Post by Head Moderator on Jan 31, 2013 20:13:53 GMT -5
[Written by A]
Brief Background:
Power. It changes a man—it can change an angel, too. Millennia spent protecting those of Arith by unseen means left the angel bitter, hungry for more, wishing to get his hands in, to experience, to find all the pleasures that men could experience on the ground, living their lives with as much purity or darkness as they damned well wished. He hated all they had, all of the choices they could take as each saw fit.
Jealousy started to taint the angel, the dark thoughts easily found by the eyes of demons, who started to tempt him, to twist and lure—and finally, when his will was down far enough? Possess. The angel’s mind was merged with the demonic. Not one, not two—but three black entities found their way in to his being, drowning out what remained of purity, only to give that final push to the sprout of evil already started in his soul.
He was finally free to do as he wished.
Meeting the Matron of Doxenia’s orphanage, his indulgence began with her. Her soul gave easily. Their marriage meant the union of souls between the two, the black mage and the swordmaster, and together they enjoy the innocence of all housed beneath their roof.
Name: [NPC] Patron Brandt of Doxenia
Alignment: Chaotic Evil
Race: Angel
Racial Skills: Celestial Heritage, Acrobatic, Shadow Form
Languages: Common, (race) Abyssal, Ancient & Doxenian
Primary Class: Combat
Class Bonus: +1d / 1 per combat
Profession: Swordmaster
Profession Bonus: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take. Automatic Skills: You may choose one free combat skill.
Secondary Class: Combat
Class Bonus: +1d / 1 per combat
Rank: Sapphire Marshall
Dice: 2d68
Traits:
( Str [3] / Qck [9] / End [5] / Will [0] / Int [0] / Per [0] / Char [4] )
Quick Reference:
HP: 39
Def DC: 19
Melee/Ranged Strike: +9 & +3 Strike (Primary Weapon) +12
Melee Dmg. +9 (Dexterous Fighter) & +3 Strike (Primary Weapon) = +12
Ranged Dmg. +9
Skills:
(race) Celestial Heritage: Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
(race) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(race) Shadow Form: You are able to take the form of wispy shadows once per day, for as long as you wish. Mundane weapons weapons cannot hit you in this form, allowing you to evade one attack per combat.
(profession) Avoid Blow: This allows the Thief to see an attack coming and get out of the way, adding 1d5 to his Defense DC against a single attack. Can be used once per combat, but will do one point of strain damage whether it hits or not. Example: Ashton's about to get hit, enemy rolls a 17, which is above his Defense DC. He uses Avoid blow. If he rolls a 1, it increases his defense to 16, which is still not high enough, and he takes whatever the attack's damage is +1 point of strain damage. If he rolls a 3, it bumps him up to 18, and he avoids the attack entirely, only taking the 1 point of strain.
(crystal) Pass for Human: You gain a +10 to Disguise Checks to pass yourself off as a Human if DM calls for a check, otherwise you simply are good enough at disguise to pass yourself off except against those with True Seeing.
(crystal) Acrobatic Backstab: Upon being attacked and taking the damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
(crystal) Counter Attack: If an enemy attempts to attack you and misses completely, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(crystal) Disarm: Allows a successful attack to knock a weapon out of your opponent's hand. It takes up a turn to pick it up if they want to continue using it. Once per combat.
(crystal) Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill. *Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. Your combat dice and one weapon go to target 1, the other weapon go to target 2.
(topaz) Dexterous Fighter: This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
(topaz) Deceptive Dance:This is the culmination of both the swordmaster's fluid graceful steps as well as their precise and deadly flourish of weapon. They attack their target with such a graceful tenacity that the assault leaves their victim stunned and confused, losing a turn in combat as well as taking damage from the attack.
(topaz) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat. Prerequisite: Acrobatics Skill
(amber) First Impression: This skill allows a Swordmaster to favorably impress someone he has just met for the first time. An opposed roll is made, the Swordmaster adding their Charisma Bonus to their roll, and if he the target character’s attitude improves towards the adept by one degree; for example, a Neutral character becomes Friendly, an Unfriendly character becomes Neutral, and so on. The new attitude may be changed for better or worse through future interactions, but reverts back to the original within 6 hours. Any openly hostile act the Swordmaster commits against the impressed character immediately erases the impression. This may only be used once against any given character. Prerequisite: Swordmaster (Primary), Charisma Bonus 5
(amber) Vital Strike: The Swordmaster is able to find and exploit weaknesses in his opponent, enabling a devasting attack once per combat, giving him a double roll of his combat dice. Prerequisite: Swordmaster (Primary), Amber Rank
(amber) Pin: This allows a Swordmaster to corner a target by making a rapid series of whirling attacks or threatening gestures, thus restricting the target's movement. This causes the target to only be able to attack the Swordmaster, and no other allies. This lasts for one round, or when the Swordmaster moves away, whichever comes first. The territory must be suitable for this to work, in other words, if you are on a vast field it would not work; an alleyway, it would.
