Post by resignedhumanity on Dec 22, 2015 15:14:08 GMT -5
Name: Noah
Screen Name: ResignedHmanity
Alignment: Chaotic Neutral
Languages: Common, Feral (free), Bryonish (free), Umbral, Black Tongue (Free)
Country of Origin: Bryony
Arcane Quirks:
1. Addiction - Cigarettes
Current Rank: Topaz Champion
Current Dice: 2d46
Current Hit Points: 35 (Half Dice = 23 , Mind over Body = 7, Willpower = 0, Diehard = 5)
Defense DC: 18 (10 + 3 Quickness)("Malignant Soul" +5 Defense against both magic and mundane attacks. )
Traits
Strength [0]
Quickness [3]
Endurance [0]
Willpower [0]
Intelligence [7]
Perception [0]
Charisma [0]
Primary Class: Arcane
Class Bonus: +2 to your spell DC
Primary Profession: Black Mage
Profession Bonus: "Malignant Soul" This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Automatic Skill: Animate Dead : The Black Mage is able to animate a dead foe, causing it to fight alongside of the mage's allies. It retains it's original stats and weapons, but gains the undead traits of immunity against cold, disease, poison, sleep and mind effects. A Black Mage may animate as many undead as half their Intelligence score, but they must be animated one at a time, and this takes up that round of combat. Your undead will follow your simple commands. If you die or are knocked out, any undead you've animated return to a non-animated state.
Prerequisite: Black Mage Only
COMBAT
Secondary Class:
Class Bonus:
Secondary Profession:
Profession Bonus:
Race: Lycanborn
Racial Weakness (if applicable): N/a
Racial Skill: Feral Rage: Extra 1d to their dice, once per combat.
Racial Skill: Low-Light Vision
Racial Skill: Scent
Class: Arcane Affinity
Flavor: Mind over Body
Flavor: Clairvoyant
Flavor: Extra Spell
1. Alert
2. Arcane Image: Evade
3. Cheat Death
4. Acrobatic
5.Diehard
Topaz Flavor: Ghost Walk: A black mage is able to become incorporeal and invisible once per day for up to 5 minutes per gemstone rank. While in this form, the black mage can move in any direction and through any object (unless it is made of force energy). He can take no action but movement in this form.Prerequisites: Black Mage
1.Sidestep : Evade
2. Necrotic Touch: Using a small amount of your life force, you sheath your hand in crackling black flames, dealing 1d5 extra points of negative energy damage to a living creature during your attack, once per combat. COMBAT
3. Blackened Flames : A purple spark erupts from your hand as your opposition is consumed in a black, vile flame, stunting their magic abilities as well as dealing 2d3 damage. You must pass your Strike, if you pass Strike then they are given a contested roll of the Black Mage's Intelligence vs. the Target's Willpower. If they fail, they are unable to cast any magic or use spells for one round of combat AND they take damage (magic damage, roll combat dice add INT, roll extra 2d3). This causes the target to be unable to cast any spells, defensive, offensive or otherwise. This does not affect spell-like abilities, only casting magic. If they pass their save, then they only take damage from this attack as specified above. Once per combat. COMBAT
Primary Attack: Necrotic Plague
☼ ☼☼ [2d8 ]
With a wave of a hand the necromancer is able to infest the body of his foe with an incurable plague the is known to deteriorate from the inside out. Causing organs to fail, muscles to be eaten away, rot the flesh to a point of falling off. This happens in small doses each time the spell is cast.
(wounding- Cannot self heal, Toppling- Knocked Prone)
Primary Weapon:
Secondary Weapon:
Ranged Weapon:
Hidden Weapon:
Extra Attack Item:
Extra Defense Item: Such as something that absorbs dmg, or a shield.
[ Flavor ] Clack : The long undead warrior.
ONE ITEM PER SLOT
Head/Headband The Midnight Hood [Head]
This black shadowsilk hood can be pulled over the head, and unless someone has True Seeing, all they will see when they look at your face is pitch blackness.
