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Pol161812

Eric Wallen

Jun 8th, 2017
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  1. CHARACTER INFO
  2. ═════════════════════════════════════════════════════════
  3. NAME: Eric Wallen
  4. GENDER: Male
  5. AGE: 26
  6. RACE: Aryan Human
  7. CLASS: Champion
  8. ALIGNMENT: Fashy Libertarian
  9. DEITY: Esoteric Kekism
  10. APPEARANCE
  11. ═════════════════════════════════════════════════════════
  12. SIZE:Medium
  13. HEIGHT: 6'2"
  14. WEIGHT: 190lbs
  15. EYES: Blue
  16. HAIR: Blond
  17. GENERAL INFO [optional]:
  18. Soldier in the ME, came back after his first deployment, got treated like shit by VA and couldn't get a job, was basically living out of a car for a while since he didn't want to be a burden on his family and didn't want to buy a house since he didn't have a lot of money. Got into chan culture through a militia he joined being on /k/, eventually went to /pol/ since he hated Obama and his policies on Veterans treatment and letting muslims into the country. Eventually decided the only thing he was really cut out for is fighting(read: removing kebab), so he went to the Middle East to fight ISIS as part of a mercenary group. Died when the building he was in was hit by an Predator drone despite ISIS not actually being in that city anymore. Has over 500 confirmed kills, after which he stopped counting.
  19.  
  20. STATS
  21. ═════════════════════════════════════════════════════════
  22. LVL: 10
  23. HP: 1450
  24. AC: 25
  25. MP: 1300
  26. SP: ALot
  27. Cash: $59k
  28. Debt: $25m
  29.  
  30. Basic attack: +8 to hit (+9vs humanoids), +12 dmg (15vs Humanoids)
  31.  
  32. AGI(B):128
  33. CON(B):122
  34. STR:98
  35. INT:94
  36. DEX:78
  37. LUK(b):17
  38.  
  39.  
  40.  
  41. CHEAT ITEMS [1]
  42.  
  43. Ring of endless enchantment- A ring of unknown metal, various and ever changing magic glyphs constantly appear on its surface only to vanish after a few seconds.
  44. -Endless Enchantment- Every time the user or their immediate party defeat a boss/boss-like enemy, roll a loot roll and add an enchantment fitting that roll to the ring. This ring can be enchanted an endless number of times.
  45. -Combined power-All enchantments stack with other enchantments on the ring, but overpower enchantments on other equipment if they have the same effect to a greater degree.
  46. -Item Sync-If the enchantment is not made for a ring, that enchantment becomes usable only when wielding a matching piece of gear.
  47. -Natural Magic-Stat boosts from this ring are treated as natural stat gains while the ring is equipped.
  48. -Beginners Luck- Comes with 1 weapon enchantment
  49.  
  50. List of enchantments:
  51. Melee Weapon:
  52. Uncommon Curse: Give and Take- Heal 20% of the damage you inflict on enemies, enemies heal 10% of the damage they inflict on you.
  53.  
  54. ═════════════════════════════════════════════════════════
  55.  
  56. WEAPONRY [0/4]
  57. Common Cursed Longsword- Sword of Likely Retaliation
  58. Curse: Attacks deal 50% extra damage. Enemies can make an opportunity attack against the user once per turn they are attacked by the user.
  59.  
  60. Knife Pouch- A pouch to store throwing knives.
  61. Home- Items with the "returning" enchantment can return to this pouch.
  62. Contains:
  63. -Throwing Knives of Returning x10- Returns to knife pouch enchanted with a linked "Home" enchantment after 1 round of combat
  64.  
  65.  
  66. ═════════════════════════════════════════════════════════
  67.  
  68. EQUIPMENT [0/10]
  69.  
  70. Uncommon Elemental Clothes- Windswept Cape- A well worn grey cape that always seems to be waving behind the user regardless of the wind.
  71. Wind Shield- Gain 3 AC against ranged attacks and Wind Element attacks
  72.  
  73. Uncommon Magic Armor- Orbit Shield- An mysterious shield that orbits the user in lazy circles when they let go of it. When the user is attacked, the shield quickly moves to block for them.
