Beran Ambrosious

Player: NPC-alpha
Date of Character Creation: 2019

Race: Thinnease Noctmaire Dragon
☆ Dragon is shadow and gold. As a dragon Beran is all black with gold bands and gold fins, spikes, tendrils.
☆ As a vampire Beran can look either elvish or human, being part human and part dark star elf, until he takes full vampire form which is more buff, has dragon wings, fangs and claws.
Family: father Aurelius Emrys Ambrosious, mother Melissant Kilcanoragh Ambrosious, elder half brother Trent, younger older looking brother Remus, baby brother Romulus.
Age: 16, normal aging
Demeanor: adventurous, friendly but suspicious of strangers, prefers weapons in a fight but is adept at his arcane disciplines, loves a challenge.
Rank: Prince of Noctmaire
His Horse Mars


Clan and Abilities
Paths
Class Skills
Arcane Knight:
Magic and Knight skill sets, start with 5 from each.
Weapon Specialization: Choose One; Duel Wield, Two-handed Weapon, Blunt Weapon, Shield Combat, or Polearms
Ranged Weapon of Choice: choose one ranged weapon
Valor: knight and all near him/her gain +1 physical checks, +1 per ace, and +5 health, +5 per ace until end of encounter.
Raise Warshield: all allied knights that are non mages are shielded from magic until end of round. Cannot use magic while active.
Bonuses: +3 strength, +3 stamina (recalculate health with added bonuses)
Combat Skills
Battle Tactics
Bow
Crossbow
Lance and Shield
Melee Combat
Mounted Combat
Swordmanship
War Machines
Martial Combat (as taught by Artorius and Cassavant)
Common Skills
Climbing
Camping
Campfire Cook
Horsemanship
Hunting
Rope Use
Swimming
Tracking
Underground Survival
Wilderness Survival
Knight Skills :: Knight Class
• Archery:
• Battle Command: Command gives all allies (self not included) in 25 foot radius +2 damage per ace, +2 HB for 2 turns.
• Battle Roar: Foes in radius of 2 yards, +1 yard per success, must save vs. fear or be paralyzed with fear -1 AR per ace, and suffer shock damage. Cost of -1 stamina per 3 levels to use.
• Bone Armor: Can use bones of dead to make armor, takes 1 day and two skeletons. AC = Level +9.
• Charge: +3 hit and damage when charging, -2 HB defense penalty though.
• Company Valor: Each party member (up to 6 members, + 1 per ace) gets +1 HB, +1-PCD, +1 per ace, and 10% MR, +10% per ace rolled, next turn, stamina cost is 6 to use.
• Cyclone Attack: +1 AR, +1 AR per ace present turn, a fierce all around attack when surrounded.
• Mock: Target/s rush to attack mocker, ignoring spells, missile weapons, or strategy to attack physically at -2 HB, and -2 Checks. +1 AR per ace, +10 damage. Lasts 1d6 turns. Skill and charisma vs. intelligence check.
• Regroup: Party gets 2 turns to regroup if battle comes to a pause. +1 init when battle recommences, +2 HB and +2 init if attacked while regrouping. Once a day unless GM calls otherwise. Allows party to reposition to gain an advantage.
• War Cry: +2 HB and damage to party for the next three attacks. Use once a day.
• Zeal: Fill self with confident zeal, +3 HB, +3 d6 stamina, +4 d6 damage, cannot flee when in zeal..
• Faithful Mount: His horse Mars is a bonded mount. This mount is very loyal, and has combat attacks. It also gets resurrections.
• Poison Resistance: +5% resistance to poisons per level.
Good Aligned Knights Only
• Circle of Power: If Knight has a Holy Sword he can Dispel Magic effects in a 10 foot radius.
Magic Skills :: Mage Class
• Arcane Cryptology: knowledge of magic runes, glyphs, hieroglyphs, and their meanings.
• Arcane Mineralogy: knowledge of what minerals retain magic and which do not
• Arcane Tactics, +1 on all spell check rolls
• Arcanology: study of the history of magic +1 success when learning spells
Conceal Power: hides marks, seals, signatures, and all traces of power by power (LoD) of roll vs. detection and identification powers.
• Create Arcane Runes: creation of runic languages.
• Cryptanalysis: decipher runes, hieroglyphics, ancient seals etc.
• Cryptography: writing, reading, and creation of runes, seals, hieroglyphs, and symbols
• Cryptology: study of runes, hieroglyphics, ancient seals, etc.
• Demon Seal: gain +1 demon seal and its knowledge to summon +1 select demon type per level. Demon will obey any single command within reason. Demon will appear and attack if summoning fails. Total number of successes rolled with Magic Class Level determines combat level of demon summoned. Set checks as they are needed with combat roll. Roll
• Enchanter: enchant items with learned or 'borrowed' magic and seal to make enchantments last (must take Insolvent Channeling, Mark, Seal, and Signature with this skill), transient enchantments which are not sealed in an item only last for one encounter.
• Factor: factor a spell with any +1 extra called effect within your spells books or magic skill set, -1 AR and any stamina used per factor.
• Layer Magic: layer up to +1 powers per AR spent in one turn to create a multi-effect power which has to be torn down layer by layer, stamina cost of single spell +1 per additional AR used (each layer after the first costs -1 stamina).
• Magic Targeting: for use with missile and thrown spells, +1 HB.: Martial Artist Class.
Martial Hand to Hand Attacks
(Their Sensei is Artorius/Cass)
Add strength to all attacks
• Precision: +1 HB
• Focus: +2 dexterity
• Debilitating Technique: (-1 AR per effect in succession)
1. slows movement -1, -1 per ace, -1 action per -5 movement lost,
2. disables with 0 bonuses
3. disables with -1 level, -1 per ace
4. with crit all bonuses are negative 2, with -2 levels and movement, -2 per ace.
• Physical Center: +1 d6 on any physical
• Martial Combat: (type) +1 mental and physical checks per level
• Martial Focus: use no stamina this attack but take no more than 1 action, physical attacks only.
• Snap Kick: +12 damage
• Sweep Kick: tripping kick
• Stabbing Paw: +12 damage bruising fist jab, +25 to throat or chest
• Open Hand of Death: +50 damage or death blow, heel of palm shoves septum of nose into brain, deadly to mortals, paralyzes or trans death to immortals.
• Death Grips: Choking Python (holds/damages), Choking Scissors (damages), strength = damage per turn gripped. Strength vs. Strength on all for duration of grip once it succeeds.
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