Post by Head Moderator on Aug 30, 2016 23:37:35 GMT -5
Screen Name: tesarikone
Font & Color: TNR Purple
Name: Parrish Malvolia
Nicknames:
Alignment: Neutral Evil
Race: Vampire
Racial Weakness: Holy
Height: 5'6"
Hair Color: Black, Often with Crimson Streaks
Eye Color: Lilac
Skin Tone: Porcelain Pale
Scent: Night-blooming jasmine, with hints of pinot noir, dark myrrh, red sandalwood, black patchouli and attar of rose.
Modifications: Pierced Nipples, Tattoos of Black Bows on Back of Thighs
Personality: Driven, Seductive, Loyal, Creepy at Times, Cruel if Needed
Obsessions: Addicted to Affection, Darkim Black Wine, Chocolate, Sex, Pain, Giving and Receiving Spankings, Knowledge
Attachments: None
Languages: Common, Black Tongue (free), Sark, Tactis, Ancient, Necronian (Peacoat)
Country of Origin: Kilvery, Sarkotos (Near The Crossroads)
Chosen Deity: Ichoris
Primary Class: Arcane
Class Bonus: +2 to Spell Difficulty
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.
Secondary Class: Devout
Class Bonus: "Unholy Symbol of Ichoris" A devout gains a holy symbol of any material and shape they desire, it can even be tattooed upon them. This holy symbol, when worn, gives the devout a +2 to any saves made against magic spells cast upon them as they are chosen and protected by their deity or spiritual guide.
Secondary Profession:
Profession Bonus:
Strength [0]
Quickness [5]
Endurance [0]
Willpower [4]
Intelligence [12]
Perception [0]
Charisma [0]
Rank: Sapphire Adept
Dice: 2d60
Defense DC: 15
Hit Points: (30 + 12 Mind over Body + 4 Willpower) 46
Initiative: +5
Magic Save: +4
Spot: (PER 0, Alert 5) +5
Listen: (PER 0, Alert 5, Haunted -2) +3
Intimidate:
Search:
Insight: (PER 0, Incredible Insight 5) +5
Move Silent: (QCK 5, Haunted -2) +3
Hide: (QCK +5, Ninjaweave +5, Haunted -2) +8
Parrish Malvolia, Sapphire Adept, 2d60, 46HP (MovB), DDC15, SelfHeal 18pts, Weak to Holy, Flaws: Ambitious-Haunted-Sunblind, Teamwork: Spellcasters Unite (+1 to DDC)
skills
(racial) Darksight (constant)
(racial) Vampiric Command
The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly by any creature of a strength the same or lower (dice) than the vampire. The order must be clear and straightforward - run, cough, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective. The command may be included in a sentence, thereby concealing the powers use from others. The target rolls 1d20 Willpower check in attempt the resist the command, DC15. If it does, it's up to the characters discretion as to what exactly happens, using common sense. This can only be used once every hour, per target.
(racial) Alert
(flaw) Tactician's Sense (innate)
Your mind is as sharp as any blade, as fleet as any arrow sent forth from a bow. In the field of combat, you do not see an opponent, armor or even a weapon. You see patterns and anomalies. Your mind able to decipher when the exact moment is that you should attack. This skill allows you to use your Intelligence to your Strike roll instead of your Quickness. This is an innate skill.
(arcane) Magical Affinity
(f-crystal) Daywalker
The vampire has grown in power and endurance, and is able to walk in daylight without taking damage in the sunlight for short periods of time. By making use of clothing that covers the skin, and staying in the shadows, a vampire can move about fairly normal. Extended exposure to sun will still cause damage, so no sunbathing!
(f-crystal) Evil Brand
The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a doubt that the bearer is forever in the sway of the blackest powers. Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 bonus on Diplomacy, Insight and Intimidate checks made against evil creatures.
(f-crystal) Incredible Insight
(crystal) Mind over Body (innate)
(crystal) Eldritch Focus (constant)
This skill allows a spellcaster to double their magic trait bonus for damage when casting an attack-based spell of any sort, including unregged, regged, wands and 'vocations. If your spell does damage then you may add in 1/2 of your damage trait to every attack you make. This is a constant skill.
