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Character Name: Canrik Sargoth
Alias: Rik
Race: Eandroth
O.C.C.: Beastmaster
Alignment: Unprincipled (Survival of the Fittest)
XP Level: 6
XP Points: 23,881
Next Level @ XP: 34,881
Racial Hostilities: Indiscriminate harm and cruelty to animals.
Sentiments/Western Empire: Expansionist. But their might is undeniable. Respect the strength, be wary of their motives.
Sentiments/Dominion of Man: Such a mixed bag. They have sired some amazing warriors, but they also have sired some of the worst individuals to ever walk the planet. It’s odd when those two are the same person.
Disposition: Does not tolerate disrespect towards oneself or animals. Respects strength. Canrik can seem cold to those he does not respect. Grumpy, but inquisitive is how he approaches new things. To be the warchief of a tribe he needs to have a better understanding of all cultures. Take what works and discard the rest. Those that can not adapt are doomed to perish.
Insanity:
ATTRIBUTES
I.Q.: 13
M.E.: 19
M.A.: 14
P.S.: 34
P.P.: 24
P.E.: 27
P.B.: 11
Speed: 13
PHYSICAL DATA
P.P.E.: 9
H.P.: 65 +2d4 lv
S.D.C.: 100
Age: 62
Sex: Male
Height: 5’ 1”
Weight: 140
Description: Bald, blue skinned, humanoid. His face and head are reminiscent of a dinosaurs’, but he has a lot of intelligence in his yellow eyes. The scars of many battles are evident across his torso, arms, and legs. Looking at him you would think he would test positive for every steroid in the world.
Racial Abilities
Natural AR: 12
Horror Factor: 14
Natural Abilities
Perception: 32% (3%)
Charm/Impress: 5%
Invoke Trust/Intimidate: 30%
Max. Encumbrance: 60 lbs
Max. Carrying Weight: 340 lbs
Max. Lifting Weight: 680 lbs
Max. Jumping Ability: 19' L // 9' H
Beastmasters & Special Abilities
In their service of nature the beastmasters have developed special abilities. Like the druid, they worship and serve all of nature although they are devoted to animals. Nature has granted these individuals special powers to better serve her animal children. These powers enable the beastmaster to perform wondrous feats of healing on the beasts of the forest. Theirs is a special kinship which allows these people to be accepted by animals as one of their own. Beasts will not react with fear or flee immediately from these clerics as they often times would with normal humanoids.
- Animal Diagnosis: Upon examination (1 melee), the beastmaster can determine the cause of an animal sickness or injury by examining the creature (-15% if the beastmaster is not able to perform an up close examination).
- Success ratio is 78%+3% per level of experience.
- Healing Touch: This functions exactly like the healing ability of priests, except it is best used on mammals, birds, reptiles and most non-magical monster animals. Humanoids and monsters with human intelligence cannot be healed by the beastmaster.
- Restores 2D4 hit points or S.D.C. per healing touch; 2 healing touches per melee max.
- Renewal of Spirit (Resurrection): The beastmaster can breathe life back into any animal that has been dead for less than eight hours and is not decapitated. Fundamentally, the same as the magic spell. This powerful magic weakens the beastmaster (-20 HP which must be healed naturally, no magic or psionics) and can only be done once per 24 hours for animals (72 hours for humanoids). This returns the animal to life (at 20 HP, or Max if they have less), but not necessarily health (missing limbs or organs are missing). This requires 1 full Melee of concentration.
- Success ratio is 50%+5% per level of experience (-50% for humanoids, and cannot be attempted until level 10).
- Purify Spirit (Cure Disease): This is a more powerful healing touch that miraculously cures disease and ailments through a simple prayer by the beastmaster. If a cure is not successful the animal remains sick, but the pain and discomfort of the animal is automatically eased. When the prayer is unsuccessful and the animal is on death's door, it allows the animal to die without pain and in peace.
- Success Ratio: 50%+5% per level of experience (-35% for humanoids, cannot be attempted on humanoids until Level 4).
- A cure can only be attempted once per 24 hour period.
- Impervious to Natural Poisons/Venoms: The character is impervious to all types of animal venom and poisonous plants. This means the beastmaster can eat plants and fruit that would otherwise be deadly to humans. Furthermore, any poison made from animal or plant extract has no effect or damage on the character. However, a synthetic poison made in a modern laboratory from another world, or a magically enhanced/altered food (i.e. faerie food) has full effect.
- Impervious to Disease and Allergies: The beastmaster is also impervious to all natural pollens, fungus, molds, bacteria and viruses.
- Animal Telepathy: The character can communicate with any animal through mental telepathy. This ability allows only communication, not enslavement of the animal. With this ability the beastmaster can discover the feelings, fears, needs or wants of a creature and reason with the beast on a level it can understand. Although communication is possible, an angry, frightened or hurt animal may attack or defy the beastmaster's appeals. This power can be used to summon, direct/guide/convince, repel/intimidate, and calm/reason with animals.