  74. Orbital Defense- This shield orbits a target when commanded, granting them +2 AC and not taking an equipment slot. When held as normal it grants 3 AC.
  75.  
  76. common misc. armor- Light Body of the swordsman
  77. AC:1
  78. Attack rolls with Swords +1
  79.  
  80. Common stat ring- Ring of Strength- STR +10
  81.  
  82. Common Magic Armor - Light Boots of Basic Flight - A useful item for non mages, they aren't fast, but they get you off the ground.
  83. AC:1
  84. Flight- User can fly at 75% of grounded speed.
  85.  
  86. Uncommon Cursed Armor- Helmet of Inefficiency- A helmet that adds a little more bang to skills and magic but makes them take more mana.
  87. AC:2
  88. Skill rolls +2
  89. Curse- Inefficiency- Abilities take 20% more mana
  90.  
  91. Rare misc necklace-Necklace of Combat- AC +2, Damage +1 Attack rolls +1
  92.  
  93. Rare Stat Armor-Bracers of Strength- 4 AC, + 20 STR
  94.  
  95. ═════════════════════════════════════════════════════════
  96.  
  97. INVENTORY [??]
  98. Otherworldly Items- what Eric was wearing when he died; A pair of military surplus camouflage pants, a camouflage snap-back hat, white T-shirt with Neo-Crusaders Logo on it, Sunglasses, Military surplus boots and socks, a silver cross necklace, dog tags on a second necklace, leather belt, combat knife and sheath, wallet containing a picture of his family, a small American flag, and a 4 of clubs playing card with the words Path of Light written on it
  99.  
  100. Common Magic Necklace- Necklace of Party Chat- Almost as good as the telepathy 2 skill, but it can be used by anyone. A must have for adventuring parties without a mage!
  101. Party Chat: Allows simple telepathic communication
  102. with up to 10 people over long distances. To add members to the party chat, they must touch the necklace. A must have for adventuring parties without a mage!
  103.  
  104. common elemental object- Lantern of Gentle Light - A lantern that emits a comforting glow while lit, its passive healing aura and ability to ward off undead make it very popular for campers or caravans.
  105. Healing Light: When not in combat, the lantern slowly heals anyone nearby when it is lit.
  106. Minor Ward: Undead will generally avoid this item while it is lit.
  107.  
  108. common elemental object- Traveler's Flask- With this, you never have to worry about running out of water on a long adventure! A super convenient basic item!
  109. Fountain: This item creates fresh drinking water from a negligible amount of the user's mana.
  110.  
  111. Common cursed object- Gambler's Dice- A Black 6 sided dice with red numerals etched into it, if the user is lucky, they will be met with riches beyond belief, if not, they may find tragically themselves short on loot!
  112. Curse: When you find loot, the dice can be rolled. If the number is greater than 3, the loot is upgraded to the next tier, if less, it vanishes if it is 3, the loot is unaffected.
  113.  
  114. Mana Potion (3) x5- 3 doses of Mana potion, each dose restores 50+INT mana. Potions can be used as a minor action.
  115.  
  116. Weak Health Potion(3) x5- 3 doses of weak Health Potion, each dose restores 50+CON Hp. Potions can be used as a minor action.
  117.  
  118. Potion of Stone(3) x 2- Each dose Increases User's AC by 2 for 5 minutes, this effect doesn't stack. Potions can be used as a minor action.
  119. ═════════════════════════════════════════════════════════
  120.  
  121.  
  122. SKILLS [5/5]
  123.  
  124. The only job I'm suited for(Curse)- Ever since he came back from his first tour in the Middle East, Eric has been haunted by absurdly bad luck with anything other than fighting. Eric crit-fails on any building, crafting or gathering he attempts if he rolls under 10 on a d20 (non 1s will not cause grievous/mortal injuries, but he will make no progress and possibly lose HP or materials). In exchange, Eric Crits on rolls of 15+ while in combat. Eric detects strongly as both Good and Evil, but is not affected by spells that specifically target either.
