Lothendar

 

 

Lothendar

Character Description
Height: 5’10 Age: Unknown Eyes: Red and Blue Mix
Weight: 160 Race: Ancient Drow Hair: Natural (Ankle Length) White hair with Fiery Red Streaks (knee length)
Languages: Common, Ancient Drow, Ancient Elvin, Underdark Blood Type: O- Body Frame: Athletic Built
Alignment: Villain Profession 1: Fighter God: No Religion
Sex:Male Profession 2: Rogue  

Armory

Weapon1: Blood Rapiers 2#10d2 Weapon2: Unbreakable Rune Axe 8d2 (strapped to back) 1 Free Skill: Boost.Lv1(+1 to all Stats)
Shields/Helm: None Armor: Gothic Chain Mail 25% Soak +15 Magic Resistance and 5 unsoakable Spike damage when hit in melee combat. Penalty -10% Evade/Defense Cloaks: Coak: Cossack of the Refined; Bonus- +10% to evade, +5% to MR

Game Mechanics

Level: Max/Max Exp.: Max/Max exp Total GP: 
HP: 375 MP: 275 Vp: 250
D.Hp: 125 Ability Points:   
 
Hit:   85% Defend: 85% Armor: 25%
Accuracy: 85% Magic: d60 19% Skills: d60 33%
Magic Defense: 85%    

Bio:

 


Stats:

+2dmg phys

+5Hit/Def/Acu

+10Hp Max 

-3 Initial Roll

-2dmg Spell

-5Mp Max

+1 Str

+3 Dex 

+2 Con

-2 Cha

 

STR DEX CON INT WIS CHA
19(23) 25(29) 25(29) 9(10) 9(10) 23(24)
(Original Stats Str: 17 Wis: 9 Dex: 25 Int: 9 Con: 25 Char: 25)

Fighter:

Any Weapon is fine +5% to hit 

Rouges:

Favorite Weapon: The Thrown and Pole Arm weapons / Specialty: Knife weapons get +5% to hit

Best Suited Armor: Light Armors or that of Medium weight

Best Suited Helms: Light Helmets or Medium weight. 

{Important Note} Rogue Bonus (+5% with Knives) + Fighter Bonus (+5 with any Weps) = +10% to hit with Knives





Property:

Bastard Sword 2d5

Cross Bow 2d4

Tattooed Runes Of Power: On the Drow’s bare skin rests a tattoo that stretches from his lower back and ands with a V shape at the back of his waste. It then streatches over his shoulders, neck and chest to his stomach and halts in another V shape at his waist. This tattoo twists and twirls over his shoulders, neck and over his ribs, all leading back to the V shapes on his lower back and waist. The tattoos also stretch over and under his arms, leading to another V shape as they cut off to the middle of his hands and palms. This tattooed rune was given to Lothendar for protection and to help during the war of the gods.

Cossack of the Refined – +10% to evade, +5% to Magic Resistance (Equipped) Tailored perfectly for Lothendar, this heavy coat is made from the finest of fabrics. Fashioned in the elegant style of olden times, this coat is both stylish and versitale

Faerie Delight Snowglobe - A glossed cherry base supports this delicate crystal orb, the surface finely polished, seeming to catch the light like a pristine pool of water. Held within the globe is a perfect and scaled represention of the Moonlight Tier that housed the Summer Solstice Ball, from the stairs leading up to it, to gothic buttresses that grace its form. When this globe is shaken, hundreds of little sparkling sprites and fae fill the fluid.

 

 

Race Abilities:

Quirk: Drow are widely known for their Cloak and dagger Tactics tending to use surprise attacks and poisons to their advantage at any moment. Because of this in a Dark setting for battle Drow tend to have the advantage. They also enjoy the suffering of their enemy and prey.  

