Description
Level: 20
Wealth: --
Items: Chestplate, Waterwheel (naginata)
Pet/Mount: Betu (horse)
Specialization: Hoplite, Bounty Hunter, Blademaster
Talent Tree:
SKILLS
Master Bluff: With an unshakeable belief in human stupidity, through bold theatrics, and brazen-faced lying, the character is often able to convince others of many untrue facts.
Master Insight: The character attempts to read the subtle cues of another characters behavior and mannerism to gauge their truthfulness, general attitude, and mental state.
Medical Knowledge: The character is knowledgeable about injuries and common signs of poisonings, and inspecting a body, they can usually accurately tell what manner of a specific weapon, general type of spell, or general type of poison was used on it. The character is also more skilled at improvising splints for broken bones, and making clean stitches, and using only stitches and poultice, can often patch up injuries with little to no scarring.
WARRIOR
Perfect Striking: The warrior focuses immensely to make the most accurate and deadly attacks possible with whatever weapon(s) they are wielding. The warrior makes 1 highly accurate attack for each weapon they have brandished.
Quiet Armor: The warrior has trained to move quietly in any armor. The warrior can only move slowly, at an upright walking posture; the warrior can crouch down quietly, but cannot move in a crouched pose without making noise. Any other type of movement will likely create noise.
Heavy Throw: The warrior throws either a throwing axe, a javelin, or any regular sized melee weapon fit for throwing at a target, dealing normal damage. Targets damaged by the hit may be staggered. The character must have the thrown weapon listed in their inventory to use this talent. This talent may be combined with moving, but NOT other attacks.
Pommel Strike: The character suddenly strikes out with the weapon's pommel, possibly knocking the opponent to the ground.
Second Wind: Long years of training grant access to deep reserves of vigor, instantly restoring nearly all of the warrior's stamina, and permitting them to fight on despite pain and moderate injuries for a moment. Tier 2 Talent, useable only once per quest.
Resolute: The warrior steels themselves against mental dangers, gaining advantage on saves against magic, and a small damage reduction. Duration: 3 turns.Combo with T1 actions on first turn, and any action for rest of duration. The effect may end early if the warrior loses focus through injury, getting knocked down, or engaged in grappling. T2 talent, useable only once per quest. T2 talent, useable only once per quest.
Massacre: The warrior goes into a frenzied attack at everything nearby, possibly hitting up to 6 targets, with one strike each. Tier 2 Talent, useable only once per quest.
HOPLITE
Sweeping Grip: The hoplite steadies the butt of the polearm under her arm, taking a spinning step to leverage her weight into a long-reaching sweeping attack, possibly hitting up to 3 enemies for moderate damage.
Pike Flurry: The hoplite grips the polearm by the middle of the haft, point-forward raising it over her shoulder to make 3 forward stabbing attacks while staying covered behind her shield.
Power Chop: The hoplite takes a second grip of her polearm with her shield hand, forfeiting precise defense to make a heavier two-handed chopping attack.
Pike Charge: The hoplite takes a second grip of her polearm with her shield hand, holding it steadily pointed forward while making a charging move and a single powerful thrust with the weapon, attempting to impale an adversary. The large shield still protects one side of Hoplite during the charge, but imprecisely.
BLADEMASTER
Sweeping Defense: The Blademaster guards himself from attack with swift but wide sweeps of his weapon, effectively parrying swift and outnumbering attacks. Enemies with heavy weapons are likely to pummell through the light defense.
Half-sword guard: Employing a wide half-sword grip the fighter focuses on directly blocking slow and heavy attacks, possibly blocking even battleaxe swings and maul strikes. Swift and light flurries are likely to get through.
BOUNTY HUNTER
Bola Throw: The bounty hunter throws a bola at her target, possibly entangling limbs and hindering its ability to move or fight. Unlike nets, bolas do not entangle the entire target. They can have different effects, depending on how they hit. Bolas are easy to remove or cut away, and mostly work as a surprise weapon rather than an actual restraint.
Cautious Disarm: The bounty hunter has disarmed many enemies during her career and knows how to stay safe while doing so. The chances of success are low against skilled and alert enemies, but the bounty hunter is unlikely to be hit with retaliation attacks while trying it. The Bounty Hunter can also disarm entangled and stunned enemies with almost guaranteed success.
Know the Ropes: The Bounty Hunter knows how to securely tie knots, and enemies tied up by the bounty hunter are much less likely to wriggle free without outside assistance. Conversely, the Bounty hunter is much more likely to free herself from ropes and even metal shackles, provided she is left unsupervised.
Net Throw: The bounty hunter throws a small net at a target within about 6 meters, trying to entangle it. Entangled targets are unable to fight and can’t effectively move, but they can free themselves unless otherwise disabled. The move is quite easy to see coming, and works best distracted targets.
TWO HANDED
Reaching Strike: The fighter uses the full length of the weapon to hit a distant enemy, keeping them in the distance. If the target is hurt it may not immediately retaliate in melee. This talent has no effect beside the damage on other two-handed fighters.
Hedgehog Guard: The character keeps the enemies at bay at the end of their weapon's long reach. Any enemy trying to attack the character, or their nearby allies, will be targeted with a normal attack. If the attack hits, then the enemy may not attack, and following enemies will also be tested with the guard. If the guard attack misses, then the enemy may attack, and any immediately following enemies will not be tested with the guard. The character must have a sharp tipped weapon to use this talent!
Powerful Swings: The character sacrifices personal protection in order to make two powerful attacks at the target. If the attacks land, they are likely to deal gruesome damage, but the character is noticeably more vulnerable to counter attack while making them.
Two Handed Sweep: The warrior swings their weapon in almost a circle, possibly hitting everyone close by. Weaker targets may be knocked down. The spin may be interrupted if the weapon hits a large or heavy target. Friendly fire possible!
Scythe: The warrior barges into the enemy ranks, swinging their weapon wide, possibly hitting several targets. Weak enemies may be staggered or knocked down.
History:
- Akeno was born from the unfortunate union of a slave and a magister of upper echelons. Her mother thought she might grow up to be a mage like herself, and thus liberated her from slavery as a child — she was lucky enough to hold onto her freedom even when it was clear she was no mage. Still, her station as a half-elf is much diminished and she has spent her formative years in Tevinter on the cusp of freedom and captivity.
- Determined to make some use of her, and recognizing a budding skill in martial arts, her mother takes her across nations to slave hunt. She is used since a young age to lure in prospective slaves.
- Eventually the Unicorns kill her mother, leaving Akeno both free and directionless. With no where else to go she joins the mercenaries, trying to find a path to redemption in the wake of all of the lives she has helped to destroy.
Personality:
Akeno has a bit of a cowed personality due to her upbringing. She is often quiet, reserved, and soft-spoken, as well as extraordinarily private. She carries a cloud of guilt and sorrow. Still, at times she shows a bit of childishness she now feels free to show. Akeno is easily impressed (and impressionable).