Name: Alexandra "Alex" Alistar Class: Warrior Race: Dragonkin Sex: Female Backstory Template: Educated - The character has received a basic education from a public school in the region of their birth while growing up. They automatically have 3 dice in Mathematics and the Reading/Writing trades and 2 dice in the Lore (History) trade for free.
Perception: 3d10 (can reroll 2s) (+1d10 with Aescila's Ring) Stealth: 2d10 (reroll 9s) (can reroll 2s and 3s with Hide)
Resistances Reflexes: 27 (+5 with Hide) 54/2 Focus: 16 (+5 with Hide) 54/6 + 22/3 Willpower: 19 (+5 with Hide) 54/6 + 30/3
Defensive Bonuses Tumble Mod: Reflex + 15 Reflex + 5 + 10 Bull Rush Mod: Grapple + 5 (+10 when using Charge) Overrun Mod: 1d100 + 59 (+10 when using Charge) Orgasm Threshhold: 3 54/20 Pleasure Resistance: 20 5 + 19/2 + 5
Resist +3 from Lucky
Resist +4 vs Charm/Dominated/Paralyzed/Stunned/Weakened
Resist +10 vs Spells/Powers/Succubus Powers
Dodge +3 from Lucky
Dodge +2d10 vs Spells/Powers/Succubus Powers
Dodge +5 if Shield Bash is not used
AoE Spells/Powers deal no damage on miss
Ignore 10 Damage from all Spells/Powers, can dodge auto-hit Spells/Powers (-10 Dodge)
Class Bonus Warrior’s Skill: The character gets 1 + Body/10 Skills, rounded down Reliance on Might: The characters gets a +5 bonus to weapon attack rolls, Bull Rush, Overrun, and Tumble, and to Resistance checks when using skills
TALENTS
[R] Pain Resistant AV +5, gain 1 Skill (once)
*Lucky Attack/Dodge/Grapple/Resist +3
*Shield Fighter can Attack and Shield Bash in same round, Dodge +1d10 with shield, Defensive Fighting only applies -3 to Attack for every d10 added to Dodge for Shield Bash, Dodge +5 if Shield Bash is not used in Attack, gain 1 Shield Fighter Skill
Perceptive may reroll 2s for Perception Check
Skilled x3 (2 + 1) gain 3 Skills per talent (9) Natural Spirit Wieldergain 1 Spirit Talent, can only be taken 1 + Spirit/30 rounded down times ---Dragonfire Adeptgain 2 + Spirit/20 Dragonfire Adept Powers (2 + 30/20 = 3/5 ~ 4) Greater Energy PoolEP +20 *Kama SutraForeplay becomes 2d6 + Body/3, Penetration becomes 2d10 + Body/2, Minimum PP Dealt +3 Focus in Firefor Fire Element can access up to Lv5 spells, Casting +15, Attack +1d10 for spells, Damage +2 per spell level, Buffs +1 per spell level, Summon Body +2 per spell level, Summon AV +1 per spell level Magic Featsgain 2 Magic Feats *Unarmed FighterImproved Unarmed damage, Dodge +3d10 if Unarmed, gain 1 Unarmed Fighter Skill Insight (Hard to Hit)Dodge +2d10, gain 1 Skill (once) Skilled Wieldergain 2 Wielder Aptitudes, Spirit Ceiling +1 Grapple ExpertGrapple +3d10, gain 1 Grapple Skill
FLAWS --[R] Easy to Hit-- Dodge -3d10
[R] Obvious reroll 9s for Stealth Check
[R] Open Soul lose additional 5 EP whenever drained
[R] Prideful proud of being a dragon
[R] Mutated 3 gain 3 Mutations
*Honorable always keeps her word
Combine both move and standard actions to move 3x Speed in a straight line to attack a creature. Attack and melee/thrown damage rolls gain +5. Overrun and Bull Rush gains +10, Dodge -10 until next turn. Skills granting additional attacks cannot be used, skills modifying a single attack can. Using Overrun allows you to move through spaces occupied by other creatures to reach the target. (Shield/Heavy Weapon)
Defensive Stance
Lose standard action, gain Dodge +2d10, free attack (Attack -1d10) against any creature that attacks you and misses. Shield Fighters can attack with both weapon and shield. (Shield/Duelist)
Shield Cover
Lose standard action and only move at 1/2 Speed, but you and any creatures behind you (from direction of attack) do not take damage or negative effects. Cannot block attacks from behind you or encompass the area. Auto-hit attacks ignore this unless you have Spell Resistance, AoE attacks act as if they miss, attacks that ignore DB from shields also ignore this unless an enchantment/effect allows your shield to block such. If you have Spell Resistance then you act as if you used Full Defense for dodging and no other attacks were made. (Shield)
Shield Slam
Can only Shield Bash. Gain Damage +5, creature hit must win Reflex check or be knocked Prone. This can replace the rolls for Bull Rush and Overrun attempts, but if you lose the Reflex check the attack fails. (Shield)
Shield Specialization
(Passive) Dodge +1d10 while using shield. Shield Bash gains Attack +2d10, Damage +2.