Acute Hearing: You have sensitive sense of hearing due to special race or training. You can hear the faintest of sounds even the smirking and heart beats of creatures around you. By rolling D30 Charisma you can see if you hear the target or anything around in noise surrounding. Elves receive a +5 to Acute Hearing and automatically can hear targets. Due to their acute hearing loud sounds causes them much harm a d5 no soak and 2 turns confused. 

Sensitive Touch: No matter what you can tell each and every detail of an item, object, or person. This Sensitive touch all works as an extra sensory when the Elf is touched sensing if the mind is focus the touch of the individual or object. This works an automatic ability. 

Dark Vision / Dim Sight: Drow are able to see in the Darkest of tunnels or nights, as if it were clearly day. They even have an internal night vision where all they see is different shades of green and the more light reflected of a surface, or heat, the more they can find their target. With Dim Sight a Drow can be blind but they can see different shades of Black. Those that give of heat can bee seen as a grey making them stick out like a sore thumb. 

Poison Knowledge: skill to recognize, concoct, apply, and neutralize a variety of poisons and toxins. This has three classifications and each can be learned and applied. Poisons, Toxins, and synthetic poisons. Roll d30 Wisdom in order to perform the skill when unknown Poisons have entered a body or have been used. 

Read Lips: A character can skillfully read the lips of some one in a crowd, far away, or understand those bad sub title films. However it is used you needn't hear the words but by the lip movement you can understand what they are saying as long as you know the language. D30 Intelligence check 

Move Silently: Soft steps and easy movement helps preventing Drow from being detected. On a successful Dex or Body check your character gains a -3 to the opponents detection. However if screwed up the character may alert his presence to the opposing targets. 

Drow Hiding: Drow Skill at not being detected or not being spotted. Great from being detected by targets. (Classification: Skulking <Hiding behind objects>) roll d30 Dexterity if you are detected to hide behind objects before being seen. 

Poison Endurance: when inflicted with Poison Drow tend to have a better endurance than others. Any Poison infliction dealt onto them is reduced by half duration unless it is a serious poison dosage then the amount of time till death is twice as long. 

Silk Mending: This is the talent and skill to take Silks and fashion them into clothing. Tools are required as well as materials to make them. To make you must have the tools and materials as well as a Host present. The skill is a d30 Wisdom check to make the items successfully.

 

Abilities:

 

Level Name of Ability Effect of ability Dmg/ Rnds effect Cost for ability used

Lv.1

Dodge +1 to Evade per 2 lvls N/A 0vp
  This skill increases your evade to a +1 each 2 lvl making it easier to reflexively move Vs. Melee
Lv.2 Combat Reflex +1 Hit/Acu per 2 lvls N/A 0vp
  This skill increases your hit/acu to a +1 each 2 lvls making it easier in Combat Reflexes.
Lv.3 Blocking Shield Blocking Lasts till shield is broken 10vp
  This skill is easy to use. D100 4xlvl instead of evading you can block attacks like projectiles and take no dmg. But one down side. When you block with the shield roll the soak of the shield for every point over the shields soak decreases. Example: Shield soak * weapon/spell dmg = remaining shield hp. .50 * 10 = 5 so subtract that remainder…example is 5 from your shield 50 and the remaining soak is 45. Please note this to Gm’s at the end of each quest so we can decrease your shields soak. This works as an instant base on %.
Lv.4 Endurance +3 Constitution N/A 0vp
  This helps you last longer in fights or when in grueling session that take constitution and stamina.
Lv. 5 Intestinal Fortitude D10 hp regen Every round 0vp
  Intestinal Fortitude is your inner regeneration rates were you could heal wounds in slow time.
Lv.6 Fist and Kick +3 to Fists & Kicks P. d10+3 / K. d7+3 0vp

The Fist and Kick Skill Adds +3 dmg to your regular Punch Kick attacks. This modifier does not add dmg to fist weapons like, gloves, claws, etc.

