Blackhart (Dragon & Human Form)

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Blackhart (Dragon & Human Form)

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Post by BlazingStarX »

<<> Player Info <>>

IRC Nick: Malachai_Blackhart
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: Blackhart (Dragon)
Race: Elemental Dragon: Ash Dragon
Age: 3725
Height:
Weight: (optional)
Appearance:
Eye Color: Smoldering orbs of embers with an ashen pupil
Scale Color: Ashen white with cracks of glowing ember.
Notable Features: Antler like, coal black horns. Scales smolder like embers.

<<> Character Personality <>>

Favorite Food: Roasted meats, jerky, charcoal branches
Likes: Tales, Legends, Histories, and other stories.
Dislikes: Willful destruction of knowledge
Favorite Color: Vermilion
Fears: Dragonslayers


<<>Character Background<>>

History:
Blackhart is an ash dragon, and by his very nature, caused things to corrode away, making the draconic inclination to hoard valuable things a rather tricky prospect. So, he decided that knowledge would be his wealth, and secret, forgotten lore was the most prized. Ruins, libraries, and even museums became his hunting grounds as he tracked down his precious secrets, and he developed ways to extract the truth from those who might try to keep him from that knowledge.
_______________________________________________________________________

<<>Statistics<>>

Total Experience Points: 1500

Health: 200
Health Roll: +20 (+1 Bonus for every 10 Health)
HP: 24000 / 12000 hp (Health * 60)2

Dexterity: 200
Flat Foot Dodge: +22 (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: +30 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +35 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 800StP (Dexterity * 4)

Strength: 100
Inventory Slots/Comfortable Carry: 10 (+1 Bonus for every 10 Strength)
Base Damage: 50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400lbs (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 500 (+1 Bonus for every 10 Endurance *50)
Survival Roll: +10 (+1 Bonus for every 10 Endurance)

Intelligence: 400
2000 (Intelligence * 5)/(2/3)
MP: 1333
PP: 1333
Skill Points: 1600 SkP (Int * 4)

Magic Affinity: 150
Spell Points: 600SpP (Magic Affinity * 4)
Magic/Pyro Attack Roll: 50/50 (+2 Bonus for every 10 Magic + Magic Level of Skill used.)(30+20)
Mage Level: 4(Skill Level / 5)
Psionic Level: 4(Skill Level / 5)

Spirit: 150
Base Magic Damage: 700 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]
Base Pyrokinesis Damage: 700
Base Affinity Damage:

Willpower: 100
Mental/Magic Defense Roll: +40 / +40 (+2 Bonus for every 10 Willpower + Skill Level)(20+20)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 100
Luck Roll: +10 (+1 Bonus for every 10 Luck)
Luck Points: 10 (+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
(1595) / (1600) Skill Points


0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

---------------
Movement Skills
---------------
(Dexterity: +0 / Strength: +0)
Athletics 10 (65)
Running Speed: 80ft
Flying Speed: 320ft
Level 1-49: 30 base +5 ft per skill level
---
Roll 10 (65)
---
Reaction 5 (25)

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
Perception 10 (65)
---
Speechcraft 5 (25)
---
Gather Info 10 (65)
---
Search 5 (25)
---
Concentration 10 (65)

-------------
Combat Skills
-------------
(Dexerity: +0)
Breath Weapon(Corrosive/Hot Ash) 15 (130)<30>
- Corrode
Cost: 30 SP
Required Skill Level: 15
Type: Action
Effect: This skill makes acidic or corrosive-type Breath Weapons' effect linger for an extra round, dealing a second round of non-soakable damage as well as reducing armor effectiveness. Causes Melt at [Mild]: [Rust] Armor loses 1/20th of its base Physical Soak until repaired, robots at 0 lose 100.

---
Martial Arts 15 (130)<40>
- Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.

- Triple Strike
Cost: 30 SP
Required Skill Level: 15
Prerequisites: Dual Strike
Type: Action
Effect: Grants the owner the ability to perform a 3 hit martial arts combo for full damage. Roll a 1d3.