(crystal) Arcane Image
(crystal) Dark Embrace
The blood drinker finds the urge to draw life into their wounded body to undo the damage done. They roll a strike against their target. If they hit, then they choose how many of their self healing points will go to damage against the target, and they heal as many points as is damaged. Def does not apply for target. If attack misses, no self heal points are lost. Once per combat.
(crystal) Self-Healing
You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you.
Sapphire - 18
Emerald - 22
Ruby - 26
Obsidian - 30
(f-topaz) Concealed Spellcasting (constant, but can turn off/on)
(topaz) Undead Manipulator
A Black Mage is able to affect undead creatures as their original race type of equal or lower dice. This means they can use mind-affecting spells such as charm or confusion spells against undead, for instance zombies or skeletons.
(topaz) 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.
(topaz) Theurgic Submersion (constant)
Magic simply congeals around the mage, flowing over him like liquid and protecting him from physical harm. This grants a defense to the mage of +2 to Defense throughout combat. At Sapphire, the defense improves to +3, at Ruby +4, and at Obsidian +5. This is a constant skill.
(black mage) 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.
(f-amber) 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.
(amber) Grasp of the Dead
A black mage can summon a swarm of skeletal arms to burst from the ground to rip and tear at his foes as a magical hold/attack. The skeletal arms erupt from the ground beneath the chosen foes, and must appear from a solid surface. The black mage can target 2 enemies at Amber, 3 enemies at Emerald, and 4 enemies at Obsidian. Roll a magical strike, any enemy targeted that you hit is not only held for one round, but takes 1d6 slashing damage.
(amber) I Said Stop
A Black Mage can halt undead creatures by channeling negative energy through his body. This means that they may attempt to force an undead creature to simply stop everything they are doing for one turn . On your turn you would roll an opposed Willpower Check. If you roll higher, then the undead halts and takes no action for one round.
(amber) Thanatopic Spell
Your spells are able to affect undead targets that otherwise would not be affected by your spells.
(devout) Combat Affinity
(f-sapphire) Death's Shroud
A Black Mage has the ability to cloak his true intentions with others, allowing his true alignment to become undetectable for up to 3 hours, once per day.
(sapphire) I Said Come
A Black Mage can choose to command an undead creatures instead of halting them, allowing the undead an opposed Willpower Check vs your 1d20 Roll + Int Bonus. If you roll higher, then the undead creature is under your command for one turn of combat.
(sapphire) Just Desserts
Once per combat, a mage or black mage can cause terrible wounds to rip open across a target's flesh if they have dealt damage to the mage. This is similar to a reflect, but both the mage and the target take the full damage of the incoming attack. Only magical defense is allowed from the target, it bypasses any mundane armor they may be wearing.
(sapphire) Unwilling Shield
A nearby creature is forced to share any wounds you receive. They receive a Willpower save of DC15, if they fail then they are magically inflicted with whatever wounds you received. Once per combat.
(teamwork) Spellcasters Unite
At the beginning of a quest or mission, during the initial state, you must choose whether you are going to add to all magical damage of teammates with this teamwork skill, or add to your Defense DC. Choose +5 to all magical damage, or a +1 to Defense DC (not to exceed limits). Both cannot be in use during the same quest, so it would be a good idea to discuss in IM with anyone else that has this skill to decide whether you want damage, or ddc boost because the first person that states this teamwork skill and chooses, that is what everyone who has this teamwork skill gets for the rest of the quest!
(4th Anni Flavor) A Vampire's Gifts
The dark gift varies for all who carry it, the Goddess Ichoris blesses her children with a varied set of boons. At the beginning of an adventure/mission, you can declare that this skill does one of four things:
(Potence) +3 to all Str based checks
(Celerity) +3 to all Qck based checks
(Presence) +3 to Diplomacy or Intimidate checks
(Domination) - You are considered one gemstone rank higher for Vampiric Command
flaws
1. Ambitious
You crave power. Money is nice, but being in charge of other people is your favorite thing. You are likely to be brought down by attempting a risky grab for power and failing.
