Daedalus (human/half forms)

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Daedalus (human/half forms)

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Post by Daedalus »

<<> Player Info <>>
IRC Nick: Daedalus
Real Name (Optional): Brendan
Time Zone: PST

<<> Character Info <>>
Name: Daedalus
Race: Half Earth dragon, half ice dragon
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0/18

* Flight (2 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances.

* Hardy (3 pts) - This character gains +100 natural physical damage soak.

* Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Smell

* Giant 2 (2.5 pts) - Your character is a massive hulking beast who stalks around the battlefield. Your immense size costs you a 25% dodge penalty, but nets you a massive 25% damage bonus, a +20 to intimidation checks, and the ability to dual wield without penalty, provided the weapon can be dual wielded normally. One person may use you as cover.

* Giant 1 (2 pts) - Your character is above average size and looks like someone who would best not be trifled with. You gain a +15 to your intimidation checks, a +15% damage bonus and a -15% dodge bonus due to your size.

* Mood Features (-2 pts) - This character has some type of feature that reacts to its emotional state, giving it away rather easily to creatures or objects that can recognize it. This character suffers a -10 to Speechcraft checks, whether offensive or defensive.

* Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.

* Astral Beacon (-2 pts) - This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.

* Critter Spook (-2 pts) - This character puts off a vibe that subsentient creatures just do not like. When confronted by monsters or subsentient creatures, this character is the primary target out of fear or agitation.

* Cornered Fury (2 pts) - When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.

* Stalker (2 pts) - This character benefits from a +10 bonus when using Perception or Search checks to track a target creature.

* Hunted (-2 pts) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.

* Species Communication (2 pts) - You possess an ability to communicate with your fellow species. This can be telepathic, electric signals, echo communication, growls/chirps, or any other form of communication. This does not require a skill

* Bladed Tail (4 pts) - At creation decide at damage type (slashing, blunt or piercing), grants a free attack full Strength and natrual weapon damage. Cannot gain benefits

* Natural Weapon (2 pts) - This character can use protrusions (claws, bone spikes, horns, proboscis, etc.) on its limbs as Martial Arts weapons. These weapons cannot be removed from the character, are treated as "Favored Weapons," and are upgraded as normal Gloves (DC, cost, etc.).

-= Character Classes =-
 
1) Class - 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: +5 to Weapon Proficiency: Swords, +5 to Athletics, +3 to Acrobatics, Reaction.

2) Class - Game Hunter
Associated Statistic:
Description: Hunters and gatherers have been a staple of civilization since its earliest iterations. However, as societies progressed, hunting became less for necessity and more for sport; the bigger the game, the bigger the reputation. To that end, some talented outdoors aficionados become famous for bagging rare game.
Effect: +5 to Weapon Proficiency: Spear. +3 Monster Training, Survival, Perception

3) Class -
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Graceful Combatant
Associated Class: 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 may strike an additional target once as if it were a regular melee attack, sans crit. This attack uses your divined roll.

*Feat 2(400XP) - Hunter
Associated Statistic:
Prerequisite:
Description: This character is not only a natural predator, but is very, very skilled at taking down natural fauna -- and monsters -- without damaging the body as much as others. This allows him/her to pillage the body for useful items, such as furs, meat, or bones with much more proficiency than others.
Effect: When "looting" the bodies of dead monsters, animals, or similar creatures, the Luck roll associated with the result is raised by (Search level * 25) (+250 at Level 10) (a Luck result of 500 is raised to 750).

*Feat 3(600XP) - Elemental Affinity: Earth(stone) 1
Magic Stone - The character is able to enchant plain throwing rocks with magical power. When no other weapons are at hand, the character is able to throw up to (Affinity Level) hand-sized rocks per action that deal (Affinity damage) apiece. These can be at one target or multiple targets.

*Feat 4(800XP) - Elemental Affinity: Earth(stone) 2
Soften Earth and Stone - The character is able to weaken (Affinity Level) Areas of solid, semi-solid, or soft earth or dense stone into a pliable, near-liquid state while consciously not compromising what may be contained inside or what the earth may be supporting (this can't be used to collapse a building from the foundations or collapse a subway tunnel, etc.). This allows the ground to be moved through like water or for temporary binding of objects or characters inside of the earth once it is re-hardened.
Stone Shape - The character is able to bend and naturally "chisel" stonework or pieces of solid stone or earth into many different shapes at will. The quality of the work is depending on the roll achieved, and can take many forms which will have circumstantial effects.

