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Post by ayselnuway on Jun 17, 2011 18:17:28 GMT -5
Name: Aysel Livanna Nuway Screen Name: modestjade Current Rank: Abet'zi Adept Current Dice: 2d32 Race: Xe'kh'ron subrace of Kh'ronen Racial Weakness: Sonic Blast Alignment: Neutral Good Languages: Common, (2 more) Kh'ronish, Dwarven
Primary Class: Fighter Class Bonus: Fighter's Weapon: Jade War Fans Secondary Class: Mage
Primary Weapon: Jade War Fan Secondary Weapon: Jade War Fan
Skills (5 to start, 3 more each gemstone rank which is Rosha to Abet'zi, Abet'zi to Mel'yn, etc) 1. Acrobatics 2. Dualist 3. Stitch in Time 4. Alert 5. Knowledge - Geography and Magic 6. Healing Affinity 7. Iron Will (1) 8. Delay Spell
Racial Skills (Free): 1) Tempis Fugit 2) Out of the Loop
Any bonus skills for class? (Such as Healing Affinity for being a Cleric, etc)
What does your character carry in their adventuring gear? backpack, beltpouch, extra clothing, bedroll, waterskin, rations, rope, sunrods (5), grappling hook.
Other Information: (You can put age, description, status, children, etc)
Aysel was born in Peil Nabil in the city of Klachan Arisa where the majority of Xe'kh'ron make their home. She grew up with a fairly normal life until the age of 20 when she was chosen by the Council to become the Jade Oratio. There had not been a Xe'kh'ron given the title of Oratio in quite a number of years. In fact, she was the second. The first female in fact. It was quite an honor and she vowed to do her uptmost to bring honor to the Xe'kh'ron and to the title of Oratio. She trained using the Jade War Fans and became very adept at them.
She is 5 foot 4 inches tall, which is shorter for a Kh'ronen with very long white hair that is either tied in a long braid or left freely. Her eyes are silver and freckled with gold. She tends to wear a long sleeve dress that has slits up the side in order for her to move freely with a pair of ballet flat style monk shoes to help increase her movement. She has a crescent moon birthmark upon the bottom of her left foot.
Magical Items:
--Red Slime: 3 doses. Does 1 fire damage each round until put out. --Green Slime: 1 dose. Does 1d3 acid damage for 3 rounds.
Gold: 500 gp
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Post by ayselnuway on Jun 29, 2011 17:28:28 GMT -5
Spell Name: Time Stop Subclass of Spell: Chronomancy Type of Spell: Effect Components (if necessary): Jade timepiece focus Range/area of effect: 50 foot radius Target: One creature Duration: 1 round of combat Saving Throw: (Yes or No) Yes Explanation: This spell causes the target to have them stop in time. The time around them is still flowing but they are unable to interact with it. This causes them to lose one turn in combat. They will re-enter the time stream at the end of the caster's next turn. ***** Spell Name: Paradox Subclass of Spell: Chronomancy Type of Spell: Effect Components: Range/area of effect: 50 foot radius Target: self Duration: Up to 3 hours in the past Saving Throw: None Required Explanation: When Paradox is cast, the chronomancer can alter a minor event from his past that may effect the present. Such an event might be exchanging one memorized spell for a more useful one (switching out a spell in the spellbook for another), having bought a cask of ale instead of a cask of oil, or instead of insulting someone who now harbors a grudge and his help is needed, instead someone else was insulted. The event being changed should not be more than three hours in duration, and it must be something personally done by the chronomancer or something the chronomancer could have influenced. (Maybe someone else made the insult, and the chronomancer could explain it away somehow.) Events changed can have happened up to a month beforehand. (The results are up to those being affected. Perhaps the chieftain is now insulted because his chief warrior was insulted. Or the person insulted now bears a grudge.) Changing events in time may have adverse effects in the present, so this spell should be used with major caution. It can only be used once per day as it is upsetting to the fabric of time. Vocal: "T'as lasod oratio zela'dar. Xedra dressar, al'a vadrina." ***** Spell Name: Voices or Visions of the Past Subclass of Spell: Chronomancy, Type of Spell: Effect Components: None Range/area of effect: 50 foot radius Target: self Duration: 3 hours in the past, doubling for each additional rank obtained. Saving Throw: None Required Explanation: The Chronomancer using this ability is able to hear conversations and see events that occurred in the recent past within an area. It can be used individually - i.e. only hearing what happened, or seeing what happened. *****
Spell Name: Locate Oratio Subclass of Spell: Remote Viewing Type of Spell: Effect Components (if necessary): Jade timepiece focus Range/area of effect: 50 foot radius, doubling per rank attained. Target: Oratio Timepieces Duration: 3 hours, doubling per rank attained. Saving Throw: (Yes or No) Yes (if holder of the timepiece wishes to resist) Explanation: Using the very fabric of time that the gemstone timepieces are connected to, this spell allows the caster to connect their timepiece with the other gemstone timepieces and give an exact location as to where the timepieces are and by proxy the Oratios that hold them. The affected timepieces will glow their chosen gemstone color, and serves as a beacon. Only timepiece holders will be able to locate the beacon and follow it. ***** Spell Name: Blur Subclass of Spell: Chronomancy Type of Spell: Combat Attack Components: Jade timepiece focus Range/area of effect: 50 foot radius Target: Self or one other Duration: 1 round of combat Saving Throw: Yes Explanation: The speed in which the target moves is sped up as their personal timeline is increased. They seem to be moving much faster than everyone else. During this time in combat they get an extra attack. This extra attack does not have an additional dice roll, but the damage is equal to +1 per rank the caster has achieved.
*****
Spell Name: Identify Magic Subclass of Spell: Divination Type of Spell: Effect Components (if necessary): Verbal, Somatic Range/area of effect: 50 foot radius Target: Self Duration: 3 hours Saving Throw: (Yes or No) No Explanation: This spell allows the caster to identify all magical properties of an item. The item must be touched, either held in the hands or simply having both hands placed upon the item if it is too big to hold. The incantation begins the spell. The spell is continuous for 3 hours and can be used on any item touched during that time period that the spell is active. Verbal: Mela Dressar, or "Know Magic"
Spell Name: Shards of Ice Subclass of Spell: Hydromancy (Ice) Type of Spell: Attack (+1) Components (if necessary): Verbal Range/area of effect: 50 foot radius Target: One PC, 2 NPC Duration: 1 round of combat Saving Throw: (Yes or No) Yes Explanation: Moisture from the air is brought together, compressed and frozen into an abundance of small sharp icicles that cut the target(s) as they fall down upon them. At the end of the round of combat the icicles melt and the water evaporates. Verbal: "Cledyfs Isen" or Ice Swords ***** Spell Name: Ice Shield Subclass of Spell: Hydromancy (Ice) Type of Spell: Defense (+1) Components (if necessary): Verbal Range/area of effect: 50 foot radius Target: Self, or one other Duration: 1 round of combat Saving Throw: (Yes or No) No Explanation: Gathering moisture from the air, ice is formed in a large shield formation in front of the target. The ice is see-through but absorbs damage dealt to the target equal to +1 per rank achieved by the mage. At the end of the round of combat the ice melts and evaporates. This shield is not effective against spells that do not cause physical effects such as psionic attacks. Verbal: "Caar'n Isen" or Ice Boundary
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