(sapphire) Engaging Banter: A Swordmaster is able to use his charming style and a touch of magical suggestion to distract a character. The Swordmaster must be able to be understood by the target character for the banter to work. An opposed check is made against the Swordmaster's 1d20 + Charisma Bonus v.s Target's 1d20 + Willpower. If the Swordmaster wins, both he and the character spend time engaged in witty, idle chat even in the midst of combat around them. The Swordmaster must concentrate on the conversation, and cannot make any other actions during this time or the effect stops. This lasts for as many rounds as the Swordmaster wishes to engage simply in conversation, or until the target is attacked. While engaged in banter, their Defense DC is lowered by 2 points as they are stable and unmoving and totally at ease with the Swordmaster.
Prerequisite: Swordmaster (Primary), Sapphire Rank
(sapphire) Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
(sapphire) Roundel: A Swordmaster's grace and movement in the dance of his blade allows him to quickly position himself and his weapon in such a way that an attack made upon him is easily turned right back onto the attacker, causing the attacker to take the damage intended by the Swordmaster.
Flaws:
Cruel: You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have their way of getting around.
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
Weapons with dice effects / enchantments:
Primary Weapon: Two Broadswords (1d8) [Dual Wield]
Hidden Weapon: Sleeve Blade (1d4)
Name: [NPC] Matron Brandt
Alignment: Neutral Evil
Race: Demon
Racial Skills: Celestial Heritage, & Two Skills
Racial Weakness: Holy
Language: Common, (race) Abyssal, (profession) Black Tongue, Doxenian, and Ancient
Primary Class: Arcane
Class Bonus: All saves required for spellcasting are given a +2 boost. Also gain the free skill of "Magical Affinity"
Profession: Black Mage
Profession Bonus: "Malignant Soul" Great evil 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 +3 Defense. They also may take the Black Tongue as a bonus language.
Automatic Skills: Tomb-Taint
Rank: Amber Marshall
Dice: 2d56
Quick Reference:
Hit Points: 43
Def DC: 15
Melee/Ranged Strike: +5
Melee Dmg - +0
Ranged Dmg: +5
Magic Strike: +8
Magic Dmg :+8
Magic DC: +8
Magic Save: +2
Healing Aff. Points: 14
Defense:
Constant +3 Defense (profession bonus)
Studded Leather [+3]
Amulet of Armor [+3]
Traits:
( Str [0] / Qck [5] / End [0] / Will [2] / Int [8] / Per [0] / Char [0] )
Skills:
(class) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(race) Celestial Heritage: Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
(race) Immunity to Charm: You are immune to charm effects and spells, including the sweet words of a Charmer.
(race) Alluring Tongue: People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(crystal) Call Darkness: You have the skill to pull darkness around you and the area you are in, for 15 mun minutes. This is a thick magical darkness and unless one has Blindfight you cannot fight or see within this dark area. Darksight cannot pierce this magical darkness!
(crystal) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier.
(crystal) Nightcaller: Whenever you cast a spell, you may choose to infuse the spell with negative energy, which does double damage to good aligned creatures.
(crystal) Concealed Spellcasting: You are able to cast spells without bringing any attention to yourself. Why is this helpful? Because it's common knowledge that taking out the spellcaster first is the best move most times, for your own tactics or enemy tactics.
(crystal) Pass for Human: You gain a +10 to Disguise Checks to pass yourself off as a Human if DM calls for a check, otherwise you simply are good enough at disguise to pass yourself off except against those with True Seeing.
(profession) Tomb-Taint:You are healed by negative energy, and take damage from positive energy instead much like undead.
(topaz) Teleport: This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
(topaz) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(topaz) 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.
(amber) Shroudsight: Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the necromancer can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves. However, there are odds that an observant wraith will notice when a necromancer suddenly starts staring at him, which can lead to unpleasant consequences.