Shield Barrage
Cannot use Defensive Fighting, Attack/Dodge -1d10, gain second attack with Shield. All shield attacks gain Damage +2. (Shield)
Intercepting Strike
Sacrifice an attack to make a feint (Prepared Action). If you win the opponent's attack is parried, they lose all other attacks, and they have Dodge -1d10 until next turn, ignoring all other bonuses/penalties from feinting. (Shield/Duelist)
Stunning Blow
Attack -1d10, Damage -5, if you hit target must win Reflex vs Focus or be Stunned (Unarmed)
Trip
Deal no damage, force target creature to win Reflex check or be knocked Prone. If target is Stunned this auto-hits, can deal normal damage, and target is automatically knocked Prone. (Unarmed)
Brawler
(Passive) You can join grapples against Prone/Stunned enemies as a free action. Grappling no longer affects Dodge, can dodge AoE attacks if you aren't Bound/Submission Hold, can use other creatures in grapple to take hits from outside the grapple as long as you win the last check and the outside normally misses. (Grapple Expert)
Bladesinger
(Passive) Use Body for attack rolls with Powers.
Knight
(Passive) Gain AV/Dodge/Attack/Melee Damage +2. (Honorable)
Quick Draw
(Passive) Draw weapons, retrieve them from the ground instantly.
Ranger
(Passive) Reroll 1 fail die for Perception check. Gain Tracking/increase it by 2 dice and 1 Perception die if not maxed. Skill with ranged weapon that uses ammo allows you to craft special ammo for half the shop price.
Mage-Hunter
(Passive) Gain Dodge +2d10 and Resist +10 vs Spells, AoE spells deal 1/8 damage if they miss. (Mind 14+)
Spirit-Oppressor
(Passive) Gain Dodge +2d10 and Resist +10 vs Powers, AoE powers deal 1/8 damage if they miss. (Spirit 14+)
Untemptable
(Passive) Gain Dodge +2d10 and Resist +10 vs Succubus Powers, resist +5 PP when resisting pleasure.
Spell Resistance
(Passive) Ignore 10 damage from Spells/Powers even if Spell/Power ignores AV. Can dodge auto-hit Spells/Powers for Dodge -10.
Evasion
(Passive) No damage from dodged AoE attacks. Gain Dodge +1d10, Tumble +10.
Challenge
Choose a target within 30 ft. Target can only engage you if they lose a Willpower check. Gain Attack +1d10, Damage +4 vs target, take Dodge -1d10 against all other creatures until target is defeated. Can only be used when 3 creatures are engaged in battle and once per round.
Pay 8 EP. Increase spell level by 3, increase casting DC by 10, Buff upkeep +3.
Holder of the Secret Fire
Spells that deal Fire damage ignore the first 10 points of a target’s AV and fire resistance and deal +2 damage per spell level. Requires Focus in Fire.
Spirit Power buffs activated by the character cost 3 less EP (minimum 0) to upkeep. This reduced upkeep may be traded in order to increase the bonus granted to any one stat by an active power by X. In addition, the character may change an active buff power to another one that they know as a free action by paying the activation cost of the new power plus two. This aptitude may be taken up to 3 times, and each time beyond the first reduces the activation cost of switching a power as a free action by one.
Soul's Strength
The character's buff powers are more potent. Whenever a power would increase a secondary stat by a multiplier based on X
- Increase a single secondary stat's buff multiplier by 1 for free.