------------
Magic Skills
------------
(Magic: +0 / Spirit: +0)
Arcana 20 (220)<65>
- Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)

- Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

- 'Effect' Meta-Magic
Cost: 15 SP
Required Skill Level: 10
Type: Ability
Effect: Arcane spellcasters often have ways of tweaking their spells slightly to create a customized version. This skill enables you to increase the damage mod of a given spell by *1, at the cost of a double mp cost.

- Arcane Identification
Cost: 30 SP
Required Skill Level: 15, 'Arcane Intuition' Advanced Skill
Type: Action
Effect: Recognize a spell casted in a discipline you have this advanced skill in.
---
Pyrokinesis 20 (220)<75>
- Heat Shield
Cost: 15 SP
Required Skill Level :10
Type: Ability
Effect: Create and maintain a heat shield around your body. Anyone attempting to physically attack you suffers damage equal to a *1 pyrokinesis attack. The heat flowing from the users body induces the effect
Mild: [Rust] Armor loses 1/20th of its base Physical Soak until repaired, robots at 0 lose 100. The shield lasts for 1d3 rounds.

- Pressure Ridge
Cost: 30 SP
Required Skill Level: 15
Type: Action
Effect: By intelligently manipulating hot air, you may create ridges of intense pressure in a localized area. This forces a single target to dodge against the user's psionic skill, or face "Off Guard" effect at (+1 Severity Level/10 Levels of Pyrokinesis) due to oppressive wind.

- Sustainable Manipulation
Cost: 30 SP
Required Skill Level: 15
Type: Action
Effect: Changes you make to heat/flame are preserved after you stop concentrating (as long as it is physically possible). Once you release it from your control, it will behave normally in the way that you set it.

--------------------------
Artisan / Knowledge Skills
--------------------------
(Intellligence: +0)
Arcane Science 10 (65)
---
Dungeoneering 10 (65)
---
Military Science 10 (65)
---
Monster Lore 10 (65)

---------------------
Field Training Skills
---------------------
(Intelligence: +0(intel/2))
Survival 5 (25)

_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / 800(Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: 95 / 600 SpP
-------
Level 0 5 MP to cast, *0.5 damage, 5 Spell Points
-------
- Detect Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.
- Detect Magic - Use extrasensory perception to recognize items or sources of magical power within two Areas.
- Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
- Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.
- Mending - Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e.: spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
- Spark - A small, non-damage dealing burst of flame that ignites flammable surfaces or substances, such as fuels, matches, or candles. This won't cause spontaneous combustion of things such as clothes or hair.

-------
Level 1 10 MP, *1.0 damage, 10 Spell Points
-------
- Break - This spell halves the effectiveness of a selected piece of equipment. On weapons, reduces both roll bonus and damage modifier (round up); on armor, reduces both physical and magical soak properties. On others, GM decided. This effect lasts for 5 rounds.
- Bungle - This spell inflicts a roll penalty on a single target's next action (including dodges and non-combat actions) equal to the caster's (Mage Level * 10) (-100 at Level 50).
- Comprehend Languages - This spell substitutes a character's Magic roll for a Linguistics check, giving a character the ability to understand some basic foreign languages for (Mage Level) minutes.
- Fabricate Bullets - This spell allows a character to transmute 1 unit of metal, gem, radiant metal, radiant gem, or prime material into ammunition, which improves the effectiveness of the ammunition depending on the type of material. Metal deals normal damage, gem deals 150%, radiant metal deals 200%, radiant gem deals 250%, and prime material deals 500% damage. One unit of material can only create 1 type of ammunition; one unit for 1-3 slot weapons creates 5 rounds of use, 4-8 slot weapons creates 3 rounds of use, and 9-16 slot weapons creates 1 round of use per cast.
- Interrogation - This spell creates a magical curse on a single target that forces them to either tell the truth under questioning or suffer pain. Lasts for (Mage Level) rounds/actions per cast, and deals the caster's magic damage for every conscious lie told while under the curse's effect (ignores lies of ignorance and omission).

