
Valis Dice

Physical Checks
Strength: {37} Stamina: {38} Movement: {16 + Haste} Stealth: {35} Dexterity: {21}
Sensory Checks
Hearing: {30} Vision: {28} Scent: {31} Taste: {28} Touch: {14}
Mental Checks
Willpower: {21} Intelligence: {20} Charisma: {18} Perception: {25}
Vital Stats
- HP: 1556
- Base Level: 29
- Combat AR: +3, Haste: +1, +1 per ace
- Magic AR: +6 (+1 per 5 levels)
- Regeneration: 60
- Vampiric Fortitude: 32
- Resist Holy and Light Powers: 90%
- Winged Armor: +1 AC per success
- Save Bonus: +2, vs. death and capture
Paths
- Necromancy: 28
- Abyssmancy: 30
- Umbramancy: 32
- Dark Guardian Weave: 28
- Quantum Arcane: 32
- Telekinesis: 29
- Specialized Elements: 28
- Pyromancy: 30
- Electrical Elements: 28
- Morph Elements: 28
- Inborn: 32
Combat
- Firearms: 38
- Crossbow: 30
- Sword: 32
- Ju-Jitsu: 31
- Martial Sword: 32
- Thrown Weapons: 27 (daggers and shurikens)
- Elven Martial: 30
- Bestial Style Martial: 33
Special Abilities
- Devour Life: drain -1 stamina per 5 levels, and -1 called level
- Master Assassin: bonus +2 HB with any owned handgun, rifle, crossbow, or bow during assassination.
- Sharpshooter: +2 on any missiled weapon
- Excellerated Combat: +2 HB, haste attacks, +1 AR, +1 per ace.
- Precise Aim: +2 on any thrown or missiled weapon
Weapons
- Sig Sauer: +45, +50 - hollowpoint, Magic Phasing bullets, Auto-reload Enchantment. (conjuration and arcane haste power)
- Rem 700m rifle: +50
- Crossbow: +50
- Broadsword: +36, + Hellfire, 25% HP loss per day, antidote specific.
- Samurai Sword: +30, Electrical, aggravated damage and stuns +1 turn per ace.
- Shurikens: +12, Hellfire, 25% HP loss per day, antidote specific
- Hunting Knife: +14
- Long Dagger: +18 (featured pic), disease blade, aggressive damage, -1 AR, -1 per ace per turn until disease is cured.
- Throwing Daggers: +40, enhanced damage, 6 beautiful throwing daggers with black marble handles and blue, star sapphire crowned pommels. Includes belt quiver.
- Claws: +27, Inflict Hellfire on command.
- Enchant Weapons: adds magic effect and damage at level used.
- Imbue with Poison: 31, various poisons which cause; Sleep-(-1 turn, -1 per ace), Paralysis-(-1 mvm per success), Stagger-(-1, -1 AR per ace), Death-(damage each turn until cured), Stupor-(-1 turn, -1 per ace)
- Recall Weapon: a command which allows him to recall any of his weapons to his hand, sheath, or holster as called.
Martial Combat
- Arrow Punch: +17
- Body Slam: +12-Stuns
- Head Butt: +17-Stuns
- Round-house kick: +27, +50 to Head/Throat
- Nose Splinter: +32-Death with crit
- Flying Arrow Kick: +22, +50 to Head/Throat
- Pressure Point Jabs: +17-stuns.
- Snap Kicks: +27
- Flip Slam with Windpipe Jab: +67
- Windpipe Jab: +50-Ruptures Windpipe
- Spleen Jab: +12 causes nausia, dizziness
- Sleeping Tiger: strength damage only, strength=level, causes immediately K/O on a crit, two handed pinch to base of neck, lasts +1 turn per success or until revived.
- Begging Pinch: pressure point grappling pinch which brings rival to their knees
- Howling Monkey: swing kick off of a branch, rope, or pole, strength + movement = damage.
- Monkey Fist: use whatever is handy for a weapon, weight + 10 + strength = damage, +5 edged.
- Elbow Jab: +7 none vital, +12 Pressure point, stuns with Aces, +50 Vital blow, stuns with aces.
- Leaping Tiger: Knee Slam with Chopping Snap jabs to windpipe and knuckle punches to chest, hand for hand blocking technique +27
- Spearing Knuckle Jab: +17,+50 to Vital area
- Tiger Claw: pinch or tear: +22 on Pinch, +50 Vital Tear to heart, windpipe, kidneys, vital organs. Death on crit if called.
- Ju-jitsu and Martial Sword: see weapons and combat Death Grips:
- Scissor leg Hold (holds w/o damage),
- Python Arm Hold (holds w/o damage),
- Choking Python (damages), Choking Scissors (damages), strength = damage per turn gripped.