Lethal Reword 4: Fool for the Future

Discussion in 'ROLEPLAY GRAVEYARD' started by Boss Frost, Nov 18, 2009.

  1. Can I have Dhampir chara? It wasn't listed specifically, so I thought I'd double check.
     
  2. Name: Professor Basil Chiroptera
    Race: Human
    Class: Smart Hero/Mage
    Level: 3/5

    Str: 12 | +1
    Dex: 10 | +0
    Con: 14 | +2
    Int: 20 | +5
    Wis: 15 | +2
    Cha: 16 | +3


    HP: 64
    BAB: +3
    Fort: +4 | 2 | 2 | 0
    Ref: +2 | 2 | 0 | 0
    Will: +9 | 6 | 2 | 2
    Defense Bonus: +4
    Reputation: +3
    WEALTH: 11

    Hair: Blond
    Eyes: Blue
    Skin: White
    Height: 6'2"
    Weight: 156lbs.
    Occupation: Shadow Scholar
    Bonus Skills: Arcane Lore +1, History +1, Earth and Life Sciences +1.
    Bonus Feat: Educated (Arcane Lore, Earth and Life Sciences)

    Racial Traits:
    Bonus Feat: Spellslinger
    Extra Skill Points: 4 at 1st level and +1 every level after 1st.

    Class Features:
    -Talent: "Savant: Craft Chemical", The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.
    -Talent: "Exploit Weakness", After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
    -Bonus Feat: "Iron Will", +2 to Will saves.
    -Arcane Skills: Gain access to Concentration and Spellcraft.
    -Arcane Spells: The Mage’s key characteristic is the ability to cast arcane spells. He is limited to a certain number of spells of each spell level per day, according to his Mage class level. In addition, the Mage receives bonus spells based on his Intelligence score.
    -Familiar: Bat
    -Scribe Scroll: Starting at 2nd level, a Mage can create scrolls from which he or another spellcaster can cast a scribed spell. You can create a scroll of any spell you know. Scribing a scroll takes one day.
    -Bonus Feat: Archaic Weapons Proficiency
    -Brew Potion: The Mage can create a potion of any spell of 3rd level or lower that he knows.
    -Scribe Tattoo: At 4th level, a Mage can create tattoos on his body or someone else’s.
    -Spell Mastery: The Mage chooses a number of spells that he already knows equal to his Intelligence modifier. From that point on, the Mage can prepare these spells without referring to a spellbook. The Mage is so intimately familiar with these spells that he doesn’t need a spellbook to prepare them anymore.
    -Talent: "Plan", Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
    -Talent: "Savant: Craft Writing", The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.

    Feats:
    -Simple Weapons Proficiency
    -Archaic Weapons Proficiency
    -Windfall: The character’s Wealth bonus increases by +3. Also, this feat provides a +1 bonus on all Profession checks.
    -Magical Heritage: Choose three 0-level arcane spells (“cantrips”). You may cast each of these spells once per day per your arcane spellcasting level (minimum 1). You are treated as a Mage for purposes of arcane spell failure chance when you are wearing armor.
    -Spellslinger: For any one spellcasting advanced class in which you have levels, you can prepare and cast one additional spell per spell level known.
    -Smart Plus: You gain two talents from the Smart hero’s talent trees.
    -Eschew Materials: An eschewed spell can be cast with no material components. Spells without material components or whose material components have a Purchase DC of 4 or greater are not affected by this feat.