*Feat 5(1000XP) - Elemental Affinity: Earth(stone) 3
Spike Stones - The character is able to create woeful traps of spikes that blend into the background and eject outwards when they're crossed. These traps are laid over (Affinity Level) Areas, and when tripped, deal affinity damage. To detect the traps, a character must defeat the caster's roll with a sensory or a search roll, and any dispelling attempts must breach the roll as well. To cross the affected Areas without tripping the traps is a movement check, DC 50 + (50 / Affinity Level (300 at Level 5)).
Wall of Stone - The character is able to erect a massive wall of the ground underneath him/her to fortify a place or block passage. The wall can be up to (Affinity Level * 2) Areas in dimension, and it has (Affinity Damage * 3) HP. It is considered "Earth" elemental in nature.

Feat 6(1200XP) - Quick Attack
Associated Class: Fighter
Description: Fighters are masters of opportunity. When an enemy trips or falls, their blade is ready to strike the target at a moment’s notice, giving them an edge in combat.
Effect: If an enemy botches an attack or dodge against this character, a fighter may make a reaction check. If the reaction check beats the enemy botch, the fighter may roll for a single hit of opportunity.

Feat 7(1400XP) - Elemental Affinity: Water(ice) 1
Wonderland - The user is able to, by spending requisite MP, shower (Affinity Level) areas in real snow at a rather high rate. Snow leaves footprints when passed through and inflicts Mild "Slow" status on any subjects traveling through the snowy area. The snow lasts for (Affinity Level) * 2 rounds.

Feat 8(1600XP) - Elemental Affinity: Water(ice) 2
Ice Brand - The user is able to touch an object and flash-freeze it or touch a target and deal damage and freeze it. When used against a target, deals Affinity damage and inflicts Mild "Freeze" status; each subsequent attack against that target deals Affinity damage and raises status severity by 1.
Lin Kuei Doppelganger - The user is able to focus their power into their own bodies, and at just the right time, can form a likeness of themselves at the same time of moving out of that place. Declare this ability one round and expend MP; if the user is physically attacked until the user's next turn, use Affinity roll to dodge the attack. If successful, attack is avoided and melee users strike an ice clone, which shatters but deals Affinity damage and immediately inflicts Moderate "Freeze" status. Only works once per round. If the user declares and is not attacked, MP is still spent.

Feat 9(1800XP) - Earth Swim
Associated Statistic: Strength
Effect: Earth Swim allows Daedalus to dig through suitable ground, either replacing the dirt behind him or reinforcing the tunnel walls, provided the material is suitable for digging. Harder than average materials or near liquids can not be dug through.

Feat 10(2000XP) - Regeneration
Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds. This feat will only activate when a character drops below 25% HP, and will only regenerate up to 25% of the character's max HP (that is, a 4000 HP character will not regen past 1000 HP).

Feat 11(2200XP) - Improved Regeneration
Associated Statistic: Health, requires Regeneration feat
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).

Feat 12(2400XP) - Hammer Space
Associated Statistic: Strength
Description: The character is able to, without really much explanation, stash a small amount of items into "hammer space," whether it's on their person, in some sort of bag they carry, or just out of the spiritual void.
Effect: The character can keep six slots worth of items in a pocket dimension, which can be removed at any point by reaching into a bag, opening a small portal, etc. This can be done as a free action. Items containing other items (a backpack) will be emptied by gnomes. The gnomes will also refuse to allow living things or items unwillingly taken from other people.

Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Implacable: +
Improved Resistance: +%
Endure: +%
Improved Survival: +
(PC)  Health: [] + | Bonus: +
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Implacable: +
Improved Resistance: +%
Endure: +%
Improved Survival: +
Milestones:
(50, 100, 150 exp) Improved HP: +500 (x3)
(200, 250 exp) Improved Soak: +25 (x2)
(300 exp) Implacable: +500 (x1)
(350 exp) Improved Resistance: +5% (x1)
(400 exp) Endure: +1% (x1)
(450 exp) Improved Survival: +10 (x1)
Ability:
Supple Resilience
Description: Your body has a uniquely tensile toughness that allows you to effectively tense at a moment’s notice, even mid-motion. You have learned to use this to your advantage...
Effect: On a failed dodge/block, the holder of this Feat is allowed a half-Brace, lowering the physical damage they take by 25%. This effect does not take place if the character has another source that would reduce damage by more than 25%, such as Mild or Moderate Defense, or an elemental barrier.
 
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
True Sight:
Combat Reflexes:
Eyes in the Back:
( )  Awareness: [] + | Bonus: +
Initiative: 1d450 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
(50, 100 exp) Improved Melee: +5 (x2)
(150, 200 exp) Improved Ranged: +5 (x2)
(250 exp) True Sight: -10 (x1)
(300, 350 exp) Combat Reflexes: -10 (x2)
(400, 450 exp) Eyes in the Back: -10 (x2)
 
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
Improved Reaction: +
Improved Agility: +
Stylish: +
( )  Dexterity: [] + | Bonus: +
Full Dodge: ((dexterity / 10) + See Milestones) | Flat-foot Dodge: ((dexterity / 10) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
Improved Reaction: +
Improved Agility: +
Stylish: +
Milestones:
(50, 100 exp) Improved Block: +5 (x2)
(150, 200 exp) Improved Dodge: +5 (x2)
(250, 300 exp) Improved Reaction: +5 (x2)
(350 exp) Improved Agility: +5 (x1)
(400 exp) Stylish: +25 (x1)
 