(amber) Charnel Miasma: Your close connection to dark and harmful magic causes others to find your company unpleasant. You exude an almost imperceptible scent of the grave wherever you go. You may use this to your favor and gain a +2 to Intimidate Checks when you are close enough for your target or targets to smell the scent of the grave.
(amber) Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
(flaw) Low-Light Vision: The ability to see in low-light situations.
Magical Flaws:
(crystal) Arcane Blood - Your blood seems to shine, oddly colored veins trace a web of sickly glowing lines.
(topaz) Mood swings - One moment your happy, the next your sad.. five minutes later your screaming at the top of your lungs because someone brought you the wrong wine.
(amber) Light Sensitivity - The necromancer becomes sensitive to bright light or sunlight, it hurts their eyes, causing physical pain. However you gain low-light vision.
Weapons with dice effects / enchantments:
Primary Weapon: Wand of Unholy [2d3]
Hidden Weapon: Dagger [1d4]
Defense:
Studded Leather [+3]
Amulet of Armor [+3]
Other Items:
Amulet of Health [+5HP]
Defensive Wear:
Spidersilk [+5]
Amulet of Armor [+2]
Brief Background:
Power. It changes a man—it can change an angel, too. Millennia spent protecting those of Arith by unseen means left the angel bitter, hungry for more, wishing to get his hands in, to experience, to find all the pleasures that men could experience on the ground, living their lives with as much purity or darkness as they damned well wished. He hated all they had, all of the choices they could take as each saw fit.
Jealousy started to taint the angel, the dark thoughts easily found by the eyes of demons, who started to tempt him, to twist and lure—and finally, when his will was down far enough? Possess. The angel’s mind was merged with the demonic. Not one, not two—but three black entities found their way in to his being, drowning out what remained of purity, only to give that final push to the sprout of evil already started in his soul.
He was finally free to do as he wished.
Meeting the Matron of Doxenia’s orphanage, his indulgence began with her. Her soul gave easily. Their marriage meant the union of souls between the two, the black mage and the swordmaster, and together they enjoy the innocence of all housed beneath their roof.
Name: [NPC] Patron Brandt of Doxenia
Alignment: Chaotic Evil
Race: Angel
Racial Skills: Celestial Heritage, Acrobatic, Shadow Form
Languages: Common, (race) Abyssal, Ancient & Doxenian
Primary Class: Combat
Class Bonus: +1d / 1 per combat
Profession: Swordmaster
Profession Bonus: "Dance Partner" A swordmaster chooses a light melee, one-handed or two-handed sword (at no cost) that he/she has become proficient in the dance of swordplay, giving them a +3 damage (DMG) & +3 Strike with that favored sword only (must mark on Dossier what weapon it is). To choose a two-handed weapon you must have the Two-Handed Skill to take. Automatic Skills: You may choose one free combat skill.
Secondary Class: Combat
Class Bonus: +1d / 1 per combat
Rank: Sapphire Marshall
Dice: 2d68
Traits:
( Str [3] / Qck [9] / End [5] / Will [0] / Int [0] / Per [0] / Char [4] )
Quick Reference:
HP: 39
Def DC: 19
Melee/Ranged Strike: +9 & +3 Strike (Primary Weapon) +12
Melee Dmg. +9 (Dexterous Fighter) & +3 Strike (Primary Weapon) = +12
Ranged Dmg. +9
Skills:
(race) Celestial Heritage: Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
(race) Acrobatic: You have excellent coordination, and can take a +5 to all Acrobatics Checks.
(race) Shadow Form: You are able to take the form of wispy shadows once per day, for as long as you wish. Mundane weapons weapons cannot hit you in this form, allowing you to evade one attack per combat.
(profession) Avoid Blow: This allows the Thief to see an attack coming and get out of the way, adding 1d5 to his Defense DC against a single attack. Can be used once per combat, but will do one point of strain damage whether it hits or not. Example: Ashton's about to get hit, enemy rolls a 17, which is above his Defense DC. He uses Avoid blow. If he rolls a 1, it increases his defense to 16, which is still not high enough, and he takes whatever the attack's damage is +1 point of strain damage. If he rolls a 3, it bumps him up to 18, and he avoids the attack entirely, only taking the 1 point of strain.
(crystal) Pass for Human: You gain a +10 to Disguise Checks to pass yourself off as a Human if DM calls for a check, otherwise you simply are good enough at disguise to pass yourself off except against those with True Seeing.
