Post by z3r0gamer on Nov 19, 2014 3:18:26 GMT -5
Alias: Hellhound
Age: 27
Occupation: Exorcist
Theme Song: The Mighty Fall by Fall Out Boy
STR: 15
DEX: 19
CON: 17
INT: 15
WIS: 23
CHA: 23
Hit Points: 115
Reputation: 11
Speed: 60ft
DEX: 19
CON: 17
INT: 15
WIS: 23
CHA: 23
Hit Points: 115
Reputation: 11
Speed: 60ft
Spell Score: CHA (23)
Reiatsu:
Initiative: +34
Fortitude: +12
Reflex: +22
Will: +24
Damage Reduction: 18/-
Action Dice: 6d10
Wealth: 9818036372d4z[/roll]+4=9
Reiatsu:
Initiative: +34
Fortitude: +12
Reflex: +22
Will: +24
Damage Reduction: 18/-
Action Dice: 6d10
Wealth: 9818036372d4z[/roll]+4=9
Ranged Shot (+23 total)
Reflex Save
Initiative
Flash Step (+38 total)
Talented: Defense
Reflex Save
Initiative
Flash Step (+38 total)
Talented: Defense
Balance
Tumble
Computer Use
Search
Diplomacy
Spot
Listen
Hide
Talented: Move Silently
Talented: Sense Motive
Favored Skills are at 18 unless otherwise noted. Non-favored Skills are at 9 unless otherwise noted. Favored Core Skills get +2, non-favored Core Skills get +1.Tumble
Computer Use
Search
Diplomacy
Spot
Listen
Hide
Talented: Move Silently
Talented: Sense Motive
Code of Honor
Soul Society
Soul Society
Kincaid has a "puckish rogue" theme going on. He's a fair balance between lawful and chaotic, with a strong leaning towards a personal code of honor. It's not so much a code that applies in fights as it is one that applies everywhere else; fighting clean is the same as fighting stupid, and honor won't keep you from getting eaten alive. He'll use whatever he needs to in order to win a fight, but outside of that he's a pretty straightforward guy. He doesn't lie, cheat, or steal. He doesn't try to mislead people. He's very up front about who he is and what he does.
There's a bit of Kincaid's story that is pretty easy to fill in, especially when you find out that he's a Fullbringer. Of course, his mother was attacked by a Hollow while she was pregnant with him, and a bit of that energy latched on to him when he was still in his mother's womb. His father was a military man, and the family moved around quite a bit. You might think that a Hollow attack, thwarted just in time by a Shinigami, would be a life-altering event, but it just isn't so. Humans have a remarkable ability to put trauma behind them, to forget about painful memories, and that's exactly what his mother did.
Kincaid's father, a decorated marksman, had a special necklace made for his son when Kincaid was 14, just learning to shoot a rifle with his dad's instruction. The necklace was made from the shell from the first bullet Kincaid had fired. He wore it all the time, and when his spirit matured enough to start attracting Hollows, it was through that object that he manifested his Fullbring. The teen acted on instinct, creating a handgun from his own inner energy and using his necklace as a core. He hasn't stopped being harassed by Hollows since, even after graduating from school and setting off into the world as an exorcist. Most of the time, he ends up declaring that "haunted" locations are actually free of spirits, but quite often he has to banish a Hollow or aid an earthbound Plus. He's no Shinigami, but solving spirits' problems works just as well as a Konso, even if it requires more effort. He respects the work they do, and has worked with Shinigami on deployment whenever he's come across them. Soul Society acknowledges his existence, though they don't bother with going as far as to interact with him in any official capacity. His presence at the scene of major disturbances is a convenience to them at best.