lv 7 Basic Riding To ride horses 0vp
Learning this skill you are able to ride horses or horse like creatures.
lv 8 Improve Crit. Changes to 1-4 N/A 0vp
This Ferocious skill is useful it changes the crit range to 1-2 to 1-4 Making 1-2 as Crit. 1 and 3-4 as a Crit 2
lv 9 Healthy lv.1 +5Hp Max 0vp
This skill after careful care of food intake, exercise, and body care makes you slightly healthier.
lv 10 Guts Get up after 0Hp 25vp
The Guts skill causes you the chance to get back up after you hit zero hp. Roll a Successful Con Check and your character gets back up after being unconscious in D.Hp Range and uses D.Hp as Hp. However once the battle’s over you pass out. Plus all rolls are –10pts at this state. Loose all D.Hp and it's Game Over.
lv 11 Brawl +1 Hit Grapple per 2 lvls 0vp
Brawl skill increases the Hit Grapple rate techniques making them far more devastating.
lv 12 Power +3 Str 0vp
Power grows with time and skill. As you progress your strength as a brawler grows in time.
lv 13 Throwing Throw objects 0vp
Throwing is not only people but objects as well. Every object can do variable amounts of dmg. To perform roll a d100 5xlvl to see if you throw the item successfully.
lv 14 Parrying Deflect melee strike 10vp
Another skill to be used is parrying the original form of blocking strikes. D100 4xlvl you can try to deflect melee attack weapons from hitting you. But remember as you defend with your weapon it is taking dmg and suffering durability. Like the shield you can parry with it but for every dmg blocked roll the max dmg of the weapon as soak. Say you got a 2d50 sword… it would be.  .50 * 10 = 5. If the attackers weapon is 10 and the total becomes 5 your weapon looses dmg points. To do this, just add a minus sign then the number to show decreased value. If the weapon like the shield reaches Zero the item becomes broken. You can choose whether to defend with a weapon or not unlike the shield.
lv 15 Disarming Loose weapon 10vp
Skill to remove the enemy’s weapon from their hand. You can truly take the effort to disarm your opponent by striking with them your weapon to their own. Once done it is a 3 Str rolls vs each other to see who fails. The one with the most wins has their weapon the other looses it. When lost its some where on the field and must forfeit a turn to roll Observation to find it. D100 4xlvl to roll for Disarming.
lv 16 Covering Cover an ally Interrupt 10vp
Covering is a noble act and skill to get in the way of an attack at the last minute for a friend who’s close to you. You can roll D100 4xlvl to see if you can cover and take the dmg. Your armor is able to soak most of the dmg. The only things you cannot cover are self-inflicting attacks or spells cast on the body. Be sure to state the target you are covering and do the interrupts and note the ability before the target is hit with dmg.
lv 17 Counter Strike When attacked counter 10vp
Counter Strike is a technique to counter attack when hit or using your shield or weapon to block the hit then strike. Sadly its d100 30+level it’s somewhat effective but shouldn’t be relied upon highly. As you defend with a weapon or shield it’s treated as blocking or parrying so those items will decrease in durability.
lv 18 Fight Knowledge You know battle tactics 0vp
You understand how combat works and have extensive education on that knowledge. You have an idea on single combat with yourself or watching other but have known knowledge yet on massive warfare or leading an army. Having trouble fighting an enemy roll d30 Int to get Host help on idea to win this battle.
lv 19 Quiver Make Create Quivers 0vp
You can create Quivers buy buying Quiver kit, wood, metal, and feathers. Each one material is one quiver. Roll d100 5xLvl to create them. This saves some money on buying quivers. Other material make other items
lv 20 Bolt Make Create bolts 0vp
You can create bolts buy buying metal and having a Forge. Each material you buy makes one bolt. You should roll d100 5xLvl to create them. This saves money on buying bolts. Other materials make other items.
M. Lv.  Top Performance +1 Str/ +4 Dex/ +1Con 0vp
After training so hard as a fighter your body is swifter, stronger, and durable. You are athletically lean and seem proud of your better physical and dexterous nature. Now seek out more skills to further aid you Fighter and become a Champion for the people or become a real Warrior

