Post by visceralrancor on Jan 7, 2016 18:36:18 GMT -5
Name: Avarice
Screen Name: visceralrancor
Alignment: Neutral Evil
Languages: Common, Black Tongue (free), Necronian, City Markers
Country of Origin: Offworld
Rank: Topaz Marshal
Dice: 2d48
Hit Points: 31 [24 + 2 WLP + 5 INT (Mind Over Body)]
Defense DC: 10
Defense (Mundane): 5
Defense (Magical): 5
Spell DC: 17 [10 + INT + 2 (Arcane Class)]
Traits
Strength [0]
Quickness [0]
Endurance [0]
Willpower [2]
Intelligence [5]
Perception [2]
Charisma [2]
Primary Class: Arcane
Class Bonus: +2 to Spell DC
Primary Profession: Black Mage
Profession Bonus: "Malignant Soul" Dark power dwells within the body of the black mage, manifesting itself in many unnatural and unseen ways, forming a cocoon of pure, tangible malcontent, acting as a buffer between both the black mage and otherwise lethal blows. This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Race: Vampire
Racial Weakness (if applicable): Holy
Skills
(racial) Darksight
(racial) Vampiric Command
(racial) Cheat Death
(flaw) Iron Will
(arcane) Magical Affinity
(flavor crystal) Daywalker
(flavor crystal) Mind over Body
(flavor crystal) Pass for Human
(crystal) Alert
(crystal) Rezz the Dead
(crystal) Self-Healing
(crystal) Speed of a Cheetah
(crystal) Push to the Limit
(teamwork) Elemental Co-Mixture
(topaz) Augment Summoning
(topaz) Charnel Miasma
(topaz) Arcane Image
(flavor topaz) Ghost Walk
(black mage) Animate Dead
Flaws
Ponderous
You think before you act . . . sometimes a little too much.
Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls.
Deep Sleeper
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
Bad with Animals
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Quirks
Unnatural Aura
The necromancer has developed an aura of unease that those around him can't help but to feel.
Primary Weapon: Necromancer's Athame [1d4] Scribed Spell: Rigor Mortis
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe any one necromancy spell into the dagger, allowing use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
Secondary Weapon:
Ranged Weapon:
Extra Attack Item:
Extra Defense Item:
Head:
Face:
Neck:
Torso: Spectral Shroud
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
Body (Armor):
Cloak:
Waist:
Arms/Wrist:
Hands:
Feet:
Body Modification:
Rings: (Up to two active)
1.Ring of Evasion
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Potion of Waterbreathing (This potion allows you to breathe underwater for 30 minutes.)
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Book of Cantrips
(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.
2. Ioun Stone (Eastern Star)
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
3.
4.
5.
Mundane (non-magical pack Items)
- Empty Vials
- Ink / Ink Pen / Parchment
Gold: 17,500
Registered Spells
Corpse Mutation
Type of Spell: Creature Summon
Components (if necessary): Nearby corpse not more than a month old.
Range (if necessary): N/A
Target/s: None
Duration: Rank specified
Saving Throw: (Yes or No) No
Explanation: Rather than reanimating a corpse as it existed while living, the body is dessicated and reforged into a mindless abomination that will serve its maker for a very limited time before falling apart in a heap of flesh and bone.
Ghostly Projection
Type of Spell: Evade
Components (if necessary): None
Range (if necessary): N/A
Target/s: None
Duration: N/A
Saving Throw: (Yes or No) No
Explanation: A ghostly image of the caster rises from his/her body to thwart an incoming attack.
Spectral Shroud
Type of Spell: Defense Absorb
Components (if necessary): None
Range (if necessary): N/A
Target/s: Single living target
Duration: 12 hours
Saving Throw: (Yes or No) No
Explanation: Weaving together fragments of torn souls, the caster crafts a shroud of spectral energy around a single target, granting some protection from harm.