  125. -
  126.  
  127. Killer Reflexes-Eric's awareness and reflexes are absurdly good. Surprise attacks, opportunity attacks, and attacks from stealth against Eric are made as normal attacks, and each one allows him to make an opportunity attack with advantage against the attacker as a free action after their attack is resolved.
  128. -
  129.  
  130. Pain sets you free-Eric breaks free from any crowd control(with the exception of physical suppression, which the enemy must roll to maintain) or mental effects he is under if he takes damage.
  131. -
  132.  
  133. Military Martial Arts- Eric knows a particularly deadly series of martial arts taught in the military and perfected over years of use. He gains +1 to all attacks, +3 damage on melee attacks, and +2 AC. These bonuses are doubled against humans and humanoids.
  134. -
  135.  
  136. Crippling Precision- Eric hits hard and accurately. When he critically strikes an enemy, he inflicts a crippling injury and gives them disadvantage on attacks until they are healed. This does not apply to bosses unless they are human or humanoid.
  137. ═════════════════════════════════════════════════════════
  138.  
  139.  
  140. SPELLS/TECHNIQUES [Sp remaining: 209]
  141. ═════════════════════════════════════════════════════════
  142.  
  143. Sprint- User can run long distances without tiring, combat movement speed increases by X + Y(AGI(DEX?)). (5 SP)
  144.  
  145. Keen Eye II- user gains (2+1 per 50 INT+1 per 50 LUK) to spot/identify/observe/notice/ other perception checks. When the Dm decides a perception check is beneficial to the user, even if they do not ask for one, the Dm rolls it secretly and shares info with the player if they pass. (10+10 SP)
  146. (Examples being for secret passages, plot relevant stuff, traps, etc.)
  147.  
  148. Mage Armor I - User gains X+ Y(INT) AC and Z to saving throws against spells. (5 SP)
  149.  
  150. Resurrection-Revives target with X+Y(%Target MaxHP)+Z(WIS(AGI?)). (10 SP)
  151.  
  152. Spell shield- User gains a passive shield that blocks the first damaging magic or status inflicting magic, skill, or ability that would hit them. The shield refreshes itself after 4(-1 per 100 INT) rounds of combat(minimum 1).(15 SP)
  153.  
  154. Multi Attack (A, 100 Mana)- User attacks (1 + 1 per 50STR) extra times or until they miss.(Melee only)
  155.  
  156. Blood in the Water (p)- When an enemy is killed by the user or the user's party kills an enemy the user has damaged, user gains one stack of Blood in the Water. Each stack grants + 1 to hit and +1 damage. Stacks reset when combat ends.
  157.  
  158. Next! (p)- When the user kills an enemy, they can make another full turn action, this can only happen 1 + (1 per 50STR) times per turn.
  159.  
  160. Throwing Weapons Mastery(p)- User can attack with up to (2+ 2 per 50 DEX)throwing weapons as a basic attack. Each weapon is rolled separately.
  161.  
  162. Sneak(A, 100 mana)- User becomes invisible for up to 2+X(dex) minutes (or same amount of rounds as minutes in combat).
  163.  
  164. Move Silently(p)-The user moves quietly if they are wearing no armor or light armor.
  165.  
  166. Taunt (A, 50 Mana)- Causes an enemy to attack the user if they fail an INT save against Users roll of 1d20+ 1 per 100 STR+CON. Can be used as a free action during the user's turn.
  167.  
  168. Sword Master(p)- The namesake skill for the class of SwordMaster, user gains +2 to hit with swords and +5 damage.
  169.  
  170.  
  171. Refreshing Strike(p): Striking an enemy with a basic attack restores (50+1 per INT + damage dealt) mana. Cannot be used with another ability.
  172.  
  173. >>>>> want to learn
  174. Cleanse(A, ? Mana)-Can be used to remove debuffs and negative status effects as a free action on your turn. D20 +1 +X(WIS) Vs DM roll
  175. Assassinate(A)- User attacks an unsuspecting enemy. Deals X+(Dex) extra damage and Crits at 2 lower than normal if used from stealth.
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