- Increase another secondary stat's multiplier by 1 for +1 upkeep. This can be done multiple times.
- Increase a single secondary stat's multiplier by 2 for +2 upkeep. This can only be done once.
Harmful Spirit
For any damage dealing or weapon powers used by the character, if any of the damage dice they roll come up as less than half of their max, they are set to half the max instead. In addition, the character may pay X/2 EP in order to ensure that they deal max damage on all damage dice on any attack, where X is the X EP input of the power.
Dragonborn
The character gains a number of benefits when using Dragonfire Adept powers.
-Using the Roar power also knocks back targets to the edge of its Area of Effect if they lose the Reflexes check, and that power may be used in a Cone that extends out 5X feet from the character in a 90 degree angle. Warding cannot negate it.
-Draconic Transformation and Dragon's Pride can be used when the character is Bound or in a Submission Hold but deal X damage to the character, and Dragon's Pride may additionally be used even when Sealed for an additional cost of 4 EP. In addition, AV from Draconic Transformation may not be ignored.
-Attacks with Dragon's Ferocity can be made to deal an additional 4d8 Fire damage by paying 2 EP when it is activated, and Dragon's Ferocity ignores Fire Immunity and all resistance to fire.
-Dragon’s Breath also ignores all resistances to fire and treats Immunity to fire damage as if it were 20 resistance, and Warding cannot negate it.
-The dragons summoned by Summon Dragon gain an additional +10 to all three of their base stats and a +10 bonus to AV.
--- Powers ---
Black Dragon
-Damage Power.
-The character pays 4 + X EP and Xd6 HP. This power takes a full action and causes the character to act last in the turn in which it is used. X cannot be less than 4. EP paid for this power does not regenerate as normal and cannot be regained through energy drain or other EP restoratives, and is regained naturally 1 EP per day after the attack is used.
-By default, one targeted creature within line of sight takes 15X damage. Additional targets may be added by paying an extra EP for each target beyond the first, or the power may be changed to a 10 foot radius burst or 100 foot long line by paying 3 additional EP. .
-This damage is typeless and completely ignores all resistances, AV, DR, and barriers of any type that might be interposed between it and its target. This power automatically hits. This portion of the ability can be activated or deactivated, and choosing not to use it reduces the EP cost by 2, causes the power to not cost HP, and allows the character to regain the EP spent on it as they normally would.
-Any creature reduced to 0 HP by this power, including the user, has their soul consumed and irrecoverably destroyed.
Draconic Transformation
-Buff Power.
-The character spends X - 1 EP. They must also pay X - 4 EP upkeep. .
-The character gets a +2X bonus to melee damage, Bull Rush checks, Overrun Checks, Swim checks, and weapon and power attack rolls, a +X bonus to AV and Grapple checks, and a +X bonus to damage rolls with ranged weapons dependent on Body.
-The character may pay an additional 2 EP to grant themselves Flight at their Speed for the duration of the power without increasing its upkeep. When activating this power, they may also activate Dragon’s Ferocity and/or Dragon’s Pride as a free action.
Dragon's Breath
-Damage Power.
-The character pays X EP.
-Choose one of the following ranges. All creatures caught within that range take (2d6 -1) * X Heat/Fire damage.
1) A 10 foot radius explosion anywhere within the character's line of sight.
2) A 120 foot long line originating from the character.
3) A 90 foot long 30 degree cone originating from the character.
4) A 60 foot long 60 degree cone originating from the character.
5) A 30 foot long 90 degree cone originating from the character.
-Alternatively, the character empowers a melee weapon or ammunition as a free action. A melee weapon enhanced has a maximum X of 5, with an upkeep of X - 3, and deals an additional Xd6 + 2X fire damage. A character may enhance up to X units of ammunition, each of which gets a 2d6 bonus to damage. Enhanced ammunition becomes mundane again at the end of the encounter.
Dragon's Pride
-Buff Power.
-The character pays X - 2 EP and X - 5 EP upkeep.
-The character gets a +2X bonus to Dodge, and grapple rolls to escape, and a +X bonus to all Resistance checks, an additional +X bonus to defensive Resistance checks, and +1 trade die in Perception for every 4 points of X.
