Strange behaviour placeholder: Difference between revisions

From RPGnet
Jump to navigation Jump to search
 
(37 intermediate revisions by the same user not shown)
Line 3: Line 3:
[[strangebehaviours_characters|< < < Back to Main page]]
[[strangebehaviours_characters|< < < Back to Main page]]


__NOTOC__
[[File:Mal 2.jpg|300px]]


==''...''==


==NAME==
==Ancestry :: Shapeshifter (variant) ==
'''Ancestry Features:''' Charismatic || Limited Mystic Power: Shape Change || Secret


'''Name:''' Briharanos "Briar" Galanodel<br>
==Attributes==
'''Alignment:''' Neutral Good<br>
'''Agility''' [[file:d10a.png|24px]] || '''Smarts''' [[file:d8a.png|24px]] || '''Spirit''' [[file:d8a.png|24px]] ||  '''Strength''' [[file:d4a.png|24px]] || '''Vigor''' [[file:d8a.png|24px]] || '''Wealth''' [[file:d6a.png|24px]]
'''Gender:''' Non-binary <br>
'''Race:''' Sinandre <br>
'''Class:''' Fighter (Battle Master) <br>
'''Level:''' 6 (level ups to follow) <br>
'''Age:''' 354<br>


'''Description:'''
==Derived Stats==
Pace [[file:d6a.png|24px]] ||  Parry [[file:d4a.png|24px]] || Size [[file:d0a.png|24px]] || Toughness [[file:d8a.png|24px]] (2)


==Ability Scores==
==Core Skills==
Strength: 12 (+1) <br>
'''Athletics''' [[file:d10a.png|24px]] || '''Common Knowledge''' [[file:d6a.png|24px]] || '''Notice''' [[file:d8a.png|24px]] || '''Persuasion''' [[file:d8a.png|24px]] || '''Stealth''' [[file:d8a.png|24px]]
Dexterity: 18 (+4) (+2 from Elf, +2 from 4th level ASI) <br>
Constitution: 16 (+3) (+1 from free ASI) <br>
Intelligence: 10 (+0) <br>
Wisdom: 14 (+2) (+1 from Wood Elf) <br>
Charisma: 8 (-1) <br>
<br>
'''AC:''' 16, 17 if dual wielding <br>
'''HP:''' 58<br>
'''Hit Dice:'''6xd10 <br>
'''Speed:''' 35'<br>
'''Proficiency:''' +3<br>
<br>
'''Melee Attack:''' +1 (Str) / +4 (Dex) if the weapon has Finesse<br>
'''Ranged Attack:''' +4 <br>
'''Spell Attack:'''n/a <br>
'''Spell Save DC:''' n/a<br>


'''Initiative Bonus'''<br>
==Other Skills==
'''Passive Perception''' <br>
'''Fighting''' [[file:d4a.png|24px]] || '''Healing''' [[file:d4a.png|24px]] || '''Riding''' [[file:d4a.png|24px]]  || '''Survival''' [[file:d4a.png|24px]]|| '''Thievery''' [[file:d8a.png|24px]]
'''Passive Insight''' <br>


==Spells==
==Hindrances==
:'''Can't Swim''' - ''Campaign''
:'''Secret''' - ''Ancestry'' (Major) - As a child Malakai accidentally killed someone while shifted.
::If this should ever be discovered by anyone but the closest allies, trade this Hindrance for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
:'''Cautious''' - ''Minor'' - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
:'''Loyal''' - ''Minor'' - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends.
:'''Pacifist''' - ''Minor'' - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims.
:'''Quirk''' - ''Minor'' - Malakai doesn't like to be touched.