    Skills:
    Computer Use (Int): +12 | 5 | 7 | 0
    Concentration (Con): +13 | 2 | 11 | 0
    Craft: Chemical (Int): +16 | 5 | 11 | 3
    Craft: Writing (Int): +19 | 5 | 11 | 3
    Craft: Visual Art (Int): +9 | 5 | 4 | 0
    Craft: Cooking (Int): +14 | 5 | 9 | 0
    Decipher Script (Int): +10 | 5 | 5 | 0
    Demolitions (Int): +9 | 5 | 4 | 0
    Disable Device (Int): +9 | 5 | 4 | 0
    Forgery (Int): +11 | 5 | 6 | 0
    Investigate (Int): +13 | 5 | 8 | 0
    Knowledge: Arcane Lore (Int): +19 | 5 | 11 | 3
    Knowledge: Earth and Life Sciences (Int): +19 | 5 | 11 | 3
    Knowledge: Current Events (Int): +10 | 5 | 5 | 0
    Knowledge: History (Int): +17 | 5 | 11 | 1
    Navigate (Int): +14 | 5 | 9 | 0
    Profession: Teacher (Wis): +12 | 2 | 9 | 1
    Read/Write Language (none): +0 | 0 | 0 | 0
    Repair (Int): +5 | 5 | 0 | 0
    Research (Int): +14 | 5 | 9 | 0
    Search (Int): +6 | 5 | 1 | 0
    Speak Language (none): +0 | 0 | 0 | 0
    Spellcraft (Int): +16 | 5 | 11 | 0
    -Drive (Dex): +1 | 0 | 1 | 0
    -Pilot (Dex): +2 | 0 | 2 | 0

    -Spells: 5/ 6 / 4 / 3
    Spells Known: All/9/4/2
    Cantrips: Magic ID (3). Haywire (2). Mage Hand/5, Light/5, Prestidigitation/5.
    1st-Level: Burning Hands(2), Degauss, Feather Fall, Jump*(1), Mage Armor*(1), True Strike, Sleep (1), Shield(1), Power Device
    2nd Level: Enhance Ability*(2), Invisibility*(1), Spider Climb (1), Protection from Bullets (1)
    3rd Level: Phantom Chopper (1), Lightning Bolt*(2)

    Equipment:
    Frost Cane Blade
    +3 Business Clothing
    Briefcase
    PDA
    Spellbook

    Backstory:
    Will teaches metaphysical sciences at a private school. Fondly nicknamed 'Professor Batty' by his students, he's known to be one of the more attractive and 'nice' teachers... as well as being a quite obvious magic-user. This garners him a great deal of respect from his students and colleagues, and his calm methods of teaching are one of the prizes of the school.

    His constant 'adventuring' to other parts of the world, checking out fabled 'magical' locations is thus allowed by the board, though the other teachers resent him for this. Careful, quiet, and secretly powerful, he's got a bit of a problem with pride... but then again, knowing you surpass everyone around you sort of does that.
     
  3. Name: Aronius
    Race: Human
    Class: Fast Hero/ Mecha Jockey
    Level: 8

    Str: |15 +
    Dex: |18 +
    Con: | 16 +
    Int: |12 +
    Wis: |10 +
    Cha: |14 +

    HP:98
    Fort: +2 | 0 | 0 | 0
    Ref: +6 | 0 | 0 | 0
    Will: +4 | 0 | 0 | 0

    Hair: Gray
    Eyes: Green
    Skin: White
    Height:
    Weight:
    Occupation: Gladiator

    Racial Traits:
    Bonus Feat
    Extra Skill Points: 4 at 1st level and +1 every level after 1st.

    Class Features:
    Class Features: Fast Hero
    All of the following are class features of the Fast hero.
    Talents
    At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.
    Defensive Talent Tree
    The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
    Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
    Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
    Prerequisite: Evasion.
    Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
    Prerequisites: Evasion, uncanny dodge 1.
    Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.
    A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
    Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
    Prerequisites: Evasion, uncanny dodge 1.
    Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
    Prerequisite: Evasion.
    Increased Speed Talent Tree
    The Fast hero can increase his or her natural base speed.
    Increased Speed: The Fast hero’s base speed increases by 5 feet.
    Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
    Prerequisite: Increased speed.
    Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
    Prerequisites: Increased speed, improved increased speed.
    Bonus Feats
    At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.
    Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.