Taste of Death
Type of Spell: Attack
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single target
Duration: N/A
Saving Throw: (Yes or No) Yes
Explanation: This spell causes a target to experience the sensation of painful death, drawn from energies of those who have already felt it, causing pain and sometimes manifested injuries similar to the death projected.
Curse of Life
Type of Spell: Attack
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target (Undead only)
Duration: N/A
Saving Throw: (Yes or No) Yes
Explanation: A burst of positive energy is channeled and directed at an undead creature to damage the negative energy used to sustain it. This spell has no effect on the living, and cannot heal. Undead not affected by positive energy (if there is such a thing) would also be unaffected.
See the Veil
Type of Spell: Skill Effect
Components (if necessary): None
Range (if necessary): Touch or Self
Target/s: Single Target
Duration: One Adventure
Saving Throw: (Yes or No) No (unless unwilling)
Explanation: This spell grants the recipient a temporary glimpse of the Veil between Life and Death. An instant effect of this revelation grants the user the ability to discern those living and not, as well as the ability to see ethereal beings as though having the True Seeing skill. It does not reveal magically concealed things not pertaining to the living or undead.
Rigor Mortis
Type of Spell: Hold
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target
Duration: Rank Specific
Saving Throw: (Yes or No) Yes
Explanation: By causing the muscles and tissues of the body to stiffen as though dead, this spell holds a victim in place. Ethereal creatures are unaffected (as they have no body to freeze in place).
Look Upon Death
Type of Spell: Combat Effect
Components (if necessary): None
Range (if necessary): Rank Specific
Target/s: Area centered on self
Duration: One Combat
Saving Throw: (Yes or No) Yes
Explanation: The caster becomes the image of Death Incarnate to the senses of everyone affected by the spell's illusion. Those affected are 'shaken' for the duration of combat. (NOTE: Without the Selective Casting skill, this spell effects anyone caught in range, including allies.)
Mass Grave
Type of Spell: AoE Attack
Components (if necessary): None
Range (if necessary): 50' diameter
Target/s: Rank Specific
Duration: N/A
Saving Throw: (Yes or No) Yes
Explanation: The targets' bodies begin to decompose, causing pain and injury while the bodies break down and the victims still alive to feel the effects.
Dominate Undead
Type of Spell: Creature Summon (Modified)
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target (undead only)
Duration: 1 round + 1 round per gemstone caster is above target
Saving Throw: (Yes or No) Yes
Explanation: The caster attempts to assume control of an undead enemy for the duration of the spell. The controlled undead behaves as a summoned creature until the effect ends or the dominated creature is destroyed. Dominated undead may be fully aware of what happened to it after the spell ends. [Subject to DM approval - DM has final say that any given undead simply cannot be controlled]
Gift of the Veil
Type of Spell: Dual Combat Effect
Components (if necessary): None
Range (if necessary): N/A
Target/s: Allied Group (per gemstone rank)
Duration: Single Combat
Saving Throw: No (allies can choose to refuse)
Explanation: Infuses the caster and his/her allies (up to gemstone rank limit) with ethereal energies, granting their weapons the power to strike ethereal enemies and their armor to block ethereal attacks.
Gemstone rank limits: [listed to ensure I have them right]
Crystal and Topaz: 2 Allies + Self
Amber: 3 Allies + Self
Sapphire: 4 Allies + Self
Emerald: 5 Allies + Self
Obsidian and Diamond: All Allies + Self
Poison the Soul
Type of Spell: Combat Effect
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target
Duration: Rank specified
Saving Throw: Yes
Explanation: Though doing no physical harm, this spell corrupts the spirit of the target and affects attempts to heal the target.
Topaz and Amber - Healing is half as effective (takes twice as many points) for 2 rounds.
Sapphire and Emerald - Positive energy healing has no effect for 2 rounds.
Ruby - Positive energy healing damages the target instead (tomb taint) for 3 rounds.