Rouge

lv 1 Skill of Thief Basic Thief skills 0mp
You will learn the Skills Steal, Lock Pick, Sense Trap, Unlock Combination, and Throwing. This will be done by d30 Dex to perform the skill.
lv 2 Sense Magic Naturally sense magic
You sense the magic that flows and can tell if it is good or bad. You can even sense it in rooms that have magic on them. State: /me Sense Magic: Description of Magic source. The Story Teller will tell you of the Magic, type, and if possible you notice.
lv 3 Healing Heal light wounds 10d2 healing dmg 10mp
Rouge’s can heal most wounds with this spell when she is hurt. Bigger injuries take time to repair.
lv 4 Stealth Adv. Advance Stealth 10vp
Roll d60 Dex+Charisma to see if you can move silently and be difficult to spot at a difficulty of -5 on Spot Checks. Your footsteps are trained and silent. You can hide in the shadows compare to thieves with no error. You can hide in objects or move along walls with out detection and come behind a Target and avoid going into battle.
lv 5 Acrobatics Perform Acrobatic feats 0mp
You can tight rope, flip, leap with out any problem what so ever. You dexterity is in great use here since you can replace your evade with your dexterity if your Dex is higher than your evade. Or you can evade when using the Acrobatic skill. Simply roll Dex to use skill and state you use the Acrobatic skill.
lv 6 Energy Knife Energy Blade Dmg base by level -X Mp by level of dmg
This is a Rouge’s nifty technique to create energy knives to attack her opponent. The Energy Knife is silent so it can’t be heard only Sensed by Magic sensing. It’s perfect when attacking in the shadows or when you loose a weapon. Your skill level grants it dmg so for every level you have deals X amount of dmg. When dmg is dealt that dmg is subtracted also from your Mp. M.Defense can soak this attack. Treat this as a spell.
lv 7 Balance Body Dexterity None
Description: The ability to remain balance upon unstable surfaces such as slippery, shaky, or tight rope surfaces. This is very useful for a Rouge in events where balance needs to be maintained.
lv 8 Shadow Snap Paralyze Attack 3 rnds unable to move 10mp
This uses a black energy knife that snags the shadow of the person. Sadly it doesn’t work in daylight but if you can see a shadow you can snag their shadow and render them motionless for a little while. Roll d60 Int+Wis and treat like a spell.
lv 9 Bluffing Make a lie truth None ad uses Charisma 0Vp
Description: Make a lie a truth to a target by Fast Talking, Acting, Misdirect, or using Misleading body language. This proves useful to a Rouge when needing to convince another Target of a lie yet the target can roll Charisma to avoid the Bluff.
lv 10 Break Magic lock Crack magical locks 30mp
Break into Magical locks or combination locks. Perform as if you would the regular skill Lock Pick and subtract Mp by imbuing lock picks to work as so.
lv 11 Climb Body Strength None
Description: Skill to climb vertical surfaces or objects with out the use of special equipment. They can Climb surfaces such as Walls, Ropes, Natural Surfaces, and Poles.
lv 12 Assassin Strike Cause deep bleeding D14 bleeding till healed 20mp
Use an Energy knife so you can cause deep bleeding to the target and have them bleeding for a while so you can trace for the kill. Treat as a spell when casting it at a target. D60 Int+Wis
lv 13 Slumber Knife Cause deep sleep 3 rounds sleep 20mp
Utilize an Energy Knife to cause the target to fall asleep and make it easier upon you to move around or battle easily. Summon a Shadow Blade and thwap the target to make them fall asleep.
lv 14 Telepathy Magic Speak to the mind Last till message is over 20mp
Casting this spell Rouges can communicate thoughts or messages to a persons mind.
lv 15 Disable Mind Intelligence 25 Ap
Description: The ability to create or disable traps, Jamming Mechanical Devices from working, and By passing Securities. This is helpful when infiltrating Unauthorized Areas that are rigged and require you to disable their devices.
lv 16 Capture Like mug but different 0mp
Treat this skill like mugging but instead of dealing dmg you are using a capture device. The person you capture can evade you and if caught rolls Str to break free. Be cautious to the devices you use the wrong one can cause the capture ability to fail. You also require a capturing device to do this. You can also treat the skill like Mugging skill.
lv 17 Disguise Master Mind Charisma 15 Ap Each
Description: Change your personal appearance and fool others by changing demeanor and appearance to deceive by using costumes, change of dialect, Impersonations, Cosmetics, and Prosthetics of sorts.
lv 18 Resist Torture Torture reduce 1 Level 0mp
If captured and tortured you can reduce one level of Torture effect per Event. You have a stronger resistance than others and can hold your own for some time.
lv 19 Torture Skill Perform Torture +2 dmg to torture 0mp
You know how to make people talk and widdle their resistance to nothing by implementing various tortures you were exposed to or learned on your Travels. Be weary Sexual torture or anything breaking the rules can earn you a bad time yourself. That’s the final warning of that.
lv 20 Illusion Dance Be concealed from sight Last till found 50mp
You can conceal yourself even in day as if you were clear water running around. But it’s Intelligence Vs. Intelligence to be spotted. All attacks made are automatically successful. But using magic or being hit by area magic will reveal where you are. You also take x2 dmg from spells if hit while in Illusion Dance.
M. Lv Dark Walk Walk in the shadows 0mp
  You can walk through Shadows and use them as a pathway of concealment to be undetected. This will only work against those with out Sensitive sight, Hearing, Magic Sense, Vampires, and Necromancers. Strangely Vampires can smell and see you in there and can trap you easily including Necromancers. Be weary as well other races can sense your presence. This must be stated before actions or events and must make what would be a Dex roll to fall through the shadows and enter the Shadow Plane and walk through.