-------
Level 2 40 MP, *2.0 damage, 15 Spell Points
-------
- Arcane Lock - This spell creates an illusory lock on a single object (a chest, a doorway, etc.) that cannot be picked. This spell, however, can be dispelled by magic instead, with a DC equal to that of the caster's lock-creating cast. This lock lasts until it is dispelled.

-------
Level 3 90 MP, *3.0 damage, 20 Spell Points
-------
-------
Level 4 160 MP, *4.0 damage, 30 Spell Points
-------

--------------
Heat Abilities
--------------
I

Homeostasis - A passive ability that allows a character to maintain his/her internal body temperature in extreme hot or cold temperatures. Can be extended to (Level * 2) allies for (Affinity Level) rounds at level requisite MP per round.

II

Resist Fire - The character is able to extend their body's natural resistance to flame to that of allies. Up to (Affinity Level) allies can gain (10 * Affinity Level)% resistance to Fire for (Affinity Level) rounds.
Oil - The character is able to extend their body's natural energy into that of enemies, making them more vulnerable to Fire-based attacks. For (Affinity Level) rounds, (Affinity Level) targets take (25 * Affinity Level)% more damage from Fire-based attacks.

MP Costs
Level 1: 40
Level 2: 160
Level 3: 360
Level 4: 640
Level 5: 1000

Flame Burst
Description: The power of fire, drawn up from the mind and willed forth by the fury in the user's heart. Known for being one the most destructive of the psionic powers, even its most basic form -- if left unchecked -- can scorch the earth.

Special Notes: At levels 15, 35, and 35 choose one of the 3 affect lines. Mix and match where you wish.
Level 1: *1
Level 5: * 2
Level 10: *3
Level 15: *4 [Rust] Armor loses 1/20th of its base Physical Soak until repaired, robots at 0 lose 100
Level 20: *5

_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race: Ash Dragon (Elemental Dragon)
Traits: Giant 3, Hunted, Species Communication, Unusual Eyes

-= Character Traits =-

Giant 3
Prerequisite: Restricted to dragons and characters large enough to be classed as vehicles
Description: Provides a +25 to intimidation checks and a 50% physical damage bonus. Light projectile weapons (pistols, crossbows) deal no damage, however they suffer a 50% dodge penalty at range, 75% against melee. Any cover that basically isn't a building or terrain, sufficiently large smoke field, etc provides no bonus. While this character may not wield turrets as weapons, they are sufficiently large that turrets may be mounted to them. You are, however, large enough that your allies may use you as cover.

-= Feats =-

(* denotes feats taken at character creation.)

Racial Feat - Dragon Form
Pre-requisite: Racial/GM Assigned
Description: The true form of an elemental dragon is that of a mighty behemoth, the apex predator in the kingdom of magical beasts. While its strength demands that it be written out as a Feat, this form is actually their natural one, while their 'usual' humanoid form is a mere disguise.
Effect: In this native form, HP is doubled and the dragon benefits from the Giant trait outlined below. EXP is shared between this form and the Humanoid form below, with a 20% bonus to each pool if they are equal. NOTHING is innately assumed to carry over between the two. Costs 5% of one's MP to change to and from, but none to maintain either form.

Racial Feat - Elemental Affinity I (Fire/Heat)

*Feat 1 (Free) - Dragon Flight
Pre-requisite: Dragon
Description: The unique composition of dragonians, their hard and heavy bodies, incredibly strong wings, and innate magic, grant the potential for speed rivalling if not surpassing the marvels of flight found in technology.
Effect: Flight speed is tripled when in humanoid form and quintupled in full dragon form.

