Zalsus

Smells-of-Blood's page

2 posts. Alias of Tenro.


Race

Argonian

Classes/Levels

Reaper (Magekiller) 1

Gender

M

Size

M

Age

32

Special Abilities

  • 4/4 SP
  • 0/2 Poisons

  • Alignment

    NE

    Deity

    Sithis

    Location

    Prison (from Cheydinhal, suspected of murder and imprisoned without trial)

    Occupation

    Dark Brotherhood [Shadowscale], Slayer rank

    Strength 13
    Dexterity 16
    Constitution 14
    Intelligence 16
    Wisdom 10
    Charisma 8

    About Smells-of-Blood

    Smells-of-Blood
    NE Argonian Male Reaper (Magekiller) 1

    STR 13
    DEX 16
    CON 14
    INT 16
    WIS 10
    CHA 8

    Birthsign: Shadow
    Languages: Argonian, Common, Daedric, Khajiiti, Hist

    HP: 12
    AC: 14 (=10 + 3 dex + 1 natural)
    Resist: +4 vs magical poison and magical disease
    Immune: Poison, nonmagical disease

    SAVES Cl Ab Misc
    FORT +4 +2 +2
    REF +3 +0 +3
    WIS +2 +2 +0

    OFFENSE
    MELEE
    No weapon

    RANGED
    No weapon

    MISC
    +1 atk/dmg vs dark elves
    +2 weapon atk/dmg vs Favored Prey [Humanoid (Elf); any spellcaster or SLA user]

    CMB: +2
    CMD: 15
    misc: +1 vs dark elves

    RACE:

    The mysterious Blackmarsh and its harsh lands Possess much unknown to the outside world... One thing the Argonians wish to keep that way.
    Type: Humanoid (Beast, Argonian)
    Size: Medium
    Speed: 30ft, Swim 30ft
    Ability modifiers: +2Dex +2Con -2Cha, Argonians are known for their resilience, However they are often quite primitive compared to the other races- and their raspy voices and rough attitudes don't often help them in social situations.
    Languages: Argonian, Common. Argonians with high int may learn the following: Mer, Khajiit, Deadric, Ancient Dwemer, Hist.
    Histskin: Argonians have a thick Scaly hide, Giving them a +1 Natural armor bonus to AC, Aditionally the Hist that guides much of their race let's them heal an additional 1 point of HP her Hitdice from rests, Healing spells, and potions.
    Waterborne: Argonians Can hold their breath for a number of minutes equal to 2 times their Con score- aditionally they don't make saves to resist drowning every round but rather every minute
    Hist Born: Argonians are Immune to poisons and Non-magical diseases, however they are still effected by Magical poisons and disease- receiving a +4 to save against them.
    Low light vision: Argonians can see Two as far as man or Mer in darkness
    Hatred: Argonians have a distaste for Dunmer, the race who enslaved many of their people for over 1000 years, and gain a +1 to attack and damage against Dark elves.

    CLASS:

    Proficiencies: Reapers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character's first level in any class, they may select a martial tradition of their choice.
    Martial Tradition: Guild Training (blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip)

    Casting: A reaper may combine spheres and talents to create magical effects. A reaper is considered a Low-Caster. They may use their choice of Intelligence, Wisdom, or Charisma as their casting ability modifier and must make this choice at 1st level. (Note: all casters may select a casting tradition the first time they gain the casting class feature.)

    Spell Pool: A reaper gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

    Blended Training: A reaper gains combat or magic talents according to Table: Reaper, gaining their choice of combat or magic talents at each level they would gain a talent. Reapers use their casting ability modifier as their practitioner modifier.

    Bloodletter: At 1st level, a reaper gains the Duelist sphere as a bonus talent, or a talent from the Duelist sphere if they already possess the base sphere. Additionally, the reaper may cause bleed damage to any foe by tearing at the creature's essence, even those normally immune to bleed damage. The aspect of this ability to cause immune creatures to bleed is a supernatural effect.

    Favored Prey (Ex): At 1st level, a reaper selects a creature type from the ranger favored enemies table. They gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of their selected type. Likewise, the reaper gets a +2 bonus on weapon attack and damage rolls against them. A reaper may make Knowledge skill checks untrained when attempting to identify these creatures. [Humanoid (Elf); any spellcaster or SLA user]
    At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), this bonus increases by +2. Unlike a ranger, the reaper does not select an additional creature type at these levels. Instead, they may change their favored prey by meditating on a reaper trophy they've created for 1 minute. The trophy does not need to be held, only carried on the reaper's body.

    Reaper Trophy (Su): The reaper may create a small object called a reaper trophy with the remains of a creature they've slain in battle and 1 hour of work. Whenever a reaper meditates on a reaper trophy they've created, their favored prey type changes to the type corresponding to the creature used to make the trophy.

    Arcane Hunter (Ex): At 1st level, a magekiller may always treat any creature capable of casting spells or using magical sphere effects as their favoured prey.
    This replaces the cult and reality shudders class features.

    SPHERES AND TALENTS:

    T = tradition
    C = combat
    M = magic
    SSD = Sphere-specific Drawback
    R = Reaper

    CL 1
    Casting Tradition:
    Witchmarked (White Eyes)]
    Skilled Casting (Craft Alchemy)]
    Easy Focus]

    The Dark Brotherhood takes all types, but the Shadowscales are a sect all their own.
    Hail to Sithis, blood's drop on blade's edge.
    Before you, nothing. Behind you, the Void.
    Catalyst, agitator, many-fanged maw.
    Whisper your need to the Scales.