Obsidian - Healing energy is rejected entirely, and instead deals as much damage back to the healer as negative energy.
Ghostly Messenger
Type of Spell: Flavor
Components (if necessary): None
Range (if necessary): N/A
Target/s: Single Target
Duration: N/A
Saving Throw: (Yes or No) No
Explanation: Summons a simple apparition to deliver a small message to another individual across any distance. The ghost can't deliver any response back, and will dissipate once the message is delivered. Only the recipient or anyone nearby with True Sight can see the spirit while it delivers the message.
Anchor the Soul
Type of Spell: Skill Effect
Components (if necessary): None
Range (if necessary): Touch
Target/s: Single Target
Duration: Single Adventure
Saving Throw: No
Explanation: This spell anchors the soul to a body with such force that the soul empowers the body to live no matter how badly damaged. If the strain becomes great enough, the anchor will shatter and the spell's power expended, but the body will remain alive. Because of the draining nature of this spell, it can only be cast once a week, and a soul can only be shackled this way once a week. (This spell acts like the Cheat Death skill, causing someone who would normally have died to remain alive at 1 remaining hp with the same 1/week cooldown as the skill)
Avarice - Topaz Marshal - 2d48 - 31hp - DC 10 - Flaws: Ponderous, Deep Sleeper, Bad with Animals - Weakness: Holy - Teamwork: Elemental Co-Mixture
Screen Name: visceralrancor
Alignment: Neutral Evil
Languages: Common, Black Tongue (free), Necronian, City Markers
Country of Origin: Offworld
Rank: Topaz Marshal
Dice: 2d48
Hit Points: 31 [24 + 2 WLP + 5 INT (Mind Over Body)]
Defense DC: 10
Defense (Mundane): 5
Defense (Magical): 5
Spell DC: 17 [10 + INT + 2 (Arcane Class)]
Traits
Strength [0]
Quickness [0]
Endurance [0]
Willpower [2]
Intelligence [5]
Perception [2]
Charisma [2]
Primary Class: Arcane
Class Bonus: +2 to Spell DC
Primary Profession: Black Mage
Profession Bonus: "Malignant Soul" Dark power dwells within the body of the black mage, manifesting itself in many unnatural and unseen ways, forming a cocoon of pure, tangible malcontent, acting as a buffer between both the black mage and otherwise lethal blows. This gives them a constant +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Race: Vampire
Racial Weakness (if applicable): Holy
Skills
(racial) Darksight
(racial) Vampiric Command
(racial) Cheat Death
(flaw) Iron Will
(arcane) Magical Affinity
(flavor crystal) Daywalker
(flavor crystal) Mind over Body
(flavor crystal) Pass for Human
(crystal) Alert
(crystal) Rezz the Dead
(crystal) Self-Healing
(crystal) Speed of a Cheetah
(crystal) Push to the Limit
(teamwork) Elemental Co-Mixture
(topaz) Augment Summoning
(topaz) Charnel Miasma
(topaz) Arcane Image
(flavor topaz) Ghost Walk
(black mage) Animate Dead
Flaws
Ponderous
You think before you act . . . sometimes a little too much.
Penalty: You take a -10 to all initiative and cannot take any skills to assist your initiative rolls.
Deep Sleeper
You are only awakened by extremely loud noises, or being physically shaken, prodded, etc. Even when you do wake up, you spend 1 round able to do nothing other than try to shake the cobwebs away and groggily sit up.
Penalty: Sleep effects such as spells, potions, etc cause you to sleep twice as long as normal. So, a sleep spell that drops someone for 1 round, would cause you to sleep for 2 rounds.
Bad with Animals
You have no idea what you are doing wrong with animals, but they do not like you.
Penalty: You cannot take any skills that deal with handling animals, or befriending them. Any check that deals with handling an animal (such as ride) takes a -4 penalty.
Quirks
Unnatural Aura
The necromancer has developed an aura of unease that those around him can't help but to feel.