(crystal) Acrobatic Backstab: Upon being attacked and taking the damage, you dart past your opponent, ending up perfectly positioned for a counterattack at that moment, allowing you to attack that same attacker instantly without taking up a turn. Roll strike as normal, and then proceed. This can be used once per combat.
(crystal) Counter Attack: If an enemy attempts to attack you and misses completely, you may counter attack them immediately with your full dice and weapon damage, if you make your Strike against them. (No skills, etc.) This can be used once per combat.
(crystal) Disarm: Allows a successful attack to knock a weapon out of your opponent's hand. It takes up a turn to pick it up if they want to continue using it. Once per combat.
(crystal) Dual-Wield: You may use two weapons (light melee or one-handed weapons only) in combat. This allows you to use two purchased weapons and gain the weapon damage for both. (Example: If you have duel wield, you may use two swords in combat which makes your weapon damage roll 1d6 & 1d6). This is an innate skill. *Note: If you wish to target 2 people, then the Strike roll HAS to have beaten both targets Def. DC. Your combat dice and one weapon go to target 1, the other weapon go to target 2.
(topaz) Dexterous Fighter: This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
(topaz) Deceptive Dance:This is the culmination of both the swordmaster's fluid graceful steps as well as their precise and deadly flourish of weapon. They attack their target with such a graceful tenacity that the assault leaves their victim stunned and confused, losing a turn in combat as well as taking damage from the attack.
(topaz) Sidestep: You are skilled enough in acrobatics that you can simply dodge an incoming melee attack, taking no damage once per combat. Prerequisite: Acrobatics Skill
(amber) First Impression: This skill allows a Swordmaster to favorably impress someone he has just met for the first time. An opposed roll is made, the Swordmaster adding their Charisma Bonus to their roll, and if he the target character’s attitude improves towards the adept by one degree; for example, a Neutral character becomes Friendly, an Unfriendly character becomes Neutral, and so on. The new attitude may be changed for better or worse through future interactions, but reverts back to the original within 6 hours. Any openly hostile act the Swordmaster commits against the impressed character immediately erases the impression. This may only be used once against any given character. Prerequisite: Swordmaster (Primary), Charisma Bonus 5
(amber) Vital Strike: The Swordmaster is able to find and exploit weaknesses in his opponent, enabling a devasting attack once per combat, giving him a double roll of his combat dice. Prerequisite: Swordmaster (Primary), Amber Rank
(amber) Pin: This allows a Swordmaster to corner a target by making a rapid series of whirling attacks or threatening gestures, thus restricting the target's movement. This causes the target to only be able to attack the Swordmaster, and no other allies. This lasts for one round, or when the Swordmaster moves away, whichever comes first. The territory must be suitable for this to work, in other words, if you are on a vast field it would not work; an alleyway, it would.
(sapphire) Engaging Banter: A Swordmaster is able to use his charming style and a touch of magical suggestion to distract a character. The Swordmaster must be able to be understood by the target character for the banter to work. An opposed check is made against the Swordmaster's 1d20 + Charisma Bonus v.s Target's 1d20 + Willpower. If the Swordmaster wins, both he and the character spend time engaged in witty, idle chat even in the midst of combat around them. The Swordmaster must concentrate on the conversation, and cannot make any other actions during this time or the effect stops. This lasts for as many rounds as the Swordmaster wishes to engage simply in conversation, or until the target is attacked. While engaged in banter, their Defense DC is lowered by 2 points as they are stable and unmoving and totally at ease with the Swordmaster.
Prerequisite: Swordmaster (Primary), Sapphire Rank
(sapphire) Quickstep: The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
(sapphire) Roundel: A Swordmaster's grace and movement in the dance of his blade allows him to quickly position himself and his weapon in such a way that an attack made upon him is easily turned right back onto the attacker, causing the attacker to take the damage intended by the Swordmaster.
Flaws:
Cruel: You have a sadistic streak that causes you to perform acts of cruelty for no good reason. Of course, this doesn't endear you to others. Most times you are prudent enough to carry out your cruelties on those under your thumb, rather than those you see as equals. However, you carry a constant social stigma, as rumors have their way of getting around.
Penalty: Once per week, the DM or another player may activate your flaw in order to have an underling of any sort (Follower, Cohort, or Hireling), sick of the treatment he receives at your hands, betray you. The betrayal could be anything from abandonment to a knife in the back (DM's discretion). In addition, you suffer a -2 penalty to all Charisma-based skill checks due to the rumors that have spread about you.