    Class Features: Mecha Jockey
    The following features pertain to the Mecha Jockey advanced class.
    Mecha Weapon Proficiency
    At 1st level, the Mecha Jockey gains the bonus feat Mecha Weapon Proficiency.
    Luv My Mecha
    Starting at 2nd level, a Mecha Jockey gains a bonus on Drive, Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the Mecha Jockey’s attack rolls with the mecha’s ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 5th level, +3 at 8th level).
    To designate a mecha as familiar, the Mecha Jockey must have operated it for at least one month. Minor changes and upgrades to the mecha don’t affect familiarity, but if the Mecha Jockey switches to a mecha with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A Mecha Jockey can be familiar with only one mecha at a time.
    Bonus Feat
    At 3rd, 6th, and 9th level, the Mecha Jockey gains a bonus feat. The bonus feat must be selected from the following list, and the Mecha Jockey must meet all the prerequisites of the feat to select it. Advanced F irearms Proficiency, Advanced Mecha Operation, Burst Fire, Cleave, Combat Expertise, Dead Aim, Dodge, Double Tap, Far Shot, Force Stop, Gearhead, Great Cleave, Hair Trigger, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mobility, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run, Skip Shot, Spring Attack, Strafe, Stun Mecha, Thruster Blast, Weapon Focus (mecha weapon only), Whirlwind Attack.
    Mecha Feint
    At 4th level, a Mecha Jockey operating a mecha can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat.
    If the Mecha Jockey has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a mecha.
    Evasive Action
    At 7th level, the Mecha Jockey can make a Drive, Pilot, or Tumble check (as appropriate) to lessen the damage dealt by a successful attack against his mecha. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The Mecha Jockey can make an evasive action check once per round.
    Improved Evasive Action
    At 10th level, the Mecha Jockey’s evasive action ability improves. A successful Drive, Pilot, or Tumble check negates all damage dealt by the attack.

    Feats:

    Simple Weapons Proficiency Feat
    Benefit: The character makes attack rolls with simple weapons normally.
    Normal: A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons

    Mecha Operation: A character without this feat takes a –4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, the character cannot run or charge.

    Mecha Weapon Proficiency: A character without this feat takes a –4 penalty on attack rolls made while operating a mecha. Furthermore, the character cannot apply the various firearm feats (such as Advanced Firearms Proficiency, Dead Aim, Double Tap, Shot on the Run, and Strafe) to a mecha’s ranged weapons.

    Lightning Reflexes
    Benefit: The character gets a +2 bonus on all Reflex saving throws.

    MECHA FLING
    You can pick up an opponent with your mecha and fling it.
    Prerequisite: Mecha Operation, at least one free hand slot.
    Benefit: Your mecha can make a grapple check at a –20 penalty against an opponent at least two size categories smaller than it. If the grapple succeeds, you can use an attack action to fling the held opponent on your next action. The range increment for the thrown foe is 10 feet, and the maximum range is 100 feet.
    A creature may be thrown horizontally or vertically. If thrown vertically, it takes normal falling damage. If thrown horizontally, it takes damage as though it had fallen half the distance thrown (rounded down), and you may apply your mecha-modified Strength bonus to the damage.
    Your mecha may also fling your opponent at another mecha, vehicle, or creature. To do so, make an attack roll at a –4 penalty, with appropriate range penalties, against the target. If you hit, both the thrown creature and the target take the amount of damage that the thrown creature would have otherwise taken, as given above.

    Fast Plus
    Advancements in science coupled with your drive to excel enable you to progress faster toward becoming a truly dexterous hero.
    Benefit: You gain two talents from the Fast hero’s talent trees. The talents must be selected from the following list, you cannot select more than one talent from a single talent tree, and you must meet all the prerequisites of a talent to select it. Uncanny Dodge 1, Uncanny Dodge 2, Defensive Roll, Opportunist, Improved Increased Speed, Advanced Increased Speed.
    Special: You may select this feat multiple times. Each time you select this feat, you must choose a different pair of talents