Favorite Weapons: Drow tend to enjoy using Scimitars, Swords, Knives, and Crossbows. Especially if they are soaked or have a poison feature upon them. 

Favorite Armor: Drow prefer armor that is light and will not give away their position easily. So they tend to stay from using heavy armor unless they are going into a heavy battle or war. 

Equipment penalties: Drow do not have any real equipment penalties. But preferably enjoy the use of Spider's silk as armor or clothing, which is highly durable and light if not tight fitting.

 

Skills:

Boost.Lv1:
Description: Increase all six stats +1 in order to increase Players

Mastered Axes
Description: As the others you receive a +5 Crit and +5 Hit Range. The Axes are mastered and no matter which you use it makes chopping wood look like cutting tooth picks. This also increases +5 dmg to striking shields.

Melee Weapons None Hand Weapons
Description: Improvised or Regular Hand Weapons recieve a +3 to hit with this skill making it more effective to attack targets

Knowledge Mechanics Mind Wisdom
Description: This skill represents the characters ability to Repair, maintain, and build mechanical electrical run mechanical devices. The character also knows where and how to use the tools required to perform these actions and duties. There are several types and you may choose one to classify. You can take this Skill often for each Classification. You also Repair Damaged devices 3 points depending on Classification and how badly damaged it is.

Classification 1: Weaponry; Forging Weapons with bought material
Classification 2: Armourer; Forging Armors with Materials
Classification 3: LockSmithing; Forging Keys and Locks
Classification 4: MagiSmithing; building Relics and such requires Magical Abilities

Knowledge of Business Mind Wisdom
Description: Anything dealing with Accounting, Banking, Fraud, Government, Marketing and Buisnesses are known. you also know how to organise as well as run and understand any type of Buisness making it particuly easier since you understand the mechanics

Navigation Mind Intelligence
Description: The ability to read maps or use specialized equipment to locate the safest and quickest route out of the area.This is applied to many terrain where a character can use Navigation equipment and Maps to guide themself and their party safely.

 

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