Penalty: Once per game session, the DM or another player can activate this Flaw in order to get you to chase after power, even if the deal you're getting into is risky. In addition, you suffer a -4 penalty to all social related checks involving someone giving you (or attempting to give you) orders.
2. Haunted
You are unable to prevent the occurrence of strange noises in your vicinity.
Penalty: -2 on all Listen and Move Silent, or Hide checks when you are awake/conscious. You cannot control these sounds.
Prerequisites: Magical or Psionic Affinity
3. Sunblind
You have trouble seeing in direct sunlight due to your eye's sensitivities.
Penalty: For all checks involving sight, you take a -2 while the sun is in your eyes. This includes Spot, Insight, Search, etc.
weapon
Venom Fangs [Weapon] 1d3
As the name suggests a set of fangs (1d3) that are equipped with poison sacs that will inject whatever poison you have put into them upon a bite to the opponent. You must purchase the poison separately, a set of fangs will hold one dose of the same poison at a time. The wearer is safe from being envenomed themselves while wearing this - unless you make a critical fail, and your roll states you take damage yourself. In that case, you poison yourself and must take all penalties from that poison including damage.
[Worth: 1,500gp]
(Maria) War Widow [Weapon] ☼ ☼
This curious weapon is a battered warhammer with a haft partially covered with black sackcloth. These weapons were created so that the warriors who used them died gloriously in battle, and not from diseased rations or tripwires. While carrying War Widow, it grants a +5 bonus to any checks made against the effects of disease, poison, and any trap effect. It functions as an anarchic warhammer (1d6).
Worth: 12,000gp
-S- Tactician's Sense [INT for Strike]
armor
(Maria) Ninja Mithralweave +13 DEF (w/ Magically Warded +13, Shadow*)
-BM- Malignant Soul +5 DEF
-S- Theurgic Submersion +2 DEF
-G- Peacoat +4 DEF
+20 DEF Magical and Mundane
+5 Hide
-S- Arcane Image [EVADE]
gear
Chasable of Fell Power [Neck]
(Magical or Psionic Affinity Only)
This long, embroidered strip of scarlet cloth is covered with arcane sigils and mystic designs. Worn over the neck (occupying space on the body as an amulet), a chasuble of fell power adds +2 dice to any invocation the wearer uses, or to any spell the wearer casts that deals hit point damage. For instance, an invocation that does 1d6 damage will do 1d8 damage when this is worn.
[Worth: 7,000gp]
Mithralweave (Armor)
Shirt of the Leech [Torso]
This shirt is a deep burgundy color and regardless of who wears it, is always ever-so slightly too tight. The wearer is always aware of any healing going on within 30', although the shirt does not provide any more detail than that. So long as the wearer has line of sight to, and is within 30' of the healer, the wearer can leech as many healing points as they wish from the original target, even up to the entire healing. This only effects healing by healing points, skills, items, potions, etc - it does not effect self-healing though you are aware they are self-healing around you. Unless you are making it obvious that you are leeching the healing points, no one should be aware of what you are doing, it merely seems that the healing is not working as intended. You may use this up to three times per adventure.
[Worth: 5,500gp]
Fizzwinken's Shielding Peacoat of Dark Decryption (+4 DEF) [Cloak]
This black button-up peacoat's silk lining closely resembles the pages of a book written in necronian. When it is worn, it not only protects the wearer from incoming attacks but boosts their knowledge in the dark arts giving them a +5 to all Knowledge (Arcana) checks regarding necromancy. It also gives the added boost of allowing the wearer to read and understand any tomes written in necronian while it is being worn.
Tetrad Belt [Waist]
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to place four different rings upon the buckle, though only two rings function at any given time. At any time, the wearer can change which of his rings are active, even during a round of combat without it taking up his turn of combat.
[Worth: 15,000gp]
1) (Maria) Ring of Armor [active]
ring
1)
free) Obsidian Heart Ring
consumables
1) 4th Anniversary Bottle-Rocket
When you aim and light this small, silver and black bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 burst of black flames, whose smoke billows into a massive black heart.