[Worth: 2000gp]
Face/Eyes:
Neck:
Torso/Body:
Armor: Spiderweave +13 DEF (Light) w/Magic Ward
Cloak/Shoulders:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Free: Obsidian Heart Insignia - This is a free slot item as well, a badge of sorts, that not only tells those who see you that you belong to the prestigious adventuring company but it also allows you to speak into it so that everyone on your team can hear you, as well as Maria if you wish. It can be worn as a pin, a cloak clasp, or even attached to a necklace.
Rings: (Up to two active)
1.
2.
Free: Obsidian Heart Ring - This is a free slot item, and with a twist the OH Ring will teleport you to the nearest safe house that belongs to the Obsidian Heart and inform Maria of your whereabouts. Every kingdom and land has a safe house, and all are connected by portal to the Obsidian Heart Inne in Navahla, Sarkotos
Consumables: (Up to five types, no limit on how much of each type.)
1. Eggnog Potion: Acts as 1 Full-Heal potion. The downside (or upside, depending on tastes) is that it tastes like eggnog. One use, Consumable
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1.
2.
3.
4.
5. Book of Cantrips [Magic Item]
(Magical or Psionic Affinity Only)
This small book of cantrips has a cover made out of raw adamantine. It contains no actual pages, instead making use of illusory script. Thus it always opens to the intended page. You may use as many cantrips a day as your INT bonus.
Cantrips:
1. Detect Poison: Detect poison in one individual.
2. Light: Cause object to shine like a torch.
3. Mage Hand: 5lb telekinesis.
4. Mending: Make minor repairs on one object.
5. Create Water: Create 2 gallons per gemstone rank of fresh water.
6. Whispering Wind: Send a message 1 mile per gemstone rank by whispering
7. Resize: Alter one non-magical clothing or armor to fit a different size creature.
8. Arcane Mark: Inscribes personal mark on objects.
9. Open/Close: Opens or closes small things.
10. Heal: Heals up to 5hp.
[Worth: 5000gp]
Mundane (non-magical pack Items
Spells:
Attack-Save: Yes (One-time attack)-Amber: +8
1. Horrible Wilting: This spell evaporates moisture from the body of a living creature, causing flesh to wither and crack and crumble to dust.
2. Spontaneous Combustion: The target's internal temperature rises rapidly; inflicting fire damage.
3. Hungry Darkness: This spell creates an area of intense blackness, filled with unseen chewing teeth and ravenous maws. Targeted creatures are gnawed and slashed by these unseen fangs of force.
AoE Attack-Save: Yes-Amber: +4 [3 NPCs]
4. Gray Beckoning: A small vortex appears accompanied by the stench of decaying flesh. A rotting hand appears, as a powerful zombie claws its way out of the dimensional portal. [Creature Summons-Save: No- Amber: 2 rounds, 2d60, 30hp, DEF DC11, Strike +1, 1d4 Attack]
Weaken: Hit Points- Save: Yes- Topaz: Lose 4 Hit Points
5. Claws of the Fiend: Your fingers grow into long, dark talons that drip with ichor. The wounds made with these claws continues to bleed and fester, causing a permanent loss in hit points.
Negate Defenses- Save: Yes- Amber and Sapphire: 2 rounds
6. Erode Defenses: Your spell begins to eat away at all of the defenses of your target, mundane and magic. [Negate Defenses- Save: Yes- Amber and Sapphire: 2 rounds ]
Evade- Save: No- Amber & Sapphire: Evade 1/2 Dmg
7. Shield of Bone: A ring of ghostly fog swirls in front of the target. With a swirl, the fog dissipates, leaving behind a shield of human bones. The attack made upon the target is stopped by this bony shield, allowing him to evade as much damage as allowed by the rank chart. [Evade- Save: No- Amber & Sapphire: Evade 1/2 Dmg ]