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About Smells-of-BloodSmells-of-Blood
STR 13
Birthsign: Shadow
HP: 12
SAVES Cl Ab Misc
OFFENSE
RANGED
MISC
CMB: +2
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, 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]
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.
SPHERES AND TALENTS:
T = tradition C = combat M = magic SSD = Sphere-specific Drawback R = Reaper CL 1
The Dark Brotherhood takes all types, but the Shadowscales are a sect all their own.
T: Equipment: Finesse Fighting
Long Cuts: DC 20 heal or 5 points of magical healing at once to end my bleed effects. Increases at 5th level.
FEATS and TRAITS:
A = Associated T = Trait Doom Cultist (Faith): +1 T to CL for Blood, Death, and Destruction (capped at HD)
1: Bloodmonger (champion)
SKILLS:
Acrobatics (Dex): +7 = + 1 +3 +3
* = treat ranks as equal to HD
EQUIPMENT:
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