    MECHA CRUSH
    You can hurl your mecha’s body onto opponents to deal tremendous damage.
    Prerequisite: Mecha Operation.
    Benefit: As an attack action, you can maneuver your mecha to jump or fall onto opponents, using the mecha’s body to crush them. This attack is useful only against creatures at least two size categories smaller than your mecha. The base damage for a crush attack depends on your mecha’s size category, as given below. Add 1.5 times your mecha-modified Strength bonus to this base damage to determine the total damage for the attack.
    Mecha Size
    Damage
    Large
    2d6
    Huge
    2d8
    Gargantuan
    4d6
    Colossal
    4d8
    A crush attack deals bludgeoning damage and affects as many creatures as can fit under your mecha’s body. Each creature in the affected area must succeed on a Reflex save (DC 10 + your mecha’s size modifier for grapple attacks). On a failure, the creature is pinned and automatically takes crush damage each round the pin is maintained


    Increased Speed: The Fast hero’s base speed increases by 5 feet.
    Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
    Prerequisite: Increased speed.
    Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
    Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
    Prerequisite: Evasion.

    Personal Firearms Proficiency

    Benefit: The character can fire any personal firearm without penalty.
    Normal: Characters without this feat take a –4 penalty on attack rolls made with personal firearms.

    Dodge:

    Prerequisite: Dexterity 13.
    Benefit: During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
    Special: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

    Skills:

    Drive (DEX): 11
    Pilot (DEX): 11
    Tumble (DEX): 6 (+ 1 From Gladiator Occupation)
    Repair (DEX):8
    Knowledge (technology):8
    Profession (Gladiator):7
    Spot (WIS):6

    Equipment: 

    Concealable vest (light armour)
    Colt M1911 (.45) +2 box mags
    Knife
    Casual cloths
    Uniform
    Contractors Pack
    PDA


    Backstory: 

    Aronius never considered himself the the type to pilot a mecha but his father's repair shop was a good place to learn about the machines. He asked the pilot's incessant questions about them until the business folded and he was forced to get a job at one of the gladiatorial ring. He spent several months doing chores before he was given the chance to be a training opponent for the gladiators and from there entered the ring himself.
     
  4. Tyler Haak

    She had known that her impromptu words would get a rise out of Daisuke, and even from within Adam, the guy took over just so he could be a smart ass. “Wouldn’t you like to know?” She responded coolly before she could stop herself, cursing herself internally afterward. It just slipped out. This is why I normally don’t say anything… I'm a dumbass for letting it slip. She shook her head, not responding again to the pervert. She would have to refrain from giving him a good kick in the rump as well. On a normal day at work, with coworkers or friends, she would probably make a joke about flexibility or stamina or something just to be lewd and for the laughs, but she held back, trying to remain serious in what was supposedly a serious moment. She’d let one retort slip, but had to restrain herself from saying anything else.

    The eye roll she’d avoided before finally came out when he started going on about cheating. If he’d ever had a real relationship in his life, he would know that women and most everyone considered hand stuff cheating. What a moron – in so many ways. “By all means, cheat to your little heart’s content. Honestly, I don’t mind.” Her dry tone made it evident that she was ready to get passed this subject and moved on.

    She was thinking about all this craziness when Daisuke plopped into a seat at the round table and started blabbering again. It took him some time to shut up, though less than usual, and when it was silent again she leaned back in her chair, hooking a leg lazily over the arm of the chair and rubbing at her face again. Glancing around, she could see that everyone else had gone to find rooms and just she and Daisuke were left. Should she yell ‘rape’ now or wait for it to actually happen? Where was a whistle when you needed one? But he looked legitimately concerned so she thought, very briefly, about just spilling.

    The woman licked her lips as she thought, and then leaned her temple on her fist. Nah. No one else was complaining much, so why should she start? She supposed that there could be worse things than being kidnapped and lied to by an evil organization who forced you to overthrow countries and kill people, and then be hunted like animals after telling them that they were crazy only to fall into the creepy and fantastical bosom of a group that wanted you to fight for their cause against said evil organization and most-likely die in the process. By the way, your ancestors were all magical beings with powers and unicorns and elves and man-eating dragons existed and still exist. Nah, totally fine, no need to vent just yet.