*Feat 2 (100 XP) - Cerebremancer
Associated Statistic:
Description: A practitioner of both arcane magic and psionic power, wielding both efficiently.
Effect: +10 to Arcana, +10 to Pyrokinesis, +5 to Artisan: Arcane Science, +5 to Roll

*Feat 3 (200 XP) - Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 4 (300 XP) - Sage
Associated Statistic:
Description: Sages are classical soothsayers who spend their lives in the pursuit of knowledge, artifacts, and ultimately the truth behind whatever issue they chase. Sages are mystically inclined, and can always be relied upon to share thought on magical occurrences.
Effect: +10 to Artisan: Arcane Science, Knowledge: Monster Lore, and Knowledge: Dungeoneering

*Feat 5 (400 XP) - Psychoanimatic Split
Associated Class: Cerebremancer
Prerequisite:
Description: While they spring from the same well, and have many similiarities, the energies that power psionics and magic respectively are subtly different, and those wise enough to utilize this can maximize their reserves by partitioning twin pools of it.
Effect: MP is split into MP and PP, each of which holds 2/3 as many points as the character's MP. MP can only be spent on arcane spells, while PP can only be spent on psionic effects.

*Feat 6 (500 XP) - Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

*Feat 7 (600 XP) - Scattered Pages
Associated Class: Sage
Prerequisite: At least one spellcasting school, or the 'Personal Grimoire' feat
Description: Even those that invest their time and effort into a single school of arcane knowledge tend to pick up tidbits here and there in their grand search; After all, they range far and wide and ask far too many questions, only a fool would manage to avoid all other information that passes by. These random bits that seemed so interesting at the moment tend to be scribbled in the margins of a genius' notebook or logged away in unused crannies of their minds, springing to use when the time is right.
Effect: Allows one to learn spells of a school they don't actually have ranks in, instead using the Skill Level of whatever school they do have to buy and use it. All other prerequisites must be met when buying the spell, and if this Feat functions off the Grimoire, they are considered Grimoire spells as well, taking up precious space and lost if the book is unequipped.
Only one spell per Spell Level can be one of these foreign entries (So one Level 1 spell, one Level 2 spell, one Level 3 spell, so on so forth)

*Feat 8 (700 XP) - Elemental Affinity II (Fire/Heat)

*Feat 9 (800 XP) - Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

*Feat 10 (900XP) - Leader of the Lesser Minded
Associated Statistic: Spirit
Description: People (NPCs) like this character -- more to the point, they will follow it. A persuasion skill -- whether it's sweet talking, a grim stare, or charismatic leadership in the field -- is required, but it's possible to raise a small army with the right words... or start an all-out riot with the wrong ones at the right time.
Effect: Roll Willpower + Diplomacy, Intimidate, Knowledge: Military Science, or a situationally appropriate persuasion skill vs. the GM specified DC. If successful, roll a 1d5 to see how many people will follow; for every 5 ranks in the persuasion skill used, add a +1 to the 1d5. For example, if the character has 5 ranks in diplomacy, roll a 1d5+1, if 15 ranks it would be a 1d5+3.

*Feat 11(1000XP) - Nerdy
Associated Statistic: Intelligence
Description: You love knowing things and it shows. Whether it be from being a bookworm, a webcrawler, a devoted student, you have a great deal of knowledge about a few subjects.
Effect: The character receives a +10 bonus to three knowledge skills of choice and these skills must be listed when the feat is taken. Knowledge: Monster Lore, Knowledge: Dungeoneering, Knowledge: Military Science

*Feat 12(1200XP) - Enhanced Willpower I
Associated Statistic: Willpower
Description: A taker of this feat bears a great sense of will, able to tighten his/her focus as well as deny a spellcaster's power with natural effort.
Effect: The Willpower bonus changes from +1 to +2 points per 10 points of Willpower. This applies to the Mental/Magical Defense Roll and Willpower based skills.
Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10.

*Feat 13(1400XP) - Mentalism
Associated Class: Cerebremancer
Prerequisite:
Description: Magic is much like math; The truly proficient can do it in their heads! By projecting the verbal and somatic components of a spell directly through the mind, spells can be cast through sheer force of will.
Effect: Allows the Cerebremancer to cast without speaking or moving, so long as their Magic and Psionics aren't sealed by less mundane means. This costs twice as much MP as normal, and Psionic skill and Willpower must be high enough to support the Spell Level.
If the Cerebremancer has the Psychoanimatic Split skill, half of the doubled cost is spent from MP and PP.

*Feat 14(1500XP) - Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character recieves a +10 to gather info and search checks; and a +5 to spot and listen checks.

Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
_______________________________________________________________________

<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Denzium Claw Edge
DC To Make: 3080
Skill Level To Use: 0
Price: 85,590
Augmentation Slots: 3
Roll Bonus: +25
Damage Mod: 25
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:


_______________________________________________________________________

<<> Inventory <>>


Funds: (character starts with 30,000z)
Zollars 30,000z (+50,000z Monthly)
Gil 0g (+100,000 Monthly)
Crowns 0c (+500,000 Monthly)
_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Last edited by BlazingStarX on July 22nd, 2022, 2:02 am, edited 3 times in total.
BlazingStarX
Posts: 29
Joined: January 15th, 2013, 4:13 am

Blackhart (Human Form)

Quote

Post by BlazingStarX »

<<> Player Info <>>

IRC Nick: Malachai_Blackhart
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

Name: Blackhart(Human)
Race: Dragon
Age:
Height:
Weight: (optional)
Appearance: Vermilion leather trimmed in black fur Captain's jacket over a low cut white blouse with cuffs spilling over with ruffles, black with red Slash-Puff breeches, and Vermilion Captain's boots.
Eye Color: Smoldering ember irised eyes
Hair Color: Ashen white fading to black
Notable Features:

<<> Character Personality <>>

Favorite Food: Roasted meats, baked goods, jerky.
Likes: Rousing tales of daring do, swashbuckling, cheeky retorts
Dislikes: Damp powder, empty mugs, not having a witty comeback
Favorite Color: Vermilion
Fears: Dragonslayers


<<>Character Background<>>

History:
Blackhart, as the "human" Malachai, aspired to be one of those dashing figures read about in fiction and occasionally from history, and given how much time he spent scouring through lore in his true form, he had very many examples to draw from. Also, there is the unhealthy obsession with witty repartee and captain's finery. It wouldn't take long for the dragon dressed as a man dressed as a captain to gather himself a crew to captain over, and only a short while longer before captain and crew needed a vessel to well, captain and crew, and arguing over ownership of the vessel was for other people to worry about.

_______________________________________________________________________

<<>Statistics<>>

Total Experience Points: 1500

Health: 200
Health Roll: +20 (+1 Bonus for every 10 Health)
HP: 12000 / 12000 hp (Health * 60)

Dexterity: 300
Flat Foot Dodge: +65 (+2 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: +85 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +80/+75/+70 (+2 Bonus for every 10 Dexterity + skill)
Style Points: 1200StP (Dexterity * 4)

Strength: 200
Inventory Slots/Comfortable Carry: 20 (+1 Bonus for every 10 Strength)
Base Damage: 100 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 800 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 100
Defense (Damage Absorb): 400 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +10 (+1 Bonus for every 10 Endurance)

Intelligence: 300
MP: 1500MP (Intelligence * 5)
Skill Points: 1200SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400SpP (Magic Affinity * 4)
Magic Attack Roll: +15 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: 1 (Skill Level / 5)

Spirit: 100
Base Magic Damage: 75 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100
Mental/Magic Defense Roll: +25 / +20 (+2 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 100
Luck Roll: +10 (+1 Bonus for every 10 Luck)
Luck Points: 10 (+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
1200 / 1200 Skill Points


0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

---------------
Movement Skills
---------------
(Dexterity: +0 / Strength: +0)
Athletics 10 (65)
Running Speed: 80ft
Level 1-49: 30 base +5 ft per skill level
---
Acrobatics 10 (65)
Jumping Height: 4'
Level 10 - 19: 4' Clearance
- Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.
---
Roll 15 (130)
- Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.
---
Reaction 10 (65)
- Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

--------------
Utility Skills
--------------
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
Perception 10 (65)
---
Speechcraft 10 (65)
---
Stealth 5 (25)
---
Sleight of Hand 5 (25)
---
Gather Info 10 (65)
---
Search 5 (25)

