water skin