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20:44, 27th April 2024 (GMT+0)

Billy

Billy, Level 1 Hengeyokai Bard
Age: 30, Height: 5' 2", Weight: 100 lb.
Initiative +1, Perception 17, Insight 19, Low-light vision

HP 22; Bloodied 11; Surges 7; value 5
AC 17; Fortitude 10, Reflex 14; Will 15
Resist
Speed 6 (7 base)
[P] Nature’s Mask (Minor; At-Will) * Personal
Polymorph
Effect: You change into your human, Tiny animal, or hybrid form. The new form lasts until you change forms again. While you are in human or animal form, other creatures can attempt to discern your true nature by making an Insight check opposed by your Bluff check; you gain a +5 bonus to your check. None of your game statistics change in human or hybrid form. While in animal form, you cannot use any attack powers, although you can sustain such powers. Your equipment becomes part of the form, and you continue to gain the benefits of the equipment you wear, except for shields and item powers. While equipment is part of the form, it cannot be removed, and anything in a container that is part of the form is inaccessible. You cannot speak. You otherwise retain your game statistics.
You gain a movement benefit based on your form.
Badger: You gain a burrow speed equal to half your speed.
Carp, Crab: You gain a swim speed equal to your speed, and then your land speed becomes 1. You can breathe underwater.
Cat, Monkey, Raccoon Dog, Rat: You gain a climb speed equal to half your speed.
Crane, Sparrow: Your land speed becomes 1, and you gain a fly speed of 6.
Dog, Fox, Hare: Your speed increases by 2.
Special: You can use this power only once per round.
[M] Basic Attack (Standard; At-Will) * Melee or Ranged
Weapon
Mace: +2 vs. AC; 1d8 dmg
Sling: +3 vs AC; 1d8+1
[R] Misdirected Mark (Standard; At-Will) * Ranged 10
Arcane, Implement
+6 vs Will; 1d8+5 dmg. Target is marked by an ally within 5 squares of you until the end of your next turn.
[R] Vicious Mockery (Standard; At-Will) * Ranged 10
Arcane, Charm, Implement, Psychic
+4 vs Will; 1d6+4 dmg. Target takes -2 penalty to attack rolls until end of your next turn.
[R] Fast Friends (Standard; Encounter) * Ranged 5
Arcane, Charm, Implement
+5 vs. Will; Choose yourself or an ally. The target cannot attack that character until the end of your next turn or until you or one of your allies attacks the target.
[C] Majestic Word (Minor; Encounter) * Close Burst 5
Arcane, Healing
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier(4). You also slide the target 1 square.
Level 6: 1d6 + Charisma modifier additional hit points.
Level 11: 2d6 + Charisma modifier additional hit points.
Level 16: 3d6 + Charisma modifier additional hit points.
Level 21: 4d6 + Charisma modifier additional hit points.
Level 26: 5d6 + Charisma modifier additional hit points.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.
[P] Words of Friendship (Minor; Encounter) * Personal
Arcane
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
[R] Stirring Shout (Standard; Daily) * Ranged 10
Arcane, Healing, Implement, Psychic
+5 vs. Will; 2d6+4 psychic dmg.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your charisma modifier (4).
Alignment: Evil; Languages: Common, Elven, Dwarven
(* = Trained in that skill)
5 Acrobatics*, 7 Arcana*, 2 Athletics, 11 Bluff*, 5 Diplomacy,
3 Dungeoneering, 0 Endurance, 3 Heal, 3 Hist, 9 Insight*, 5 Intimidate,
3 Nature, 7 Perception*, 3 Religion, 1 Stealth, 5 Streetwise, 1 Thievery
Str 10(0) Dex 13(1) Wis 14(2)
Con 10(0) Int 14(2) Cha 18(4)
Equipment: S.A.K., Chainmale Armor, Light Shield, Mace, Sling, Accurate Wand, Lute, MONEY: 2gp



Rituals:
01) Traveler's Chant
01) Wizard's Curtain

Feats:
00) Ritual Caster
01) Superior Implement Training (Accurate Wand)

Background Benefit: Merchant Prince
Learn an extra language of your choice, add Insight to your class skill list, and you gain a +2 bonus to Insight checks.

Theme:


Character description/personality:
Billy is a beautiful guy. He's charismatic, handsome, and has a singing voice that always seems to hit heart chords that stir emotions in people without even needing to hear the next note or lyrics. In human mode, he has a pretty-boy look to him, soft white hair and an average build. In hybrid mode, which he is in normally, Billy looks about as appealing as human-sized white rabbit can look, even having the same hair as in his human form. Both forms, he is 5'2" and has blue colored eyes.

Billy views people as needing care, lifting up, and otherwise... coddling. He loves performing for people as it tends to result in cheering people up. However, Billy's time with Velocity has twisted his view of love and how to express it. He genuinely believes killing good people is usually a good thing and that he's doing them a favor by sending them to the afterlife. Killing bad people is a bad thing because if they get sent to the afterlife, they will actually suffer worse than they may be suffering in this life. He's also smart. Billy does not kill without calculating the risks to himself and his family.

Speaking of, Billy worships his wife as a goddess and (more to come).

(Human look:
http://images2.fanpop.com/images/photos/3100000/Final-Fantasy-XII-Vaan-final-fantasy-12-3118567-1024-768.jpg  or  http://www.scenicreflections.com/ithumbs/Beautiful_boy_Wallpaper__yvt2.jpg )

Combat tactics:


Character background:


XP earned: 0

Average Height: 4´ 10˝–5´ 6˝
Average Weight: 100–140 lb.
Ability Scores: +2 Dexterity; +2 Wisdom or +2
Charisma
Size: Medium (human or hybrid form)
Speed: 7 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 to a skill determined by
your animal form.
Animal Form: Select your animal form: badger
(Endurance), carp (Endurance), cat (Acrobatics),
crab (Intimidate), crane (Nature), dog (Insight),
fox (Stealth), hare (Athletics), monkey (Athletics),
raccoon dog (Stealth), rat (Thievery), or sparrow
(Perception).
Elusive: You have a +1 racial bonus to Reflex.
Fey Origin: Your ancestors were animal spirits
native to the Feywild. You are considered a fey
creature for the purpose of effects that relate to
creature origin.
Beast Nature: You are considered both a magical
beast and a humanoid for the purpose of effects
that relate to creature type.
Shapechanger: You have the shapechanger
subtype.
Language of Beasts: While you are in animal or
hybrid form, you can communicate with any
natural or fey beasts that share your animal form
or a form that is closely related (for example, a
dog hengeyokai can communicate with a wolf).
In human form, you can understand these beasts
but cannot directly communicate with them.
You can communicate simple concepts and
commands to such creatures, but they are under
no compulsion to obey you, and their knowledge
is restricted by their experience and mobility.
Beasts you talk to are not necessarily friendly;
your DM may require skill checks to influence
their attitude.
Nature’s Mask: You have the nature’s mask power.

Nature’s Mask Hengeyokai Racial Utility
You swiftly assume the guise of either human or beast.
At-Will (Special) F Polymorph
Minor Action Personal
Effect: You change into your human, Tiny animal, or
hybrid form. The new form lasts until you change forms
again. While you are in human or animal form, other
creatures can attempt to discern your true nature by
making an Insight check opposed by your Bluff check;
you gain a +5 bonus to your check.
None of your game statistics change in human or
hybrid form. While in animal form, you cannot use any
attack powers, although you can sustain such powers.
Your equipment becomes part of the form, and you
continue to gain the benefits of the equipment you wear,
except for shields and item powers. While equipment is
part of the form, it cannot be removed, and anything in
a container that is part of the form is inaccessible. You
cannot speak. You otherwise retain your game statistics.
You gain a movement benefit based on your form.
Badger: You gain a burrow speed equal to half your
speed.
Carp, Crab: You gain a swim speed equal to your
speed, and then your land speed becomes 1. You can
breathe underwater.
Cat, Monkey, Raccoon Dog, Rat: You gain a climb
speed equal to half your speed.
Crane, Sparrow: Your land speed becomes 1, and you
gain a fly speed of 6.
Dog, Fox, Hare: Your speed increases by 2.
Special: You can use this power only once per round.