-------------
Combat Skills
-------------
(Dexerity: +0)
Swords 20 (220)
- Dual Strike
Cost: 15 SP
Skill Level Required: 10
Availability: L10 for shortswords/swords, L15 for longswords/greatswords
Prerequisites: None
Type: Action
Effect: Allows a 1d2 hit combo.
---
Assault Rifles 15 (130)
---
Breath Weapon(Corrosive/Hot Ash) 5 (25)

------------
Magic Skills
------------
(Magic: +0 / Spirit: +0)
Pyromancy 5 (25)

--------------------------
Artisan / Knowledge Skills
--------------------------
(Intellligence: +0)
Knowledge: Military Science 5 (25)

---------------------
Field Training Skills
---------------------
(Intelligence: +0(intel/2))
Survival 10 (65)
_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / 1200(Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / 400(Max) SpP
--------------
Heat Abilities
--------------
I

Homeostasis - A passive ability that allows a character to maintain his/her internal body temperature in extreme hot or cold temperatures. Can be extended to (Level * 2) allies for (Affinity Level) rounds at level requisite MP per round.

II

Resist Fire - The character is able to extend their body's natural resistance to flame to that of allies. Up to (Affinity Level) allies can gain (10 * Affinity Level)% resistance to Fire for (Affinity Level) rounds.
Oil - The character is able to extend their body's natural energy into that of enemies, making them more vulnerable to Fire-based attacks. For (Affinity Level) rounds, (Affinity Level) targets take (25 * Affinity Level)% more damage from Fire-based attacks.

-----------
Flame Burst
-----------
Description: The power of fire, drawn up from the mind and willed forth by the fury in the user's heart. Known for being one the most destructive of the psionic powers, even its most basic form -- if left unchecked -- can scorch the earth.

Special Notes: At levels 15, 35, and 35 choose one of the 3 affect lines. Mix and match where you wish.
Level 1: *1
Level 5: * 2
_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race: Dragon
Traits: Hunted, Species Communication, Unusual Eyes, Ambidextrous(requested)

-= Character Traits =-

Ambidextrous
Pre-Requisite: Racial / GM Assigned / Player Requested
Description: Your character can use both hands equally well, and suffers no penalty from a hand being broken.

-= Feats =-

(* denotes feats taken at character creation.)
Racial Feat - Dragon Form
Pre-requisite: Racial/GM Assigned
Description: The true form of an elemental dragon is that of a mighty behemoth, the apex predator in the kingdom of magical beasts. While its strength demands that it be written out as a Feat, this form is actually their natural one, while their 'usual' humanoid form is a mere disguise.
Effect: In this native form, HP is doubled and the dragon benefits from the Giant trait outlined below. EXP is shared between this form and the Humanoid form below, with a 20% bonus to each pool if they are equal. NOTHING is innately assumed to carry over between the two. Costs 5% of one's MP to change to and from, but none to maintain either form.

Racial Feat - Elemental Affinity 1 (Fire/Heat)

*Feat 1 (Free) - Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +10 to Weapon Proficiency: Swords, +10 to Athletics, +5 to Acrobatics, Reaction

*Feat 2 (100 XP) - Improved Combo (Fighter)
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack. This does not apply to dual wielding.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc.)

*Feat 3 (200 XP) - Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 4 (300 XP) - Trickster
Associated Statistic:
Description: Sly and subversive, the trickers are happy little pranksters that use their skills at subterfuge and deception to their advantage -- for better or worse.
Effect: +10 Stealth, +5 Athletics, Speechcraft, Sleight of Hand, Acrobatics

*Feat 5 (400 XP) - Air Trick
Associated Class: Trickster
Prerequisite:
Description: By utilizing any sort of visual distraction, whether it's a flash, smoke, a shimmer of light, a teleportation-like effect, or simply a 'what's that!?', this character can deceive others at a crucial moment to execute their own attack flawlessly.
Effect: Allows a character to counterattack ranged attacks by disappearing and reappearing above the target, granting "Sneak Attack" bonuses when performed.