None
:(2 points spent on Attribute Increase (Agility), 2 points spent on Attribute Increase (Vigor))


==Saving Throws==
==Edges and Powers==
'''Strength:''' +4 (+PR) <br>
:'''Charismatic''' (Ancestry) - You get one free reroll on Persuasion rolls.
'''Dexterity:''' +4<br>
:'''Limited Mystic Power''' (10 pp) (Ancestry)
'''Constitution:''' +6 (+PR)<br>
::'''Shape Change (Variant)''' As a limited free action you may use the Change Shape power. Automatic success | PP: special | Duration: 1 day (can be ended at will)
'''Intelligence:''' +0<br>
:'''Dodge''' (free chargen) - The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
'''Wisdom:''' +2<br>
:'''Free Runner''' - Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles he can bound on, bounce off, or swing on, he moves at his full Pace on Difficult Ground when on foot. He also adds +2 to his Athletics rolls when climbing and in foot Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.
'''Charisma:''' -1<br>


==Languages Known==
==Advances==
''Novice''
:'''First Advance:''' Free Runner
:'''Second Advance:''' Smarts d6->d8<br>
:'''Third Advance:''' Notice d6->d8; Thievery d6->d8<br>
''Seasoned''
:'''Fourth Advance: '''Vigor d6->d8


==Equipment==


==Proficiencies==
Neat but worn and patched clothes<br>
:Longswords
Good boots<br>
:Shortswords
Heavy leather jacket and leggings +2<br>
:Longbow
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2<br>
:Shortbow
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1<br>
:All armour
Canteen of water<br>
:Shields
Goggles<br>
:Simple weapons
Backpack<br>
:Martial weapons
Blanket<br>
:Thieves tools (Fighter)
Spare clothes and boots<br>
:Dice (Soldier)
Grappling hook and rope or oher climbing gear?<br>
:Land vehicles (Soldier)


==Skills==
==Bio==
:Athletics (Sinandre)
Malakai's gift manifested in puberty. His mother was "a mean drunk, but only in private" and during an altercation with her he shifted into canine form. She was drunk and Mal - unable to figure out how to change back - panicked. It was a deadly combination.
:Perception (Elf)
:Acrobatics (Fighter)
:Survival (Fighter)
:Medicine (swapped with Athletics from Soldier)
:Intimidation (Soldier)


==Feats==
When Mal's father got home, he covered up Mal's mother's death and pretended it was caused by a wild animal. To protect his son he forbade Mal from shifting or telling anyone about his gift. Afraid of getting "stuck" again Mal practiced in private, and learned free running to explain how he was able to get places most folks couldn't - and to get back down when he was in human form.
'''Dual wielder'''<br>
You master fighting with two weapons, gaining the following benefits:
* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.


'''Sentinel''' (6th level ASI)
==Power Detail ==
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.
:'''Shape Change​''' available as a Limited Free Action
* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
::Rank: Novice| Power Points: Special | Range: Self | Duration: one day (Fantasy Companion variant)
* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
::Description: This power allows the caster to take the form of other living creatures. He can only turn into the base form of such beings, not elite or alternative versions. With a raise, the caster can increase the creature’s Strength and Vigor by one die type each. The Size of the new form is limited by the caster’s Rank.
* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
::A character’s held and worn items are assumed into the new form and reappear when the power ends.
 
::While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills. He gains the creature’s Agility, Strength, Vigor, and linked skills, as well as any powers common to that creature but not their Power Points, or any additional wounds or wound reduction abilities. His ability to use devices and communicate is limited to those of his form. The caster may maintain any powers cast before the shape change regardless of form.
==Traits and Features==
::'''Modifiers​'''
''Wood Elf''
:: None
:Darkvision 60'
:Keen Senses - Poficiency in Perception
:Fey Ancestry - You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
:Trance - You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can still dream; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a person normally gets from 8 hours of sleep.
:Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
 
''Fighter''
:Fighting Style: Two weapon fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  
:Second Wind - On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. 1/rest
:Action Surge - On your turn, you can take one additional action on top of your regular action. 1/rest
:Extra attack - You can attack twice whenever you take the Attack action on your turn.
:Battle Master - Manuevres:
::Distracting Strike -When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
::Parry - When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
::Tactical Assessment - When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.
 