Kincaid's father, a decorated marksman, had a special necklace made for his son when Kincaid was 14, just learning to shoot a rifle with his dad's instruction. The necklace was made from the shell from the first bullet Kincaid had fired. He wore it all the time, and when his spirit matured enough to start attracting Hollows, it was through that object that he manifested his Fullbring. The teen acted on instinct, creating a handgun from his own inner energy and using his necklace as a core. He hasn't stopped being harassed by Hollows since, even after graduating from school and setting off into the world as an exorcist. Most of the time, he ends up declaring that "haunted" locations are actually free of spirits, but quite often he has to banish a Hollow or aid an earthbound Plus. He's no Shinigami, but solving spirits' problems works just as well as a Konso, even if it requires more effort. He respects the work they do, and has worked with Shinigami on deployment whenever he's come across them. Soul Society acknowledges his existence, though they don't bother with going as far as to interact with him in any official capacity. His presence at the scene of major disturbances is a convenience to them at best.
Worldly Ties: Kincaid doesn't much like the Quincy. The fact is, even though they kill Hollows, they're generally too serious, too bitter, and too reserved. Then there's the whole balance thing that they threaten by destroying the souls that make up the Hollows. Sure, maybe the first soul might have been bad, but the others that it ate are just victims.
On the positive side, there is one Soul Reaper that Kincaid has run into fairly frequently. He might even call that one particular Shinigami a friend, or at least an acquaintance.[/table]
Starter: Alive
Starter: Point Blank Shot
Starter: Precise Shot
Starter: Fullbringer (Ranged Weapon Option)
Starter: Dodge
Starter: Mobility
Starter: Enhanced Ranged Attack
Level 2: Combat Reflexes
Level 3: Improved Initiative
Level 3: Windfall
Level 4: Weapon Skill Focus: Ranged Attack
Level 5: Defensive Martial Arts
Level 6: 50% Fullbring
Level 6: Increased Flash Step
Level 7: Shot on the Run
Level 8: Far Step
Level 9: Insight Defense
Level 9: Uncanny Dodge
Level 10: Improved Uncanny Dodge
Level 11: 100% Fullbring
Level 12: Perfect 50% Fullbring (Fullbring Master)
Level 12: Run
Level 13: Improved Speed
Level 13 Fullbring Master Bonus Feat: Swift Fullbring
Level 14: Enduring Fullbring (Fullbring Master)
Level 15: Improved Speed
Level 15 Fullbring Master Bonus Feat: Improved Speed
Level 15: Improved Speed
Level 16: Perfect 100% Fullbring (Fullbring Master)
Level 17: Rapid Shot
Level 18: Improved Speed
Level 18: Improved Speed
Unreleased Fullbring
+23 to hit, 5d6+4 damage, ranged.
50% Fullbring
32 Points to Spend
36 Encounters Per Day
32 Points to Spend
36 Encounters Per Day
Penetrating 2 (10 points, +10 Enhancement Bonus Equivalent)
Piercing Damage (1 Point)
Additional 5d6 damage (5 Points)
Homing (3 Points, +3 Enhancement Bonus Equivalent)
Ghost Touch (1 Point, +1 Enhancement Bonus Equivalent)
Accurate (3 Points, +3 Enhancement Bonus Equivalent)
+9 Enhancement Bonus (9 Points)
+32 to hit, 10d6+13 Piercing-typed Damage, ignores DR. If it misses, it comes back next round with a +4 to hit. Reduced miss chance for concealment, and deals full damage to incorporeal creatures.
100% Fullbring
55 Points to Spend
36 Minutes Per Day
55 Points to Spend
36 Minutes Per Day
Penetrating 2 (10 Points)
Oversized Fullbring Weapon (2 Points)
Homing (3 Points)
Accurate (3 Points)
Ghost Touch (1 Point)
Area of Effect (Split 1/3 Level Targets, 3 Points)
Assassin's Strike 3 (9 Points)
Swift Assassin's Strike 3 (9 Points)
Assassin's Onslaught (3 Points)
Extra 2 dice of damage (2 points)
+10 Enhancement Bonus
+33 to hit. Can either deal 7d8+16 damage, ignoring DR and targeting 6 opponents, or use Assassin's Strike on one target.
Two strikes kills. No study needed to activate Assassin's Strike, but only two strikes can be made in a round. Assassin's Strikes deal no damage. Targets get a reflex save from the second shot onward to avoid being hit in the same place twice, but the DC increases by 1 every successful save.