    Her lapse of silence dragged on for a moment while she thought – pointless though it was. Daisuke probably thought she was having a stroke since she was just sitting there staring blankly at him for a good while. Finally, she shook her head weakly and pushed herself up, picking up her mace and her bag and making her way toward the door to the women’s wing. “Just tired and pent up; you know how it is.” She gave him no time to respond, walking through the door and letting it close behind her. The fact that she hadn’t eaten probably would not help her fatigue, but it was hard to shake the nervous feeling in her stomach – like something terrible was coming. After choosing a room, she tossed her bag and mace down before readying to sleep. It felt like sleeping was all she was doing – why was she so tired? She’d have to put extra effort into training and exercise in hopes that it would help lessen her sleepiness. But first thing in the morning, she’d head back to the armory. She wanted to check some stuff out.
     
  5. Name: Hanako Nagare
    Race: Human
    Class: Fast 2/Charismatic 2/ Psionic Agent 3/Infiltrator 1
    Level:8


    Str:10 | +0
    Dex:20 | +5
    Con:12 | +1
    Int:14 | +2
    Wis:15 | +2
    Cha: 16| +3


    HP: 68
    BaB+4
    Fort: +3 | +1 | 0 | +4
    Ref: +9 | +5 | 0 | +14
    Will: +1 | +2 | 0 | +3
    Defence:10+5+8+2=25
    Reputation:3

    Hair:Light blonde, bordering on silver
    Eyes:Light brown
    Skin:White
    Height:Normal?
    Weight:That's classified information.
    Occupation: Psychic! Feat chosen is Wild Talent, Skill is Diplomacy.
    Racial Traits:
    Bonus Feat
    Extra Skill Points: 4 at 1st level and +1 every level after 1st.

    Class Features:
    EVASION-If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
    CHARM-The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender (men). The bonus is equal to the character’s Charismatic level.
    A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
    SWEEP-An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.
    PSIONICS-4 power points.
    Burst, Detect Poison, Detect Psionics (1 each)
    Feather Fall (1)
    PSIONIC FOCUS-At 2nd level, a Psionic Agent chooses two powers that share the same primary ability score, and adds +2 to the DC for all saving throws against those powers. UNFORTUNATELY, AT SECOND LEVEL IT SEEMS TO BE IMPOSSIBLE TO HAVE TWO POWERS WITH SAVING THROWS, MUCH LESS THE SAME KEY ABILITY.


    Feats:
    Simple Weapons Proficiency
    Wild Talent (occupation) Hanako can use the Distract power 3/day.
    Personal Firearms Prof. (Starter Feat)-Hanako can use Personal Firearms without penalty.
    Two-Weapon Fighting(Starter Feat)
    Armor Prof., Light (Human Bonus Feat) Hanako can use Light Armor.
    Point Blank Shot (Fast Bonus Feat)Hanako gets +1 to hit targets within 30 ft.
    Dodge (Charisma Bonus Feat) During the character’s action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
    Vehicle Specialization (Civilian Motorcycle) (3rd level feat) Choose a vehicle type (civilian aircraft, civilian cars, civilian motorcycles, civilian trucks, civilian water vehicles, other civilian vehicles, or military vehicles). When you are in control of a vehicle of the specified type, you gain a +2 competence bonus on skill checks, ability checks, and saving throws involving the vehicle.
    Mobility (6th level feat)The character gets a +4 dodge bonus to Defense against attacks of opportunity provoked when the character moves out of a threatened square.
    Precise Shot (Psionic Agent Bonus Feat)Hanako suffers no penalty when targeting someone engaged in melee with a ranged attack.