    T: Equipment: Finesse Fighting
    T: Equipment: Rogue Weapon Training
    T: Alchemy (Poison package)
    T: Duelist Sphere (SSD: Bloody Slasher (no disarm talents))
    SSD: Duelist: Long Cuts
    R1: Duelist: Open Vein (+1d4 bleed on expended focus)
    C1: Scout Sphere (SSD: Hidden Eyes)
    SSD: Scout: Active Camoflage
    M1: Blood Sphere (SSD: Limited Acceleration (still))
    SSD: Blood: Drain Lifeblood (advanced)
    M1: Illusion Sphere (SSD: Disappearance, Personal Illusion)
    SSD: Illusion: Silence
    SSD: Illusion: Invisibility (or if Shadow Sign gives that then Blur)

    Long Cuts: DC 20 heal or 5 points of magical healing at once to end my bleed effects. Increases at 5th level.
    Blood Control: Standard action, 25ft+5ft/2CL, Fort Save DC 14, targets under 50% HP take -4 on save. On fail, take Bleed damage equal to CL. Lasts for Concentration or spend 1 SP for it to last 1rnd/CL without concentration. Can damage creatures immune to bleed (becomes (Su) when so).
    Drain Lifeblood: Costs +1 SP. Instead of normal bleed damage, target suffers 1 point of Constitution Bleed.
    Poison: Fort DC 14 or fatigued. Contact (melee touch), ingested, inhaled (thrown increment 10ft, splash 10ft cube), or injury (chosen when created).
    Blooded Strike: on attack or AoO, deal +1 bleed damage, stacks. If enemy is taking bleed damage, never take AoO for combat maneuver against them.
    Open Vein (Bleed): can expend focus on Blooded Strike to do an additional +1d4 bleed.
    Illusion: Self only, concentration up to 1 min/CL, disappear, fade, be suppressed only. Tricks (don’t cost SP) or Illusions (cost a base of 1 SP).
    Silence: makes no noise, and cannot perform verbal components of any skill or magic. Creatures in an area of silence are immune to sonic or language-based attacks, spells, and effects, and gain a +4 bonus to Stealth checks.
    Invisibility: +½ CL to sleight of hand to palm objects or hide weapons. +CL to stealth checks, are invisible, hides magical auras
    Blur: 1 round per CL, miss chance of 20%+5%/CL. Will save DC 14 to disbelieve for 1 round if done as a trick instead of illusion.

    FEATS and TRAITS:

    A = Associated
    T = Trait

    Doom Cultist (Faith): +1 T to CL for Blood, Death, and Destruction (capped at HD)
    Waking Dreamer (Magic): 2/day full round action grant self a temp SP, it lasts 1rnd/HD and must be used on Illusion or Divination.

    1: Bloodmonger (champion)
    A: Weapon Finesse

    SKILLS:

    Acrobatics (Dex): +7 = + 1 +3 +3
    Bluff (Cha): -1 = + +0 -1
    +2 bonus on Bluff against [Humanoid (Elf) or spellcaster]
    Climb (Str): +1 = + +0 +1
    Craft Alchemy(Int): +7 = + * +3 +3
    Disguise (Cha): +3 = + 1 +3 -1
    Heal (Wis): +0 = + +0 +0
    [bI]ntimidate (Cha): -1 [/b] = + +0 -1
    Knowledge (arcana) (Int): +7 = + 1 +3 +3
    +2 bonus on knowledge against [Humanoid (Elf) or spellcaster]
    Knowledge (dungeoneering) (Int): +3 = + +0 +3
    +2 bonus and can make untrained against [Humanoid (Elf) or spellcaster]
    Knowledge (local) (Int): +7 = + 1 +3 +3
    +2 bonus on knowledge against [Humanoid (Elf) or spellcaster]
    Knowledge (nature) (Int): +3 = + +0 +3
    +2 bonus and can make untrained against [Humanoid (Elf) or spellcaster]
    Knowledge (planes) (Int): +3 = + +0 +3
    +2 bonus and can make untrained against [Humanoid (Elf) or spellcaster]
    Knowledge (religion) (Int): +3 = + +0 +3
    +2 bonus and can make untrained against [Humanoid (Elf) or spellcaster]
    Linguistics (Int): +3 = + +0 +3
    Perception (Wis): +4 = + 1 +3 +0
    +2 bonus against [Humanoid (Elf) or spellcaster]
    Profession (Wis): +0 = + +0 +0
    Ride (Dex): +3 = + +0 +3
    Sense Motive (Wis): +4 = + 1 +3 +0
    +2 bonus against [Humanoid (Elf) or spellcaster]
    Spellcraft (Int): +7 = + 1 +3 +3
    Stealth (Dex): +7 = + * +3 +3
    if move at least 10ft, gain ½ level to stealth. Sniper function of stealth is only -10.
    Survival (Wis): +1 = + 1 +0 +0
    +2 bonus against [Humanoid (Elf) or spellcaster]
    Use Magic Device (Cha): +3 = + 1 +3 -1

    * = treat ranks as equal to HD
    +2 sleight of hand to conceal weapon on person

    EQUIPMENT: