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Azrathrall (Torg)
Apr 20, 2023
Name: Torg Lorgak Race: Orc Age: ??? Height: 6 feet, 8 inches Bio: Once known as the Wolfslayer of Bangkorai, This orc has been around the block a few times being in everything from cults to legitmate organizations. A natural survivor, he has lived through things that would snuff out the existence of most men and women thanks to his strength and quick wit. When he is not in combat, he is often known to be interested in Chemistry and the Dwemer and it is often known for using chemicals and toxins as well as explosives in battle in addition to his Scythe, Kinslayer. He does not truly know exactly how old he is but he knows he has been around for at least seventy years, yet still looks like he is at most in his mid thirties. He does not know the reason for this. He has a storied and colorful past but is slow to share that past with those that don't share said past or those he does not trust. Total Health: 16 Base Health: 12+2(Chainmail Armor)+2(Orc) Total Stamina: 10 Base Stamina: 10 Total Magicka: 4 Base Magicka: 4 Racial Bonuses: Orc (+2 to health and Promised of Malacath) Promised of Malacath (reduces all damage taken by 2 for 2 turns and can only be used once a day) Stamina Regeneration: 3 per turn (+1 from Werewolf Enhanced Stamina)(+1 from Chainmail) Magicka Regeneration: 1 per turn Combat Skills: Destruction (Apprentice), One Handed (Apprentice), Two Handed (Expert), Shields (Apprentice), Unarmed (Apprentice), Marksmanship (Apprentice), Polearms (Apprentice), Medium Armor (Apprentice), Heavy Armor (Apprentice) Non-Combat: Smithing (Apprentice), Artificing (Master), Cooking (Apprentice), Athletics (Apprentice), Acrobatics (Apprentice), Animal Handling (Apprentice), Speechcraft (Apprentice), Chemistry (Apprentice) Spells: Destruction: Endure Elements (Novice): You touch a creature and they become immune to extremem heat and cold caused by the enviroment. This does not include spell damage. (1hour/1creature/selftouch/action) Fiery Furnace (Novice): You raise the temperature of the area. All creatures within take 1 fire damage. A spell that negates environmental damage negates the damage. This is also used as an enchantment to cook food. (1hour/AoE10ftcube/25ft/action) Forcewave (Novice): A wave of raw force hits your opponent, dealing 1 physical damage and reducing their movement to 0 for 1 turn. (Instant/1creature/100ft/action) Acid Orb (Apprentice): Creates an acid orb that bursts when it hits anything. This deals 3 acid damage to all creatures and plants within the AoE burst. All creatures become nauseated, losing their reaction. (Instant/AoE10ft/25ft/action) Darkfire (Apprentice): You launch a dark flame that is invisible to all except those that can see through invisibility or have True Sight. This deals 3 fire damage per turn. (3turns/1creature/100ft/action) Explosive Cascade (Apprentice): You cause fire to rain down in an area, dealing 3 fire damage to all creatures and plants. (Instant/AoE10ft/25ft/action) Explosive Rune (Apprentice): You place a rune that explodes when a creature steps on it, dealing 3 physical damage to all to all within the radius. This takes a full turn to set. (Instant/AoE20ft/100ft/action) Speechcraft: Novice Ability: Stand Your Ground! - You purge your allies of the fear status effect. They also take 1 less damage from all sources for 1 turn. Apprentice Ability: Rally to Me! - All allies within twenty feet of you deal 2 more damage to all of their attacks and they are immune and purged of all negative status effects like fear, dazed, etc. This effect lasts 1 turn Equipment: Chainmail Armor, Scythe (2hand), 2 novice healing potions, 1 explosive, sack of gold, 3 days field rations. Werewolf (Azrathall, The other side of the coin) Total Health:20 Base Health:12+6(Lycanthropy)+2(Orc) -1 Physical DMG (Lycanthropy) Health Regen:0 Total Magicka:4 Magicka Regeneration: 1 per turn Total Stamina: 16 Base Stamina: 10+6(Lycanthrophy) Stamina Regeneration: 2 per turn (+1 from Werewolf Enhanced Stamina) Werewolf -You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form. -Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute. -Basic Skills- There are the basic stats all Werewolves have. These are not including the unique powers for individual werebeasts further below. Dark Metamorphosis Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form. Bestial Strength In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away. Bloodlust Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn. Beast Allies Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you. Enhanced Stamina Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form. Weakness to Silver Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry. Weakness to Poison Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives. No Restful Sleep Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away. Animal Detection Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are. Immunity to Disease Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage. Nature's Wrath Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
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Character Sheets
In Character Forums
Azrathrall (Torg)
Apr 20, 2023
Name: Torg Lorgak Race: Orc Age: ??? Height: 6 feet, 8 inches Bio: Once known as the Wolfslayer of Bangkorai, This orc has been around the block a few times being in everything from cults to legitmate organizations. A natural survivor, he has lived through things that would snuff out the existence of most men and women thanks to his strength and quick wit. When he is not in combat, he is often known to be interested in Chemistry and the Dwemer and it is often known for using chemicals and toxins as well as explosives in battle in addition to his Scythe, Kinslayer. He does not truly know exactly how old he is but he knows he has been around for at least seventy years, yet still looks like he is at most in his mid thirties. He does not know the reason for this. He has a storied and colorful past but is slow to share that past with those that don't share said past or those he does not trust. ----------------------------------------------------------------------------------------------------------------------------- Total Health: 16 Base Health: 12+2(Chainmail Armor)+2(Orc) Total Stamina: 12 Base Stamina: 10+2(Twohanded Expert) Total Magicka: 4 Base Magicka: 4 Movement: 3 Racial Bonuses: Orc (+2 to health and Promised of Malacath) Promised of Malacath (reduces all damage taken by 2 for 2 turns and can only be used once a day) Stamina Regeneration: 3 per turn (+1 from Werewolf Enhanced Stamina)(+1 from Chainmail) Magicka Regeneration: 1 per turn Combat Skills: Destruction (Apprentice), One Handed (Apprentice), Two Handed (Expert), Shields (Apprentice), Unarmed (Apprentice), Marksmanship (Apprentice), Polearms (Apprentice), Medium Armor (Apprentice), Heavy Armor (Apprentice) Non-Combat: Smithing (Apprentice), Artificing (Master), Cooking (Apprentice), Athletics (Apprentice), Acrobatics (Apprentice), Animal Handling (Apprentice), Speechcraft (Apprentice), Chemistry (Apprentice) --------------------------------------------------------------------------------------------------------------------------- Spells --------------------------------------------------------------------------------------------------------------------------- Destruction: Endure Elements (Novice): You touch a creature and they become immune to extreme heat and cold caused by the enviroment. This does not include spell damage. (1hour/1creature/selftouch/action) Fiery Furnace (Novice): You raise the temperature of the area. All creatures within take 1 fire damage. A spell that negates environmental damage negates the damage. This is also used as an enchantment to cook food. (1hour/AoE10ftcube/25ft/action) Forcewave (Novice): A wave of raw force hits your opponent, dealing 1 physical damage and reducing their movement to 0 for 1 turn. (Instant/1creature/100ft/action) Acid Orb (Apprentice): Creates an acid orb that bursts when it hits anything. This deals 3 acid damage to all creatures and plants within the AoE burst. All creatures become nauseated, losing their reaction. (Instant/AoE10ft/25ft/action) Darkfire (Apprentice): You launch a dark flame that is invisible to all except those that can see through invisibility or have True Sight. This deals 3 fire damage per turn. (3turns/1creature/100ft/action) Explosive Cascade (Apprentice): You cause fire to rain down in an area, dealing 3 fire damage to all creatures and plants. (Instant/AoE10ft/25ft/action) Explosive Rune (Apprentice): You place a rune that explodes when a creature steps on it, dealing 3 physical damage to all to all within the radius. This takes a full turn to set. (Instant/AoE20ft/100ft/action) --------------------------------------------------------------------------------------------------------------------------- Martial Abilities --------------------------------------------------------------------------------------------------------------------------- Power Stance - You deal extra damage equal to the level you used this for your next attack (FREE ACTION) Dueling Stance - You can counterattack the next melee attack made at you, dealing damage equal to the level you used (FREE ACTION) Sundering Strike - You deal damage based on the level you used this and the target takes extra damage from all sources based on the level you cast this, from novice to master: 1, 2, 3, 4, 5. (ACTION) This bonus lasts until the target is hit with an attack. Lunge - You can move an additional amount of space equal to half your movement rounded down, then make a strike, dealing damage equal to the level you used this ability. This is useful for closing distance. (ACTION) Crippling Blow - You deal damage equal to the level you used the ability and the target's speed is halved for X amount of turns equal to the level you cast it: 1, 2, 3, 4, 5. (ACTION) -------------------------------------------------------------------------------------------------------------------------- Speechcraft --------------------------------------------------------------------------------------------------------------------------- Novice Ability: Stand Your Ground! - You purge your allies of the fear status effect. They also take 1 less damage from all sources for 1 turn. Apprentice Ability: Rally to Me! - All allies within twenty feet of you deal 2 more damage to all of their attacks and they are immune and purged of all negative status effects like fear, dazed, etc. This effect lasts 1 turn --------------------------------------------------------------------------------------------------------------------------- Equipment --------------------------------------------------------------------------------------------------------------------------- Chainmail Armor Scythe (2hand) 2 Novice healing potions 1 Explosive Ordinance Coinpurse 3 days field rations --------------------------------------------------------------------------------------------------------------------------- Werewolf (Azrathrall, The wolf of the Wolfslayer) --------------------------------------------------------------------------------------------------------------------------- Total Health:20 Base Health:12+6(Lycanthropy)+2(Orc) -1 Physical DMG (Lycanthropy) Health Regen:0 Total Magicka:4 Magicka Regeneration: 1 per turn Total Stamina: 16 Base Stamina: 10+6(Lycanthrophy) Stamina Regeneration: 2 per turn (+1 from Werewolf Enhanced Stamina) --------------------------------------------------------------------------------------------------------------------------- Werewolf --------------------------------------------------------------------------------------------------------------------------- -You are a wolf hidden among sheep. Animals will not be able to detect that you are a werewolf in mortal form. -Enhanced smell akin to a scent hound. This can help you track your prey but is by no means pinpoint accurate. Distinct smells within 30 ft become more acute. -Basic Skills- There are the basic stats all Werewolves have. These are not including the unique powers for individual werebeasts further below. Dark Metamorphosis Transforming takes one full turn to perform and you cannot attack in the same turn you’ve transformed. The heart for any werebeast transforms first, meaning vast amounts of pain in the chest when transforming. It’s not a fun thing to go through. But it isn’t all pain and no gain. Werebeasts gain 6 points extra health and stamina, and take 1 point of reduced damage from all physical attacks in their werebeast form. Bestial Strength In werebeast form gain Adept Unarmed skill level, or plus 1 tier of unarmed skill level if already adept or above in unarmed. Your attacks are strong enough to throw foes back up to 2 spaces away. Bloodlust Werecreatures will have a constant bloodlust which must be resisted in human form. They can learn to live with this bloodlust and have it in the backgrounds of their minds eventually. But it will always be there, and always wants to hunt. However gorging yourself on the flesh of a fresh victim in beast form will restore 2 health per turn. Beast Allies Animals of that were’s type might not attack your character, and may hunt with the werecreature if they are so inclined to. As a standard action a werecreature can attempt to call a beast of its type to aid it in battle assuming such creatures naturally exist in area at 25% success rate (Roll 1d4). The summoned creature will count as a pet companion controlled by you. Enhanced Stamina Werebeasts restore an additional 1 point of stamina per turn in werewolf and humanoid form. Weakness to Silver Werecreatures have a horrible weakness to silver in both their forms, much as vampires do. Werebeasts take 2x more damage from silver weaponry. Weakness to Poison Poison is deadly to werecreatures and will effect them twice as much as an ordinary person. In both forms. Werebeasts take 2x more damage from poison and poison based spells. Poisons with canis root, belladonna, or wolf’s bane deal 3x damage instead of 2x damage. Poison damage ignores defense bonuses gained from werebeast passives. No Restful Sleep Werecreatures hold the spirit of a beast within themselves. They are never alone, and their sleep is constantly restless due to this. Again, the werecreature may learn to live with this, but it is not something that goes away. Animal Detection Animals will be able to tell that the person is a werecreature and will act strangely around them. Be careful being in towns or cities, as their curse may be detected if someone realizes why all the animals are suddenly acting strangely around you. There are exceptions to this based on the type of werecreature you are. Immunity to Disease Werebeasts are cursed forevermore by Hircine’s taint. They are immune to disease and disease based abilities and damage. Nature's Wrath Werebeasts are susceptible to nature spells designed to halt or control werebeasts. These spells can be resisted, but the danger is always present.
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