==Features==
'''Saving Throws''' - <br>
Str and Con
 
==Background==
 
 
==Gear==
 
 
==Character Backstory==
 
 
 
 
==Table format==
{|class="wikitable"
! '''Injury'''
! '''First'''
! '''Second'''
|-
| Minor
|
|
|-
| Major
|
|
|-
| Severe
|
|
|-
| Critical
|
|
|-
| Fatal
|
|
|-

Latest revision as of 19:45, 27 February 2025


< < < Back to Main page

...[edit]

Ancestry :: Shapeshifter (variant)[edit]

Ancestry Features: Charismatic || Limited Mystic Power: Shape Change || Secret

Attributes[edit]

Agility || Smarts || Spirit || Strength || Vigor || Wealth

Derived Stats[edit]

Pace || Parry || Size || Toughness (2)

Core Skills[edit]

Athletics || Common Knowledge || Notice || Persuasion || Stealth

Other Skills[edit]

Fighting || Healing || Riding || Survival || Thievery

Hindrances[edit]

Can't Swim - Campaign
Secret - Ancestry (Major) - As a child Malakai accidentally killed someone while shifted.
If this should ever be discovered by anyone but the closest allies, trade this Hindrance for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
Cautious - Minor - His tendency to run up the side of buildings notwithstanding, Malakai prefers to plan than make rash decisions.
Loyal - Minor - While he's not happy using violence, Malakai will absolutely put his life on the line for those he considers family and friends.
Pacifist - Minor - Malakai hates violence and will only fight when given no other choice, and won't allow the killing of prisoners or other defenseless victims.
Quirk - Minor - Malakai doesn't like to be touched.
(2 points spent on Attribute Increase (Agility), 2 points spent on Attribute Increase (Vigor))

Edges and Powers[edit]

Charismatic (Ancestry) - You get one free reroll on Persuasion rolls.
Limited Mystic Power (10 pp) (Ancestry)
Shape Change (Variant) As a limited free action you may use the Change Shape power. Automatic success | PP: special | Duration: 1 day (can be ended at will)
Dodge (free chargen) - The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however.
Free Runner - Your character practices “parkour” or is just very skilled at running, jumping, swinging, scampering up walls, and over obstacles. As long as there are obstacles he can bound on, bounce off, or swing on, he moves at his full Pace on Difficult Ground when on foot. He also adds +2 to his Athletics rolls when climbing and in foot Full Pace on Difficult Ground when on foot, +2 to Athletics rolls when climbing and in foot chases.

Advances[edit]

Novice

First Advance: Free Runner
Second Advance: Smarts d6->d8
Third Advance: Notice d6->d8; Thievery d6->d8

Seasoned

Fourth Advance: Vigor d6->d8

Equipment[edit]

Neat but worn and patched clothes
Good boots
Heavy leather jacket and leggings +2
Wooden baton (Using light club stats) | Damage Str + d4 | Min Str D4 | Weight 2
Utility knife | Damage Str + d4 | Min Str D4 | Weight 1
Canteen of water
Goggles
Backpack
Blanket
Spare clothes and boots
Grappling hook and rope or oher climbing gear?

Bio[edit]

Malakai's gift manifested in puberty. His mother was "a mean drunk, but only in private" and during an altercation with her he shifted into canine form. She was drunk and Mal - unable to figure out how to change back - panicked. It was a deadly combination.

When Mal's father got home, he covered up Mal's mother's death and pretended it was caused by a wild animal. To protect his son he forbade Mal from shifting or telling anyone about his gift. Afraid of getting "stuck" again Mal practiced in private, and learned free running to explain how he was able to get places most folks couldn't - and to get back down when he was in human form.

Power Detail[edit]

Shape Change​ available as a Limited Free Action
Rank: Novice| Power Points: Special | Range: Self | Duration: one day (Fantasy Companion variant)
Description: This power allows the caster to take the form of other living creatures. He can only turn into the base form of such beings, not elite or alternative versions. With a raise, the caster can increase the creature’s Strength and Vigor by one die type each. The Size of the new form is limited by the caster’s Rank.
A character’s held and worn items are assumed into the new form and reappear when the power ends.
While transformed, the character retains his Edges and Hindrances, and his Smarts, Spirit, and their linked skills. He gains the creature’s Agility, Strength, Vigor, and linked skills, as well as any powers common to that creature but not their Power Points, or any additional wounds or wound reduction abilities. His ability to use devices and communicate is limited to those of his form. The caster may maintain any powers cast before the shape change regardless of form.
Modifiers​
None