- Range: 500' + 50' per level
- Success ratio is 68%+3% per level of experience.
- Communication can be made with as many as two animals per level of experience at the same time.
- Animal Kinship: Animals do not regard the beastmaster as a humanoid or as a threat and will not flee from his approach or scent. Nor will they attack without a reason. This ability enables the character to approach animals as if he was one their own kind, hunt and run with packs of canines, live with a pride of lions, run with horses or deer, and so on.
- Beastmaster Multiple-Familiar Link: This ability is akin to the wizard spell. Most notably, the beastmaster does not see and hear everything his familiar experiences. However, they are linked spiritually. Each animal familiar will regard the other as a beloved friend, allowing him or her to ride on its back and will offer protection and absolute loyalty. Most will sacrifice their lives to protect their friend; something no beastmaster would ever ask them to do.
- This link (per each familiar) provides the beastmaster with 1D6+2 hit points and 1D4 points added to either his SPD or P.S. attribute. If a familiar dies, roll corresponding dice for reductions as well (a beastmaster could lose more than he gained from bonding a creature).
- In addition, the animal toughens to the height of its natural capabilities (max H.P. & S.D.C.) also gets an additional 3D6 hit points from the link and exhibits high animal intelligence regardless of what it may be. The lifespan of a familiar is increased so that it will not die of aging while bound to the Beastmaster.
- Any sized animal is available as a familiar. The type of animal summoned to the beastmaster is determined by the player, but available animals will be limited to the geographic location and the G.M.'s discretion (be fair and reasonable).
- The beastmaster can have more than one familiar linked/allied to him, his first at level 1. Additional animal familiars can be selected at levels 3, 6, 9, and 12.
- The beastmaster can use the senses of one animal familiar at a time (Range: 500' +50' per Level). The mortal mind is incapable of processing the senses of many creatures at the same time, even with the aid of magic.
- Metal Aversion: Beastmasters tend to find metal uncomfortable to touch, cold, lifeless and constraining. They, like Druids, dislike weapons larger than a knife which are primarily constructed of metal. They will not use weapons in which metal is present. Curiously, leather armor worn by a beastmaster seems more effective as though even in death, the beastmasters’ animal brethren protect him.
- Wearing metal armor will interrupt the use of abilities 2, 3, and 4 as well as reduce all combat bonuses by two-thirds.
- Leather armor while worn by the beastmaster receives a +1 bonus to A.R. at Levels 4, 8, and 12.
Psionics
R.C.C. Skills
Dowsing 65% (+5%)
Horsemanship: Exotic Animals (Silonars) 90%/80% (+5%)
Track & Trap Animals 70%/80% (+5%)
Wilderness Survival 80% (+5%)
Land Navigation 69% (+4%)
O.C.C. Skills
Language: Native: Elven/Dragonese 128% (+5%)
Animal Husbandry 90% (+5%)
Identify Plants & Fruits 65% (+5%)
Camouflage 60% (+5%)
Detect Ambush 70% (+5%)
Prowl 77% (+5%)
W.P. Battle Axe
W.P. Knife
Hand to Hand: Expert
O.C.C. Related Skills
Track Humanoids 65% (+5%)
Boxing
Acrobatics
--Sense of balance 90% (+5%)
--Walk tightrope or high wire (78% (+3%)
--Climb Rope 92% (+2%)
--Back Flip 90% (+5%)
--Basic Climb ability 70%; (+5%)
--Bonuses: no fear of heights.
Hunting
Appraise Goods 65% (5%)
Leather Working 75% (5%)
Lore: Demons & Monsters 60% (5%)
Use & Recognize Poison 54%/46% (+4%)
(3) Falconry 60% (+5%)
(1) Detect Concealment & Traps 35% (+5%)
Secondary Skills
Body Building & Weight Lifting
Swimming 70% (+5%)
Brewing 55%/60% (+5%)
Lore: Culture & Customs 60% (5%)
Language: Wolfen 60% (+5%)
Language: Faerie Speak 60% (+5%)
(3) Lore: Undead 30% (5%)
(2) Language: Human: Eastern 40% (+5%)
Combat Data
HTH Type: Expert
Number of Attacks: 9
Initiative Bonus:
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +19
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Other:--Karate Punch (1d6)
--Karate Kick (2d6)
--Critical on 18-20 (HtH)
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
--W.P. Battle Axe +3 to strike // +1d6 to damage // +2 parry
--W.P. Knife +2 to strike // +3 to parry // +3 to strike
Saving Throw Bonuses
Coma/Death: 24%
Magic (varies): +6
Lethal Poison (14+): +6
Non-Lethal Poison (16+): +6
Insanity (12+): +2
Psionics (varies): +2
Horror Factor (varies):