2) Undertaker's Brew [Potion]
This unfortunately named potion makes whoever drinks it completely incorporeal. The effects are temporary if the imbiber remembers to drink the antidote within 3 hours of taking the potion. Permanent effect of not taking Ghostflesh Tonic include inability to interact with solid objects for 3 days. This potion is always in a crystal vial and slightly cool to the touch. (This is an RP flavor potion and requires DM permission to use while on a quest/adventure, cannot be used in combat.) 3/3 uses.
Known Side Effects: Slight Levitation, Lightheadedness, Impaired Coordination, Mild Hallucinations and Numb Extremities.
Color: Pink | Smell: Decay | Texture: Thin w/ Ice Chips | Flavor: Strawberry Cream
3) Ghostflesh Tonic [Potion]
This potion is the antidote for the unforunately named Undertaker's Brew and is considered one of the worst-tasting potions in all of Arith. Always in a plain glass vial, this nectar-like liquid is always a little warm to the touch. Small gold bubbles can be found within the pale purple liquid. ( This potion is for flavor RP only, it can only be used in conjunction with the Undertaker's Brew. If taken separately, it has no effect beyond side effects. ) 3/3 uses.
Known Side Effects: Hunger, Thirst, Slight Tingling in Extremities, and Temporary Ability to See Auras.
Color: Purple | Smell: Blueberries | Texture: Thick w/ Gold Bubbles | Flavor: Graveyard Dirt
4) Ectoplasmic Ichor [Consumable]
This clear gel-like substance allows incorporeal creatures to interact with a corporeal object coated with this for 1 hour. Five Doses.
[Worth: 500gp]
5) Undead Servant Gemstone [Consumable]
(Black Mage with the Familiar or Combat Companion Skill)
When this enchanted piece of onyx is placed inside the mouth of an NPC's corpse, it animates the creature into either a skeleton or zombie, under the control of the one who put the piece of onyx in its mouth. This becomes a Combat Companion or Familiar for the Black Mage. When the corpse is animated, the Undead Servant Gemstone crumbles to dust in its mouth. When the servant is destroyed in combat, then they are gone and cannot be reanimated. [One Use]
[Worth: 3,000gp]
magic pack
1) Ioun Stone (eastern star) [Magic Item]
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.
[Worth: 2000gp]
2) Skinsewn Mask [Face]
(Only Neutral or Evil Alignment)
Preserved sections harvested from several different humanoid faces cover this mask. When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 bonus on Stealth checks. Once per day, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on strike rolls and damage made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.
[Worth: 12,000gp]
3) Torc of Truespeech [Neck]
This heavy gold torc allows its wearer's words to be understood by any creature that speaks a language, as though his words were spoken in that creature's native tongue. Each creature listening hears the words in a language appropriate to itself.
[Worth: 4000gp]
4) Royal Naga Scale Bindi [Head] or [Varied]
This shining, jewel-like scale is usually worn on the forehead between the eyebrows, though a creature can affix the scale to any part of her body by pressing it to her skin and speaking its command word. Once affixed, the scale causes the creature to take on the attributes of a particular type of naga (royal). Her skin becomes scaly, her eyes slitted and reptilian, her tongue forked, and her neck lengthens and distends until it resembles a cobra's hood. The creature gains a +4 DEF bonus to natural defense (cannot go over defense max), darkvision 60 feet, and a poisonous bite attack that deals 1d4 points of damage + a special poison effect that can be used once per combat (1d3 for a Sm all creature). All poison effects get an Endurance Save, DC15. Royal Naga: +3 bonus to Diplomacy. Poison does 1d2 Willpower Trait damage for the remainder of combat. [Worth: 15,000gp]
5) Coin of Eternal Rest [Magic Item]
A raised skull adorns both sides of this otherwise featureless copper coin. When placed in the mouth of a corpse, the coin prevents it from being raised, resurrected, or turned into undead of any sort. Vermin and undead avoid a corpse bearing this coin, but they can overcome the aversion with a successful Willpower check (DC 20). The coin does not work in the mouth of a living or undead being. One Use.
[Worth: 2000gp] [Birthday Gift from Dakkon]
curiosities
Broken Locket of Blood Negation (Curiosity)
Bones of the Jaded Usher (Curiosity) *able to be used for necromantic purposes