Primary Weapon: Necromancer's Athame [1d4] Scribed Spell: Rigor Mortis
(Black Mage Focus)
This pallid length of sharpened thighbone is carved into the shape of a dagger (with dagger stats), but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer may inscribe any one necromancy spell into the dagger, allowing use of it as an extra spell in combat. Once the spell is carved, it cannot be changed.
Secondary Weapon:
Ranged Weapon:
Extra Attack Item:
Extra Defense Item:
Head:
Face:
Neck:
Torso: Spectral Shroud
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
Body (Armor):
Cloak:
Waist:
Arms/Wrist:
Hands:
Feet:
Body Modification:
Rings: (Up to two active)
1.Ring of Evasion
This simple ring grants the wearer the ability to evade the damage of one melee or ranged attack, once per combat. It will allow an evade against magical effects that can be seen, such as an incoming fireball or rain of hail, but not unseen magical effects or spells.
2.
Consumables: (Up to five types, no limit on how much of each type.)
1. Potion of Waterbreathing (This potion allows you to breathe underwater for 30 minutes.)
2.
3.
4.
5.
Magical Pack Items (Up to five magical / wondrous items.)
1. Book of Cantrips
(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.
2. Ioun Stone (Eastern Star)
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
3.
4.
5.
Mundane (non-magical pack Items)
- Empty Vials
- Ink / Ink Pen / Parchment
Gold: 17,500
Registered Spells
Corpse Mutation
Type of Spell: Creature Summon
Components (if necessary): Nearby corpse not more than a month old.
Range (if necessary): N/A
Target/s: None
Duration: Rank specified
Saving Throw: (Yes or No) No
Explanation: Rather than reanimating a corpse as it existed while living, the body is dessicated and reforged into a mindless abomination that will serve its maker for a very limited time before falling apart in a heap of flesh and bone.
Ghostly Projection
Type of Spell: Evade
Components (if necessary): None
Range (if necessary): N/A
Target/s: None
Duration: N/A
Saving Throw: (Yes or No) No
Explanation: A ghostly image of the caster rises from his/her body to thwart an incoming attack.
Spectral Shroud
Type of Spell: Defense Absorb
Components (if necessary): None
Range (if necessary): N/A
Target/s: Single living target
Duration: 12 hours
Saving Throw: (Yes or No) No
Explanation: Weaving together fragments of torn souls, the caster crafts a shroud of spectral energy around a single target, granting some protection from harm.
Taste of Death
Type of Spell: Attack
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single target
Duration: N/A
Saving Throw: (Yes or No) Yes
Explanation: This spell causes a target to experience the sensation of painful death, drawn from energies of those who have already felt it, causing pain and sometimes manifested injuries similar to the death projected.
Curse of Life
Type of Spell: Attack
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target (Undead only)
Duration: N/A
Saving Throw: (Yes or No) Yes
Explanation: A burst of positive energy is channeled and directed at an undead creature to damage the negative energy used to sustain it. This spell has no effect on the living, and cannot heal. Undead not affected by positive energy (if there is such a thing) would also be unaffected.
See the Veil
Type of Spell: Skill Effect
Components (if necessary): None
Range (if necessary): Touch or Self
Target/s: Single Target
Duration: One Adventure
Saving Throw: (Yes or No) No (unless unwilling)
Explanation: This spell grants the recipient a temporary glimpse of the Veil between Life and Death. An instant effect of this revelation grants the user the ability to discern those living and not, as well as the ability to see ethereal beings as though having the True Seeing skill. It does not reveal magically concealed things not pertaining to the living or undead.
Rigor Mortis
Type of Spell: Hold
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target
Duration: Rank Specific
Saving Throw: (Yes or No) Yes
Explanation: By causing the muscles and tissues of the body to stiffen as though dead, this spell holds a victim in place. Ethereal creatures are unaffected (as they have no body to freeze in place).
