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  1. #11
    Delivering fresh D&D 'brews since 2005 T.G. Oskar's Avatar
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    *This is probably a one-use character, and not affiliated to any faction.*

    Name: Arrek Lightarrow
    Age: 44
    Gender: Male
    Race: Shifter
    Class: Ranger/Fighter

    Physical Appearance: Arrek looks much like a human, but with slight animalistic tendencies. He has more body hair than the normal human, pointed ears, and animal-like canine teeth and nails. He has an athletic composture, blue eyes, and blond hair (and body hair), with his normal hair braided with elaborate laces. Despite the animalistic features, he's quite handsome in human perspective, having the look of a half-elf mixed with a noble wolf, minus the muzzle.

    Clothing: Arrek wears simple leather hunting clothing, of light brown coloring as to help with camouflage in the forest. He wears a mythril chain shirt over his hunting shirt, a darker brown vest made of leather, and same-colored leather boots. In his arms, he wears bracers made of Hydra skin, made in a simple way, which barely protect his arms from minor scratches and cuts, and the occasional stray arrow from his bow. He wears a leather hooded cloak for when he's on a city. He also wears two pendants: a locket that grants minimal protection, and a locket holding two portraits, which looks as if a woman may wear it.

    Weapons:
    Bow of the Headhunter: a composite wood longbow, fitted to a person with his strength. Despite the wood construction, it is slightly stronger, and magical in nature. The bow contains depictions of a rare event in Arrek's life, telling the story of the rescue of his tribe, and how he lost his brother and his girlfriend in the process. The bow also has a small encryption in the Sylvan language, detailing that the bow belongs to him. If looked closely, the depictions start to move, a small illusion effect.

    The bow, aside from firing arrows, is capable of firing rays of fire by pulling the bow and speaking the command word. As well, the user may charge the arrow held with electrical energy, although the charges for such move are limited (5 uses only per combat). Also, he may deploy small projectiles of force (3 or 5); this move is also limited (3 uses only per combat). The projectiles never miss their target, but can be blocked by any barrier effect, or by effects that may resist spellcasting. The bow may, once per day, release a swarm of beetles and insects by shooting an arrow to the ground: the swarm moves on its own. Finally, the bow masks the user's presence, generating a occasional blur effect.

    The bow seems to be with Arrek ever since he started adventuring, and the magical properties inherent to it are largely unknown. Some powerful spellcasters may infer that the bow shares some of Arrek's life force, and that the powers it manifests are shaped from the power drawn from him. As well, they may infer that the bow's power only works with him, and anyone trying to use the powers must sever the link with the original owner, and execute the memorial rituals to reenact the experiences lived by the original owner.

    Shining Scimitar: A scimitar whose blade shines with great brilliance, useful as a torch or lantern in dark areas. The scimitar crackles with electrical energy once drawn, and the blade seems like it can traverse most kinds of armor and shields without damaging such. However, the blade's radiance is not of holy property, and seems to be useless to living creatures. The radiance effect can be dispelled or reactivated apparently at will.

    The scimitar was apparently found as part of a white dragon's hoard, and Arrek quickly adopted it as part of his arsenal. However, he seems not to be as proficient with that weapon as with the others.

    Crysteel Shortsword: A short sword whose blade is made from a very resistant crystalline material, purple in color, and as sharp and solid as forged steel. The weapon is filled with a strange power, unknown to spellcasters, but psychics may identify as an inherent power of the weapon of psychokinesis. The weapon deals extra psychokinetic damage on a normal attack if it hits, and explodes in a burst of psychokinetic energy whenever a particularly critical blow is landed.

    This short sword was found during his adventures, though the precise location is forgotten to him. He vaguely remembers finding it during an exploration though jungle ruins.

    Abilities: Arrek is a hunter, thus he specializes in tracking and survival skills. He also is good at handling animals, and in slight acrobatic skills.