    Skills:
    Points from Fast 40
    Points from Charismatic 20
    Points from Psionic Agent 18
    Points from Infiltrator 10

    Hide 6
    Move Silently 6
    Bluff 10
    Diplomacy 10 (also recieves a +1 competence bonus)
    Spot 10
    Listen 10
    Disguise 10
    Autohypnosis 6
    Concentration 6
    Escape Artist 5
    Gather Information 5
    Sleight of hand 5
    Perform (dance) 3
    Speak Language 3 (Korean, Japanese, Russian)
    Read/write language 3 (Korean, Japanese, Russian)
    Tumble 1
    Drive 1; (+6, +8 motorcycles)
    Equipment:
    Glock 171 (9mm autoloader)x2. +1 to-hit, 2d6 ballistic damage, range increment of 30ft, 20 is critical threat, semiautomatic, 17 bullets each, move action to reload (full-round to reload both)
    Ducati 998R
    Light Undercover Shirt (armor)

    6 Wealth
    Backstory:Hanako was picked up by the government as a little girl, around the time her psychic talent manifested. Since then she's been trained as a spy, using her natural ability to make other's thoughts wander to help her out. Recently Hanako underwent an extensive program involving the use of experimental drugs to boost her psionic potential. So far it has worked out without any lasting negative side effects.
     
  6. [​IMG]

    Soon the future will be upon us...
     
  7. "He's just someone who pays more attention to talents.. even his own children, he favors the more talented ones and neglect the ones that disappoint him. It creates a tension between most of us and half of them don't really like me sadly."
     
  8. Jewel jumped when Drake bumped into her, her own shock causing her clothes to shift and decay a little more. She took a few more deep breaths, though. She knew this outfit wouldn't last until the end of the day, but she really, really hoped it wouldn't disintegrate right in front of this older - admittedly attractive - man.

    She laughed nervously along with him, trying to keep herself as small as possible. "Um, yeah. I was looking for you, too..." she blushed at that declaration and when she rubbed her arm she accidentally ripped the seam to the jacket's shoulder. "Bloody hell! I...I hope Raven's not too attached to this stuff."

    "Relax. I think she knew what was going to happen," Drake said to sooth her. Of course, soothing might not have been his direct intent, just comfort. What soothed Jewel more was that rich, masculine voice. "With her...'magic' she can probably fix them if they tear too bad, anyway."

    She nodded absently and looked at the painting Drake had been studying. She couldn't quite tell if it was meant to be abstract or oddly metaphorical. It was a forest scene with one tree in particular as the center focus. Sitting at the foot of that tree was a man with long flowing robes reading a book. The book had various symbols written on it that Jewel didn't understand. The man was definitely European, but his nationality was impossible to determine. He looked like a mix of all of them. And while most of the trees in the painting were normal, the one he was sitting under was anything but. It was painted in a spattering technique, with little dots of many different colors going up and down its trunk and continuing through its branches. Reds, blues, violets and white, like the tree was made of starlight. Near the base of its trunk it dominated red, but the higher up the eye traveled the more she could see it blend into white at the branches.

    Hanging from the tree like fruits were twenty-two books. Almost all of them looked just like the one the man - probably a wizard of some sort - was reading, except for two. One of them was completely blood red, with no marks of any kind. It was shriveled and made Jewel think of a rotting apple. It dripped onto the book below it, like it was bleeding, and turned the upper half of the book beneath it red, too.

    "Must be a mage thing, right?" she asked, hoping she hadn't missed something she should know. She hadn't exactly been to an art exhibition recently. He merely shrugged. Guess that officially made it a mage thing. "I wonder where Raven is. This mansion's castle inspired, right? And you're some kind of super soldier. Maybe if you think of this place like a stronghold the layout will make more sense."
     
  9. "You learn to live with it and go on." Astorath removed his hands. "Lucius will likely see things differently though."
     
  10. I REDID XERNEAS DESPITE LOTS OF CRYING

    WOOO (open)
    [​IMG]
     
  11. ayyyyyyyyye the Sylveon and Xerneas are pretty good for someone who just started :3 Especially with only a mouse o_o

    What program do you use :o
     
  12. anyone want a relationship with caldwell :|
     
  13. "She's like Lucy, the runt of the litter.." Lyra stop and look around, "Don't tell mommy I said that.." she whimper softly. "She'll get very angry."
     
  14. Is this alive ? :33