Milestone Derivatives:
Improved Slots: +
Improved Momentum: +
Improved Physical Damage: +
Pierce: +
(PC)  Strength: [] + | Bonus: +
Base Physical Damage: (strength * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Slots: +
Improved Momentum: +
Improved Physical Damage: +
Pierce: +
Milestones:
(50, 100, 150, 200, 250 exp) Improved Slots: +2 (x5)
(300 exp) Improved Momentum: +5 (x1)
(350, 400 exp) Improved Physical Damage: +100 (x2)
(450, 500 exp) Pierce: +50 (x2)
Ability:
Monkey Grip
Description: The character has freakish upper body strength, allowing them to use heavier weapons with greater ease than the average warrior.
Effect: This character may dual wield 6-, 7-, and 8-slot weapons at the penalty of 4- and 5-slot weapons(-40), 4- and 5-slot weapons at the penalty of 2- and 3-slot weapons(-30), and 3-slot weapons or smaller without penalty.
 
Milestone Derivatives:
Improved MP: +
Improved Crafting: +
Improved Magic Defense: +
( )  Spirit: [] + | Bonus: +
Base Magical Damage: (450 * 2) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved MP: +
Improved Crafting: +
Improved Magic Defense: +
Milestones:
(50, 100, 150, 200, 250 exp) Improved MP: +200 (x5)
(300, 350, 450 exp) Improved Crafting: +5 (x3)
(400 exp) Improved Magic Defense: +5 (x1)
 
Milestone Derivatives:
Improved Critical: +
Draw!: +%
Critical Defense:
No-Sell: +%
( )  Luck: [] + | Bonus: +
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Critical: +
Draw!: +%
Critical Defense:
No-Sell: +%
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100, 150 exp) Draw!: +2% (x2)
(200 exp) Critical Defense: -500 (x1)
(250 exp) No-Sell: +2% (x1)
 
_______________________________________________________________________
<<>Skills<>>


0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master

Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
 
General - Athletics
General - Acrobatics
General - Swimming
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Computer Use
General - Gather Info
General - Reaction
 
    Name: Block
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Enabler
    Effect: Use a melee weapon to block another melee attack.
 
    Name: Quick-Draw
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows for the change of 1 piece of equipment per round as a free action.
 
General - Speechcraft
 
    Name: Terrorize
    Cost: 90
    Required Skill Level: 5
    Untrained: Yes; the target becomes hostile.
    Type: Enabler
    Effect: Using some display or suggestion of harm without inflicting it, this character can frighten a target audience into behaving the way the character wants, even if it goes against its direct nature. This may not work on all requests (based on emotional or intellectual traits related to said request), but can be used to issue specific or vague directions to a target. Using this Advanced Skill allows the character to substitute a Weapon Proficiency, a Magic skill, or a Psionic skill in lieu of Speechcraft to make this check. May not work on all targets.
 
General - Perception
General - Search
General - Concentration
General - Stealth
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Martial Arts
Weapon Proficiency - Sniper Rifles
Weapon Proficiency - Assault Rifles
Weapon Proficiency - Breath Weapons: Fire
Weapon Proficiency - Breath Weapons: Ice
Weapon Proficiency - Swords
 
    Name: Dual Strike
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows a 1d2 hit combo.
 
    Name: Triple Strike
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Prerequisites: Dual Strike
    Type: Action
    Effect: Allows a 1d3 hit combo.
 
    Name: Rapid Strike
    Cost: 120
    Required Skill Level: 6
    Untrained: No
    Prerequisites: Triple Strike
    Type: Action
    Effect: Allows a 1d4 hit combo.
 
    Name: Rapid Combo
    Cost: 200
    Required Skill Level: 8
    Untrained: No
    Prerequisites: Rapid Strike
    Type: Action
    Effect: Allows a 1d5 hit combo.
 
    Name: Cleave
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: A wide swing that targets up to 2 enemies.
 
    Name: Dual Wielding
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Action
    Effect: Allows for a person to simultaneously wield 2 Short Swords or Swords (not longswords or greatswords) at a -10 attack penalty for short swords or a -15 attack penalty for swords. This doubles the number of potential hits in normal attack combos (1d3 becomes 2d3). Magic spells may not be cast while dual wielding.
 
    Name: Improved Dual Wielding
    Cost: 160
    Required Skill Level: 7
    Untrained: No
    Prerequisites: Dual Wielding
    Type: Action
    Effect: Reduces dual-wielding penalties for shortswords to -5, and swords to -10.
 
 
Magic
Bonuses: Spirit: +