Look Upon Death
Type of Spell: Combat Effect
Components (if necessary): None
Range (if necessary): Rank Specific
Target/s: Area centered on self
Duration: One Combat
Saving Throw: (Yes or No) Yes
Explanation: The caster becomes the image of Death Incarnate to the senses of everyone affected by the spell's illusion. Those affected are 'shaken' for the duration of combat. (NOTE: Without the Selective Casting skill, this spell effects anyone caught in range, including allies.)
Mass Grave
Type of Spell: AoE Attack
Components (if necessary): None
Range (if necessary): 50' diameter
Target/s: Rank Specific
Duration: N/A
Saving Throw: (Yes or No) Yes
Explanation: The targets' bodies begin to decompose, causing pain and injury while the bodies break down and the victims still alive to feel the effects.
Dominate Undead
Type of Spell: Creature Summon (Modified)
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target (undead only)
Duration: 1 round + 1 round per gemstone caster is above target
Saving Throw: (Yes or No) Yes
Explanation: The caster attempts to assume control of an undead enemy for the duration of the spell. The controlled undead behaves as a summoned creature until the effect ends or the dominated creature is destroyed. Dominated undead may be fully aware of what happened to it after the spell ends. [Subject to DM approval - DM has final say that any given undead simply cannot be controlled]
Gift of the Veil
Type of Spell: Dual Combat Effect
Components (if necessary): None
Range (if necessary): N/A
Target/s: Allied Group (per gemstone rank)
Duration: Single Combat
Saving Throw: No (allies can choose to refuse)
Explanation: Infuses the caster and his/her allies (up to gemstone rank limit) with ethereal energies, granting their weapons the power to strike ethereal enemies and their armor to block ethereal attacks.
Gemstone rank limits: [listed to ensure I have them right]
Crystal and Topaz: 2 Allies + Self
Amber: 3 Allies + Self
Sapphire: 4 Allies + Self
Emerald: 5 Allies + Self
Obsidian and Diamond: All Allies + Self
Poison the Soul
Type of Spell: Combat Effect
Components (if necessary): None
Range (if necessary): 20' and Line of Sight
Target/s: Single Target
Duration: Rank specified
Saving Throw: Yes
Explanation: Though doing no physical harm, this spell corrupts the spirit of the target and affects attempts to heal the target.
Topaz and Amber - Healing is half as effective (takes twice as many points) for 2 rounds.
Sapphire and Emerald - Positive energy healing has no effect for 2 rounds.
Ruby - Positive energy healing damages the target instead (tomb taint) for 3 rounds.
Obsidian - Healing energy is rejected entirely, and instead deals as much damage back to the healer as negative energy.
Ghostly Messenger
Type of Spell: Flavor
Components (if necessary): None
Range (if necessary): N/A
Target/s: Single Target
Duration: N/A
Saving Throw: (Yes or No) No
Explanation: Summons a simple apparition to deliver a small message to another individual across any distance. The ghost can't deliver any response back, and will dissipate once the message is delivered. Only the recipient or anyone nearby with True Sight can see the spirit while it delivers the message.
Anchor the Soul
Type of Spell: Skill Effect
Components (if necessary): None
Range (if necessary): Touch
Target/s: Single Target
Duration: Single Adventure
Saving Throw: No
Explanation: This spell anchors the soul to a body with such force that the soul empowers the body to live no matter how badly damaged. If the strain becomes great enough, the anchor will shatter and the spell's power expended, but the body will remain alive. Because of the draining nature of this spell, it can only be cast once a week, and a soul can only be shackled this way once a week. (This spell acts like the Cheat Death skill, causing someone who would normally have died to remain alive at 1 remaining hp with the same 1/week cooldown as the skill)
Avarice - Topaz Marshal - 2d48 - 31hp - DC 10 - Flaws: Ponderous, Deep Sleeper, Bad with Animals - Weakness: Holy - Teamwork: Elemental Co-Mixture