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Post by Arabelle Scar on Jun 13, 2011 2:13:23 GMT -5
RACE · Monarch Demon
( A race created by Jaden Scar after being embraced by a vampire and then sired by a demon, the combination was highly unstable and very dangerous, nearly costing Jaden his life. Using blood from the god Azael, Jaden was able to fix genetic anomalies within himself, tailor his abilities, and create a superior race from which many of his kin now share the same bloodline. ) ALIGNMENT · Chaotic Good
( Chaotic Good is known as the "Beatific," "Rebel," or "Cynic" alignment. A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. They always intend to do the right thing, but their methods are generally disorganized and often out of alignment with the rest of society. They may create conflict in a team if they feel they are being pushed around, and often view extensive organization and planning as pointless, preferring to improvise. While they do not have evil intentions, they may do bad things (even though they will not enjoy doing these things) to people who are, in their opinion, bad people, if it benefits the greater good. ) LANGUAGES · Common, Ancient Corassian, Italian STATUS · Engaged CHILDREN · Olivia and Jared
[ c l a s s ] PRIMARY CLASS · Fighter CLASS BONUS · "Fighter's Weapon" A fighter chooses a weapon that he/she has become proficient with, and when using that weapon he gains a +3 to all attacks. ( sword )
SECONDARY CLASS · Psion ( psionic affinity )
COMPANION · Scar, the Lion ( female adolescent Lion ) SKILLSRacial » Celestial Heritage Racial » Long life 1 » Alert 2 » Dualist 3 » Diehard 4 » Self healing 5 » Iron Will ( +2 ) 6 » Battle Rager 7 » Darksight 8 » Enraged Casting 9 » Parry 10 » Fighter's Defense 11 » Combat Companion WEAKNESSES / FLAWS · Cold/Frost/ice and man made radiation.
Head · Face · Brooch · Neck · Chest · Aeon Armor - +3 DEF Shirt · Belt · Cloak · Bracers · Hands · Ring 1 · Ring 2 · Feet · Primary Weapon · Dreamscape ( sword ) Secondary Weapon · Downfall ( sword ) Primary Weapon Enchant · Secondary Weapon Enchant · bloodtracer Primary Weapon Gem Slot · Secondary Weapon Gem Slot · Armor Enchant · Tattooed Armour Gem Slot ·
WEAPONS[/size] · Dual-wielded Swords ( primary ), daggers and throwing knives ADVENTURING GEAR · Backpack, Bedroll, Soap, Manacles, Lock & Key, Waterskin, Rations, Silk Rope, Extra Set of Clothing, Grappling Hook, Small Metal Mirror, Whetstone, flint, leather hair ties, sowing kit, bandages, cotton wool, turkey sammiches, beef jerky, Rezz Coin(1) POTIONS · Healing Potion - Heals up to 10hp. x2 Potion of Anti-Paralyzation - Imbibing this potion removes paralyzation, including magical types. It can also be administered via hypo-pistol (see Emporium) if the person's entire body is paralyzed. x1 Potion of Endurance - Imbibing this chalky-tasting green liquid instantly acclimates a creature to its surroundings. For the next 12 hours, the drinker gains a +2 bonus on all checks and saving throws made to resist natural environmental extremes, such as hot or cold weather. x1 Potion of Blur - Taking this in combat allows you to negate one attack during combat by use of the Blur ability, you fade into insubstantialness and the attack does not hit. You must either drink the potion before combat, or use a turn to drink the potion, then in a subsequent attack upon yourself you may choose to claim it's power. x2 Potion of Comprehend Languages - When imbibed, this allows you to comprehend any language spoken around you. You cannot talk back to them in their language if you do not know the language but you know what is being said, for 30 minutes. x2 Potion of Raise Dead - This potion can be poured down a dead body's throat, or injected with a hypo-pistol and will fully rezz a person, but all death effects per "How Death Works" occur. x1 [/color][/font]
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Post by Arabelle Scar on Jul 2, 2011 9:17:47 GMT -5
PSIONIC DISCIPLINES · Spell Name: Claws of the Beast Subclass of Spell: Psychometabolism Type of Spell: Attack +1 (+1 per rank abet'zi to mey'lyn etc) Components (if necessary) Energy Range/area of effect: Personal Target: 1 Monster Duration: One round Saving Throw: (Yes or No) Yes Explanation: You call forth the aggressive nature of the beast inherent in yourself, psionically transforming your hands into deadly claws. You can manifest this power with an instant thought, quickly enough to power your attack. ____________________________________________________
Spell Name: Greater Teleport Subclass of Spell: Psychoportation Type of Spell: Evade Components (if necessary) Energy Range/area of effect: Personal/Area of Effect Target: Rosha & Abet'zi - (1 PC / 2 NPC) Mely'yn - (2 PC / 3 NPC) Grinja - (3 PC / 4 NPC) Gles'ni & Rohel - (4 PC / 5 NPC) Sanguter - (5 PC / 6 NPC)
Duration: (Instant) Saving Throw: (Yes or No) Yes; if one target does not wish to evade the damage by Arabelle's spell.
Explanation: This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible. ____________________________________________________ Spell Name: Cloud Mind Subclass of Spell: Telepathy Type of Spell: Effect (This would not be done to avoid an attack that already has been rolled for damage. This is something that would be done before you are even attacked. an evade has the target miss you somehow, this was written as if to deny them even a chance of hitting you more than trying to deflect the attack away.)
Components (if necessary) Energy Range/area of effect: Personal Target:
Rosha & Abet'zi - (1 PC / 2 NPC) Mely'yn - (2 PC / 3 NPC) Grinja - (3 PC / 4 NPC) Gles'ni & Rohel - (4 PC / 5 NPC) Sanguter - (5 PC / 6 NPC) Duration: 1 Round Saving Throw: (Yes or No) Yes
Explanation: You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects. First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means. Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends. If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see, the effect ends .An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and the effect ends. ____________________________________________________
Spell Name: Weight of the World Subclass of Spell: Psychokinesis Type of Spell: Attack (+2) Components (if necessary): None Range/area of effect: 100 ft Target: 2 PC / 3 NPC Duration: Instantaneous Saving Throw: Yes (16+) Explanation: With this ability, the Psion brings down crushing kenetic force onto targets from above. ____________________________________________________
Spell Name: Telekinetic Sphere Subclass of Spell: Psychokinesis Type of Spell: Defense (+2) Components (if necessary): None Range/area of effect: Personal Target: Self Duration: Until broken Saving Throw: No Explanation: With this ability, the Psion created a semi-transparent sphere of telekinetic energy around themselves, protecting them from attacks. ____________________________________________________
Spell Name: Adapt Body Subclass of Spell: Psychometabolism Type of Spell: Effect Components (if necessary): None Range/area of effect: Personal Target: Self Duration: 6 hours Saving Throw: No Explanation: Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. ____________________________________________________
Spell Name: Catapsi Subclass of Spell: Telepathy Type of Spell: Effect Components (if necessary): None Range/area of effect: 100 ft Target: One Duration: Until the next enemy spellcast not to exceed 6 hours. Saving Throw: Yes Explanation: By manifesting this power, you generate psychic static, interfering with the ability of other psionic characters to manifest their powers or spell casters to cast their spells (you are not affected by your own catapsi manifestation). Save negates. (The target is selected, the spell cast, and in order for the target to properly cast they must pass a save. Failure to pass the save means that for THAT one attempted cast, they can't. In essence a lose turn)
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