Post by Ophelia Harrington on Jul 19, 2013 20:08:49 GMT -5
Karel Nistrum
(Lawful Evil)
Leader of the Hallowed Death, a little to unknown organization of thieves that work in the cities of Bryony. Not much is known about Nistrum, other than he is a skilled Mage and once served on the Council of Wands; all details have been stricken from official record. All that remains are the rumours and hear say of the common folk. The Hallowed Death have started to branch out from their usual pick pocketing and burglary to assassinations, slave trading and the drug and poison trade in recent months. Nistrum is infamous for how he deals with traitors, he burns them from the inside out and leaves them to die in agony.
Rank : Obsidian Commander
Dice : 2d90
HP : 57
Def DC : 17
Spell DC : +14
Magical Strike : +12
Magic Damage : +12
Strength [0]
Quickness [7]
Endurance [0]
Willpower [12]
Intelligence [12]
Perception [0]
Charisma [4]
Class : Arcane
Bonus : You gain a boost to the save difficulty of your spells. All saves required for spellcasting are given a +2 boost. So if a spell at Crystal rank calls for a save of 14, you add your +2 and the save is now 16. You also gain the free skill of "Magical Affinity" or "Psionic Affinity".
Primary Prof : Black Mage
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 +5 Defense against both magic and mundane attacks. They also may take the Black Tongue as a bonus language.
Secondary Class : Support
Bonus : You may choose 2 free support skills (non-combat/defense), you must meet the prerequisites.
Secondary Prof : Charmer
Bonus : Silver Tongue" A charmer has the ability to charm those around him or her with their carefully chosen words. They can just about talk their way out of anything, and gain a +5 to Bluff and Diplomacy checks. They also have a talent in watching for the slightest body language and attitudes, called "I Notice Everything!", giving them a +5 to Insight.
Skills
Magical Affinity : You have innate or learned magic ability. You cannot use magic in OH without this skill. (Arcane)
Tomb-Taint : You are healed by negative energy, and take damage from positive energy instead much like undead. (Black Mage)
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. (Free Support)
Call Darkness : Darkness for 15 minutes. (Free Support)
Crystal
Arcane Image : A spellcaster can become pure magical energy, allowing them to take no damage from any one physical attack during combat
Immunity to Charm : Immune to charm and charmers.
Cheat Death : Once a week, you live when you should have died.
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.
True Seeing : You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions. This works for 10 minutes per Gemstone Rank, once per adventure.
Topaz
Undead Cohort : A Black Mage is able to gain the service of a loyal undead cohort. This cohort becomes their Combat Companion, and goes by the rules in the skill: Combat Companion. A Black Mage may not have any other combat companion while having an undead cohort, but they MAY have a familiar.
2d45
90HP
DEF DC : 17
Melee DMG: +8
Strength [8]
Quickness [7]
Endurance [0]
Willpower [0]
Intelligence [0]
Perception [0]
Charisma [0]
Companion Development : This skill is ONLY for animal companions or familiars, and it allows a companion to grow with the owner, giving the familiar 2 trait points per gemstone rank as they grow. This is not retroactive, it starts when you take this skill.
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.
Detect Alignment : You are able to detect the alignment of any creature you come in contact with, unless it is being magically hidden. If it is being hidden then roll a d20, creature rolls d20, if you roll higher you detect it.
Amber
Nightcaller : Whenever you cast a spell, you may choose to infuse the spell with negative energy, which does double damage to good aligned creatures.
Mage's Intuition : You are highly sensitive to magic and changes in a person's demeanor when they are using magic. No creature or humanoid can conceal their spellcasting from you. You may not know what spell is being cast, but you are completely aware of who is casting any spell. If the target has Concealed Spellcasting, then whoever is highest ranks has their skill win out. A Topaz with Mage's Intuition will not be able to detect that a Sapphire Psion cast a spell, just as an Amber Black Mage will easily see the fireball came from the Crystal Spellborn's path despite their attempts to hide it.
Necrotic Touch : Using a small amount of your life force, you sheath your hand in crackling black flames, dealing 1d5 points of negative energy damage to a living creature during your attack, once per combat.
Sapphire
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.
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.
Greater True Seeing : This allows one with True Seeing to be able to see the true form of shapeshifted, polymorphed, changed, or transmuted things.
Emerald
Scent : You gain exceptional skills in scent. You can identify any scent that you have smelled in the past.
Smell Fear : You are able to smell fear on frightened creatures without any need for rolls.
Thanatopic Spell : Your spells are able to affect undead targets that otherwise would not be affected by your spells.
Ruby
Tough as Bone : A Black Mage at this level has taken on some qualities of an undead creature, making him immune to disease, and illness. Non-lethal damage does nothing to the Black Mage.
Scabrous Touch : When a Black Mage is attacked in close quarters, he can use his charnel touch power to inflict a the attacker with Black Plague, once per combat. The target must gain a Cure Disease, or be afflicted by the disease.
Payback's A Bitch : Once per combat, a charmer can fire a greenish black ray that does 1d6 damage, though it does not effect the target, instead the person dearest to them. [Note: Deciding the identity of the dearest person is a cooperative decision between the player and the DM.] On the off chance that the target has no loved one, they take the damage instead.
Obsidian
Stretching the Canvas : Sometimes brute force is the better way. Once per day, the Black Mage may merge with his Undead Cohort as a full-round action, becoming one fearsome entity. During this merger, the cohort flays the Black Mage down the back, crawling inside his flesh. However, the flesh doesn't grow to accommodate, and so covers only a portion of your Cohort, leaving a horrible stretched distortion of his facade. As unsettling and awkward as it seems, your power grows considerably. You are able to use any skills that the Cohort has taken as your own, and gain a +2 to your Defense DC.
Parry Spell : You are able to reflect a spell back onto the magic caster, once per combat.
Piercing Spell : You may use this once per adventure/mission and it allows you to cast a spell needing a save without allowing the target to use their Willpower bonus to add to the d20 save.