*Feat 6 (500 XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 7 (600 XP) - Dragon Flight
Pre-requisite: Dragon
Description: The unique composition of dragonians, their hard and heavy bodies, incredibly strong wings, and innate magic, grant the potential for speed rivalling if not surpassing the marvels of flight found in technology.
Effect: Flight speed is tripled when in humanoid form and quintupled in full dragon form.

*Feat 8 (700 XP) - Warlord
Associated Statistic:
Description: The Lord of War is a powerful, charismatic individual who can rally allies and rout enemies with strong words of affirmation and a menacing presence. They are often very respected in martial areas and more traditional civilizations, as this proves them an effective leader.
Effect: +10 Assault Rifles, Speechcraft, +5 Perception, Knowledge: Military Science

*Feat 9 (800 XP) - Enhanced Willpower I
Associated Statistic: Willpower
Description: A taker of this feat bears a great sense of will, able to tighten his/her focus as well as deny a spellcaster's power with natural effort.
Effect: The Willpower bonus changes from +1 to +2 points per 10 points of Willpower. This applies to the Mental/Magical Defense Roll and Willpower based skills.
Example: The character has a 50 Willpower. The bonus is normally +5. In this case it becomes +10.

*Feat 10 (900XP) - Commanding Presence
Associated Class: Warlord
Description: A Warlord will know the boons and busts of inspiration and intimidation, sometimes hand-in-hand with one another, and will use both effectively to rally soldiers to their side or rout lesser-dedicated enemies.
Effect: (1) A Warlord may use Speechcraft or Military Science to rally NPC allies, soldiers, or even civilians to his/her cause. With this feat, up to 10 NPC units may be roused depending on the Warlord's roll. When used with "Leader of the Lesser Minded," up to 20 NPC units. (2) A warlord may use Speechcraft or Military Science to intimidate enemies, even masses of them, with greater effect. A spectacular warlord may even rally entire armies to his/her side, or cause armies to flee before their might and reputation.

*Feat 11(1000XP) - Elemental Affinity 2 (Fire/Heat)

*Feat 12(1200XP) - Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

*Feat 13(1400XP) - Leader of the Lesser Minded
Associated Statistic: Spirit
Description: People (NPCs) like this character -- more to the point, they will follow it. A persuasion skill -- whether it's sweet talking, a grim stare, or charismatic leadership in the field -- is required, but it's possible to raise a small army with the right words... or start an all-out riot with the wrong ones at the right time.
Effect: Roll Willpower + Diplomacy, Intimidate, Knowledge: Military Science, or a situationally appropriate persuasion skill vs. the GM specified DC. If successful, roll a 1d5 to see how many people will follow; for every 5 ranks in the persuasion skill used, add a +1 to the 1d5. For example, if the character has 5 ranks in diplomacy, roll a 1d5+1, if 15 ranks it would be a 1d5+3.

*Feat 14(1500XP) - Graceful Combatant (Fighter)
Description: Given proper circumstances, fighters can apply their grace in combat to attacking multiple opponents at once, allowing them to do battle against odds others would find intimidating.
Effect: On a divine attack roll, a fighter receives an extra melee combat action versus another target

Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
- Denzium Sword
DC To Make: 2800
Skill Level To Use: 19
Price: 95,100
Augmentation Slots: 4
Roll Bonus: +25
Damage Mod: 25
- Armax Arsenal Crossfire(Assault Rifle)
Price: 95100
Augmentation Slots: 3
Roll Bonus: +25
Damage:15000
DC:2800
Skill Required: 15
---
Armor:
- Denzium-Lined Robe
Price: 76080 gil
Physical Soak Bonus: 1300
Magical Soak Bonus: 3150
Dodge Bonus: +20
Crafting DC: 2520
---
Pendant:
---
Ring 1:
---
Ring 2:


_______________________________________________________________________

<<> Inventory <>>


Funds: (character starts with 30,000z)
Zollars 30,000z (+50,000z Monthly)
Gil 0g (+100,000 Monthly)
Crowns 0c (+500,000 Monthly)
_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Last edited by BlazingStarX on August 9th, 2022, 1:20 am, edited 5 times in total.
BlazingStarX
Posts: 29
Joined: January 15th, 2013, 4:13 am

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