    Techniques:
    Rapid Shot: Arrek is capable of shooting arrows, one after another, at speeds faster than the normal shoot/reload speed. Thus, he might attack with more than one arrow attack, but with lesser precision. While using Rapid Shot, not all arrows have to hit: some may hit, while some may miss.

    Mulitshot: Arrek is capable of shooting more than one arrow with a single pull of his bow. While shooting more than one arrow, his precision lowers greatly, but all arrows strike at roughly the same place. While using Multishot, either the arrows all hit, or all miss.

    Point-Blank Shot: Arrek's shots are better the closest he is at the enemy. When the enemy is at least 30 feet away, he strikes with better precision, and his attacks are more damaging.

    Dual-Wielding: Arrek may use one weapon in each hand with greater precision. While holding a light weapon in his less-dexterous hand (his left hand), he becomes more precise with the weapon attacks. He may strike once with each weapon.

    Magic:
    Entangle: Arrek, using a sprig of mistletoe and pointing towards the ground, grants unusual growth to the plants, making the area harder to traverse. Anyone in the overgrown area has his movement limited, and may not strike with great precision, because the overgrown vines entangle the creature. An entangled creature can easily escape the area and regain its combat precision, but the movement is still halved, and it may fall on the risk of being entangled again. The effect spreads through a 30-feet radius area, lasts for about a minute, and may not work in areas with coarse or no vegetation. Fire easily destroys the overgrown area, but burns the entangled creatures, dealing fire-elemental damage.

    Magic Fang: Arrek is capable of enhancing slightly any fang, claw, beak, tentacle or similar appendage. Hands, feet, nails/toes are not considered for the effects of the spell. The spell's benefit only lasts for about 2 minutes or until dispelled. While Arrek normally does not possess animal appendages, he can still cast the spell, and if he adquires animal appendages, the spell's effect activates.

    Limit Break:
    Shifting: a natural ability of the race, all shifters are capable of briefly transforming into more animalistic versions of themselves. While in this state, shifters may develop claws, fangs, heightened senses, increase their movement, etc. This racial power comes from the shifters alleged descendance from lycanthropes.

    In Arrek's case, his body hair stiffens, increasing slightly his defensive ability. He also temporarily increases his bodily health, allowing it to fight a bit longer. This effect is only temporary, and Arrek returns to his normal state after approximately a minute of activating it. He may do it only 4 times per round.

    Unlike other shifters, Arrek's experiences and training have augmented his shifting in unnatural ways. First, Arrek can also draw very sharp fangs while he transforms, besides the hair stiffening ability. Second, he can shape other appendages (claws, horns, etc.), but only after a time of meditation, and only one appendage besides the fangs can be availaible at the time (using this move, the sharpness of the fangs can be further increased). Third, his strength increases, and his bodily health further increases. Fourth, he can extend any one of his appendages (including arms holding weapons) an extra distance (about an extra 3 feet) while shifting. Fifth, while shifting, he can recover wounds at a very slow rate: i.e., a common battle wound can be fully healed in about a minute. This ability, however, does not allow him to recover lost body parts (unless he takes enough time to find the part, and allow the cut parts to rejoin, which can take quite a long time). Sixth, his smell sense is heightened, therefore being able to track his opponent by its body odor. The ability still can't allow him to detect the source while blinded, only pinpoint a general direction.

    As a final power, Arrek can transform into a large animal (in his case, a large, very hairy wolf) or a hybrid wolf/"human" form instead of shifting. While in animal form, Arrek cannot hold weapons and his armor "melds", which means it no longer grants him protection. He can use his augmented fangs or claws as weapons, and gains all the benefits from the normal shifting, while increasing his movement, general speed, and strength to those of a larger-sized wolf. In the hybrid form, he retains all of his weapons and armor, and gains the speed, movement and strength of the animal form but cannot cast magic.
    Last edited by T.G. Oskar; 10-09-2006 at 04:21 PM.

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