-Alternatively, this may be used to add a +X bonus to resisting pleasure damage, a +2X bonus to penetrative pleasure damage and a +X bonus to foreplay pleasure damage, and forces both the user and any partners to make a Willpower check against each other, at which the user gets a +X bonus, the loser of which takes Willpower damage equal to the difference that causes Aroused if they reach 0 and Horny if they reach 0 again.
-This power cannot be countered or dispelled, and is not deactivated by sealing effects, though a sealed creature still cannot use it.
PLEASURE DAMAGE
Penetration: 2d10 + 29, Min = 6 54/2 + 2, Min +3
Foreplay: 2d6 + 20, Min = 4 54/3 + 2, Min +3
INVENTORY
Improved Unarmed: (10d10 +14) [1d8 +31] {Blunt}
Celestial Nail (Longsword): (10d10 +14 +8) [2d6 +29 +6 +2d8 Cold] {Slash/Pierce}, Ignore AV and DR ---Sentience: Speech, Worthiness AV Ignore Enchant, Attack/Damage Enchant x3, Faerie's Blood Enchant
--- Cost: 10 +725 Enchant
[3] Throwing Axes (Heavy Throwing Blades): (10d10 +14) [3d8 + 18] {Slash} 15 ft, 0 AV, Can throw 2 additional with Rapid Fire --- Cost: 24
Round Heavy Shield: (12d10 +14) DB = 4d10 +5 +4, EV = 2 -2, Bash Damage = 3d4 + 27 EV Enchant x2, DB Enchant x2
--- Cost: 20 +250 Enchant
Hide of Alistar (Breastplate): AV = 14 +8, EV = 4 -4, TP = 40 +40, DU = 5 +1, strong against piercing and slashing ---------DB = 1d10, May reroll 2s and 3s for Stealth check, Resist +5 ---Sentience: Guiding, Telepathy x2 (30 ft) EV Enchant x4, Stealth Enchant x2, Faerie's Blood Enchant, TP Enchant x3, DU Enchant, AV Enchant x4
--- Cost: 30 + 1145 Enchant
Summer Signet Ring: Fey Servant, Summon Nature's Ally, 30 EP, Ceiling = 14, Spirit = 30 ---Sentience: Can act independently Power Enchant x2, EP Enchant x4
--- Cost: 18 +440 Enchant
Aescila's Gift (Ring): Dodge +2, Perception +1d10, Vampiric Futanari, 10 EP, Ceiling = 6, Spirit = 30 ---Curse: Absorbs 2 EP per day Dodge Enchant, Perception Enchant, Power Enchant
--- Cost: 18 +195 Enchant
[117] Denarii
[7] Chameleon's Skin
[2] Infertility Potion
Mystery Box
Amethyst Rose
Royal Robe
Experience: 24 8 gained post battle 8 gained from this battle 16 spent for +6 Body, +2 Spirit, Natural Spirit (Psychic)
Exp use changed to +8 Body and Natural Spirit (Dragonfire Adept) for DG3 Conversion 24 gained post battle 16 spent for +2 Body (Quick Draw), +6 Mind, Greater Energy Pool 12 gained for DG2 completion 20 spent for Unarmed Fighter, Focus in Fire, Magic Feats 12 gained from the Arena 18 gained from all the things 30 spent for Skilled Wielder (Harmful Spirit), Skilled (Triple Strike, Stunning Blow, Spell Resistance), +4 Body, +2 Mind 6 gained post orgy 2 gained from TENTACLES Conversion to DG4 rules
Cashing in Agile to gain 8 exp, then spending 12 exp to remove [R] Easy to Hit Grapple Expert added per Tass's instructions 4 gained from SCIENCE! 16 gained from pancakes
TALENTS2/5
Natural Succubus: Kama-Sutra Foreplay becomes 3d6 + Body/3, Penetration becomes 3d10 + Body/2
Knowledgeable Can replace Mind for Body when dealing PP Damage (1/3 LOCKED) Natural Warrior: Skill with FirearmsAttack +12 with Firearms
FLAWS
none
MUTATIONSWarped Counter = 0/6
none
SKILLS
none
MAGICLOCKED
Base Casting: 15 30/2
Favored Elements: none