Weapons with dice effects / enchantments:
Primary Weapon: Two Broadswords (1d8) [Dual Wield]
Hidden Weapon: Sleeve Blade (1d4)
Name: [NPC] Matron Brandt
Alignment: Neutral Evil
Race: Demon
Racial Skills: Celestial Heritage, & Two Skills
Racial Weakness: Holy
Language: Common, (race) Abyssal, (profession) Black Tongue, Doxenian, and Ancient
Primary Class: Arcane
Class Bonus: All saves required for spellcasting are given a +2 boost. Also gain the free skill of "Magical Affinity"
Profession: Black Mage
Profession Bonus: "Malignant Soul" Great evil 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 +3 Defense. They also may take the Black Tongue as a bonus language.
Automatic Skills: Tomb-Taint
Rank: Amber Marshall
Dice: 2d56
Quick Reference:
Hit Points: 43
Def DC: 15
Melee/Ranged Strike: +5
Melee Dmg - +0
Ranged Dmg: +5
Magic Strike: +8
Magic Dmg :+8
Magic DC: +8
Magic Save: +2
Healing Aff. Points: 14
Defense:
Constant +3 Defense (profession bonus)
Studded Leather [+3]
Amulet of Armor [+3]
Traits:
( Str [0] / Qck [5] / End [0] / Will [2] / Int [8] / Per [0] / Char [0] )
Skills:
(class) Magical Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill.
(race) Celestial Heritage: Your ancestry includes angels or demons. This gives you a charmed existence, and allows you to pass one save / check once per day without rolling. You are also able to tell if someone is lying or telling the truth as long as they do not have an ability that blocks such a thing.
(race) Immunity to Charm: You are immune to charm effects and spells, including the sweet words of a Charmer.
(race) Alluring Tongue: People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(crystal) Call Darkness: You have the skill to pull darkness around you and the area you are in, for 15 mun minutes. This is a thick magical darkness and unless one has Blindfight you cannot fight or see within this dark area. Darksight cannot pierce this magical darkness!
(crystal) Mind Over Body: You are able to use your Intelligence modifier to add to your hit points instead of your Endurance modifier.
(crystal) Nightcaller: Whenever you cast a spell, you may choose to infuse the spell with negative energy, which does double damage to good aligned creatures.
(crystal) Concealed Spellcasting: You are able to cast spells without bringing any attention to yourself. Why is this helpful? Because it's common knowledge that taking out the spellcaster first is the best move most times, for your own tactics or enemy tactics.
(crystal) Pass for Human: You gain a +10 to Disguise Checks to pass yourself off as a Human if DM calls for a check, otherwise you simply are good enough at disguise to pass yourself off except against those with True Seeing.
(profession) Tomb-Taint:You are healed by negative energy, and take damage from positive energy instead much like undead.
(topaz) Teleport: This skill gives you the ability to teleport yourself as long as you have the exact location in mind. This pulls the caster into a portal, bending time/space around them, and popping them out of the other side at the desired location. With each gemstone rank you achieve you can take one person with you.
(topaz) Arcane Image: A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
(topaz) 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.
(amber) Shroudsight: Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld. By using this power, the necromancer can spot ghostly buildings and items, the landscape of the so-called Shadowlands, and even wraiths themselves. However, there are odds that an observant wraith will notice when a necromancer suddenly starts staring at him, which can lead to unpleasant consequences.
(amber) Charnel Miasma: Your close connection to dark and harmful magic causes others to find your company unpleasant. You exude an almost imperceptible scent of the grave wherever you go. You may use this to your favor and gain a +2 to Intimidate Checks when you are close enough for your target or targets to smell the scent of the grave.
(amber) Healing Affinity: You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
(flaw) Low-Light Vision: The ability to see in low-light situations.
Magical Flaws:
(crystal) Arcane Blood - Your blood seems to shine, oddly colored veins trace a web of sickly glowing lines.
(topaz) Mood swings - One moment your happy, the next your sad.. five minutes later your screaming at the top of your lungs because someone brought you the wrong wine.
(amber) Light Sensitivity - The necromancer becomes sensitive to bright light or sunlight, it hurts their eyes, causing physical pain. However you gain low-light vision.
Weapons with dice effects / enchantments:
Primary Weapon: Wand of Unholy [2d3]
Hidden Weapon: Dagger [1d4]
Defense:
Studded Leather [+3]
Amulet of Armor [+3]
Other Items:
Amulet of Health [+5HP]
Defensive Wear:
Spidersilk [+5]
Amulet of Armor [+2]