Poisoner

The Awful's page

172 posts. Alias of Conman.


Race

Male Cambion Rogue/Spellbinder 5 | S10 A13 I13 W10 | HP:26 | Dmg:6 | Perc: 13(Truesight) | D14 | Speed: 10 | Insanity: 6 | Corruption: 3 | Fortune: No | Status: Sick of this s@*%ty island

About The Awful

Name: Adelborg The Awful
Ancestry: Cambion
Gender: Male
Age: 20
Level: 5
Lifestyle: Comfortable
Appearance: Lookin' a bit rough.
Personality: Rude, but funny
Background: Cold blooded murderer

Level 5 Rogue/Spellbinder

Strength:10
Agility: 13
Intellect: 13
Will: 10

Perception: 13
Defense: 14
Health: 26
Healing Rate: 6

Size: 1
Speed: 10
Power: 2

Damage: -
Insanity: 6
Corruption: 3

Spoken Languages: Common

Written Languages: Common

Professions:
Criminal(Forgery)
Common(Servent or Valet)
Criminal(Saboteur)
Criminal(Pickpocket)

Ancestry Traits and Abilities:

Immune: Damage from disease and poison; diseased, poisoned
Darksight: You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.
Child of Hell: You gain Fire Resistance.
Revel in Darkness: For 1 minute after you gain Corruption, you make attack rolls and challenge rolls with 1 boon.
Iron Vulnerability: You are impaired while in contact with iron.

Quirks and Marks of Darkness:

Twelve fingers and twelve toes.
There are 6 multicolored blotches on his skin. Whenever he completes a rest, they migrate to different parts of his body and assume new shapes.

Paths and Path Abilities:

Novice Path(Rogue):
Nimble Recovery:
You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.

Trickery:
Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.

Exploit Opportunity:
Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.

Roguery Talent:
Magic (Technomancy)

Dirty Tricks:
Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.

Rogue Cunning:
You can use Trickery twice per round.

Expert Path(Spellbinder):
Spellbound Weapon: Utility 0
You touch one weapon you can reach and imbue it with magical power that lasts for 4 hours. Until the spell ends, you gain the following benefits with the target weapon.
• The weapon counts as your implement.
• The weapon grants you 1 boon on attack rolls you make with it.
• If the weapon is within 1 mile of you, you can use an action to teleport it to your hand or your feet if your hands are full.
• You can use an action to touch the target weapon and remove all damage from it, even if the weapon is destroyed, provided you have at least a fragment of it.
Sacrifice:
You can use a triggered action to expend a casting of this spell. Until the end of the round, your attacks with the weapon deal extra damage equal to your Power.

Magic:
You either discover a new tradition or learn one spell from a tradition you have already discovered.

Master Path:


Spellcasting:

Tradition: Technomancy
Tradition Special:

Rank 0
MAGIC WRENCH(3/3):
Target: One creature or object within short range.

You create and chuck a wrench. Make an Intellect attack roll
against the target’s Defense. On a success, the target takes
1d6 + 1 damage and falls prone.

Attack Roll 20+ The target becomes also impaired until the
end of the round.

Rank 1:
BOLT THROWER(2/2):
Area: A cube, 1 yard on a side, originating from a point you
can reach and resting on a solid surface
Duration: 1 minute

You create a Size 1 crossbow turret in the area. The turret has
Defense 5 and Health equal to your Intellect score. It lasts for
the duration or until destroyed. At the end of each round, the
turret fires at one target creature or object within Long Range.
Make an Intellect attack roll against the target’s Defense. On
a success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 1d6 extra damage.

INCANDESCENT BOMB(2/2):
Duration 4 hours; see the effect

You construct a small explosive device. You, or another
creature holding the device, can use an action to throw the
device to a point within medium range. When the device
reaches that point or impacts against a solid surface before
then, it explodes in a 3-yard radius, dealing 2d6 damage to
everything in the area. A creature in the area can make an
Agility challenge roll. A creature also becomes blinded for
1 minute on a failure or it just takes half the damage on a
success. When the device explodes or the duration expires,
the spell ends.

SPARKING SHIELD(2/2):
Duration 1 minute

You create a magical shield on your arm that remains for the
duration. Once per round, when a creature attacks you with a
melee weapon and gets a success, the shield sparks and the
attacking creature must make an Agility challenge roll. On
a failure, it takes 1d6 damage and is moved 1d3 yards away
from you, falling prone at the end of this movement.

Rank 2
FLAMETHROWER(0/1):
Duration: See effect

You create a flamethrower, a weapon that has six uses. It
appears in your hands, or at your feet if you don’t have a
hand free. When the last use is expended, the flamethrower
crumbles into spare parts.
A creature wielding the flamethrower can use an action
to expend a use, which looses flames across a line, 5 yards
long and 1 yard wide, from a point the creature can reach.
The flames deal 2d6 damage to everything in the area;
each creature in the area that gets a success on an Agility
challenge roll takes half the damage.
The flamethrower explodes when the creature wielding
it takes damage from fire or lightning. Flames fill a sphere
with a 5-yard radius originating from a point in the
creature’s space, dealing 1d6 damage per unexpended use
to everything in the area. Each creature in the area that
gets a success on an Agility challenge roll takes half the
damage.

Equipment:
You have a dagger, a Blackjack, some new clothes, a backpack, a week of rations, a waterskin, a tinderbox, 2 torches, a rapier, a Savage Ornament, soft leather armor, and a pouch containing 2ss 6cp.

Questionnaire:
Ehhhhh...

My Story:

Awful wasn't always The Awful, but he'd been called that for so long, no one could hardly remember his real name. He didn't care what people called him though. He didn't care what anyone thought about anything to be perfectly honest. He just liked poking the proverbial bear and being a general nuisance to anyone around. As a child, Awful was only cared-for enough to not be considered neglected. As a result, he set out on his own as soon as he was able to find a means of making money. All the way on the other side of the city, he found himself a place to stay and someone who paid him money without any obligation of being pleasant and respectful to a customer.

Random Rolls:

Build(10): Your height and weight fall in the middle of the expected range for cambions.
Appearance(12): You appear human, though you have slightly pointed ears.
Sire(12): You were raised by a human family. They suspected something strange about you but raised you, despite their reservations.
Personality(9): You have a malicious streak and take pleasure when others around you suffer.
Background(3): You murdered someone in cold blood. You fled the scene, and ever since you’ve been looking over your shoulder for the retribution you’re sure will come.
Mark of Darkness(12): You grow a sixth finger on each hand and a sixth toe on each foot.
Profession 1(20): (Common)Servant or valet
Profession 2(11): (Criminal)Forger
Interesting Thing(3): A flute or set of panpipes, or another musical instrument.
Positive Trait(30): Imaginative
Negative Trait(12): Self-Centered
Lifestyle(10): Getting by (You have a dagger, a staff or club or sling with 20 stones, basic clothing, a backpack, a week of rations, a waterskin, a tinderbox, 1d3 torches, and a pouch containing 1d6 cp.)