Post by Jarex Andre Halon Darkslayer on Jun 23, 2011 20:48:43 GMT -5
Name: Jarex Andre Halon Darkslayer
Screen Name: animmortalkill
Current Rank: Rosha Journeyman
Current Dice: 2d28
Race: Vampire
Racial Weakness: Sunlight Vulnerability
Alignment: Chaotic Evil
Languages: Common, Drow, Draconic
Primary Class: Brawler
Class Bonus: +2 attacks(+4 in brawls)
Secondary Class: Mage
Primary Weapon: Sword
Secondary Weapon: Dagger
Skills
0. Magical Affinity
1. Daywalker
2. Diehard
3. Intimidating
4. Kippup
5. Low Blow
What does your character carry in their adventuring gear?
Backpack, Bedroll, Soap, Lock & Key, Waterskin, Rations of blood, 50' Silk Rope, Extra Set of Clothing, Grappling Hook, makeshift bowls and pots, makeshift silverware, Whetstone, Sword, Dagger
Other Information:
Married twice, widowed once, divorced once.
1 Child, Unknown where abouts, most likely dead.
Spells: Spell # 1
Spell Name: Decay
Subclass of Spell: Necromancy
Type of Spell: Attack (+1)
Components: (M) Human Blood
Range/area of effect: Touch
Target: 1 Character( Living. Does not work on undead )
Duration: Instantaneous
Saving Throw: Yes (15+)
Explanation: With the blood on his hands, the necromancer simply touches his opponent, and thus the necromantic powers inside of him begin to transfer to his enemy, decaying his flesh from the skin and inward, causing skin damage, most of the time bleeding, and crippling.
Spell # 2
Spell Name: Rigormortis
Subclass of Spell: Necromancy
Type of Spell: Defense (+1)
Components: N/A
Range/area of effect: Touch
Target: Self
Duration: 1 Round of Combat or 1/2 Hour
Saving Throw: No
Explanation: The bones of the necromancer suddenly become hard and stiff, the skin stretching further over the body than it has to, becoming tough and hard. This causes all weapons to have a harder time breaking through it.
Spell # 3
Spell Name: Control Undead
Subclass of Spell: Necromancy
Type of Spell: Effect
Components: N/A
Range/area of effect: 50ft
Target: 1 Undead Creature/Character
Duration: (1 round Only for combat spells.)
Saving Throw: Yes (15+)
Explanation: Through practice, the necromancer has mastered the ability to make one undead creature fall under their control. All he has to do is make eye contact with the creature, it could be from up to 50 feet away, but with eye contact, the creature will fall under the necromancer's control.
Spell # 4
Spell Name: Chaos Bolt
Subclass of Spell: Entropy
Type of Spell: Attack (+1)
Components: N/A
Range/area of effect: 50 Feet
Target: 1 PC, 2 NPC
Duration: Instantaneous
Saving Throw: Yes
Explanation: A black and red bolt comes out of the players hand and extends in the direction of the opponent, burning and charring any ' good ' characters, and does just basic physical damage to ' evil ' characters.
#5:
Spell Name: Blind
Subclass of Spell: Blood
Type of Spell: Effect: Stun for 1 round
Components: (V) " Blind "
Range/area of effect: 50 feet, Line of sight Target: 1 Character/NPC
Duration: 1 Round of Combat or 1.5 Mun Hours
Saving Throw: Yes
Explanation:
The necromancer simply catches eye contact with the target, and tells their body to become blind. In doing so, the blood vessels in their eye sockets and balls pop, creating immense pain and blindness until their body can recover from it.
Background:
Jarex was born in ancient Sumalia in the early 3000 B.C. He lived until he was twelve, when he hid in a small cubbard space while he watched Bandits kill his parents, and rape his mother. Feeling in a humorous mood on that particular day, the god Khaos decided to see if Jarex was worthy of a gift from the gods. So, he made a magical sword appear, that glowed a dark green with ominous necromantic intent. Jarex picked up the sword and slew all the Bandits that were in and around his house, at only twelve years old. The god was very pleased with him, and granted him immortality, and the power to steal the life from any victim he may encounter. His mind growing, he set off to find his destiny, which turned out to actually be a quest to find someone who would actually be a match for him. He killed entire armies off by himself to find the end to his bloodthirst, but he could never get enough of it. Which brings him to the Victorian Age of RaS. Instead of moving him forwards to the Modern age, as I did in Rhy'Din, I believe I will just stop his storyline here in the Victorian age, as if he did not take a portal back, but happened to be there during the time period of his life.
Screen Name: animmortalkill
Current Rank: Rosha Journeyman
Current Dice: 2d28
Race: Vampire
Racial Weakness: Sunlight Vulnerability
Alignment: Chaotic Evil
Languages: Common, Drow, Draconic
Primary Class: Brawler
Class Bonus: +2 attacks(+4 in brawls)
Secondary Class: Mage
Primary Weapon: Sword
Secondary Weapon: Dagger
Skills
0. Magical Affinity
1. Daywalker
2. Diehard
3. Intimidating
4. Kippup
5. Low Blow
What does your character carry in their adventuring gear?
Backpack, Bedroll, Soap, Lock & Key, Waterskin, Rations of blood, 50' Silk Rope, Extra Set of Clothing, Grappling Hook, makeshift bowls and pots, makeshift silverware, Whetstone, Sword, Dagger
Other Information:
Married twice, widowed once, divorced once.
1 Child, Unknown where abouts, most likely dead.
Spells: Spell # 1
Spell Name: Decay
Subclass of Spell: Necromancy
Type of Spell: Attack (+1)
Components: (M) Human Blood
Range/area of effect: Touch
Target: 1 Character( Living. Does not work on undead )
Duration: Instantaneous
Saving Throw: Yes (15+)
Explanation: With the blood on his hands, the necromancer simply touches his opponent, and thus the necromantic powers inside of him begin to transfer to his enemy, decaying his flesh from the skin and inward, causing skin damage, most of the time bleeding, and crippling.
Spell # 2
Spell Name: Rigormortis
Subclass of Spell: Necromancy
Type of Spell: Defense (+1)
Components: N/A
Range/area of effect: Touch
Target: Self
Duration: 1 Round of Combat or 1/2 Hour
Saving Throw: No
Explanation: The bones of the necromancer suddenly become hard and stiff, the skin stretching further over the body than it has to, becoming tough and hard. This causes all weapons to have a harder time breaking through it.
Spell # 3
Spell Name: Control Undead
Subclass of Spell: Necromancy
Type of Spell: Effect
Components: N/A
Range/area of effect: 50ft
Target: 1 Undead Creature/Character
Duration: (1 round Only for combat spells.)
Saving Throw: Yes (15+)
Explanation: Through practice, the necromancer has mastered the ability to make one undead creature fall under their control. All he has to do is make eye contact with the creature, it could be from up to 50 feet away, but with eye contact, the creature will fall under the necromancer's control.
Spell # 4
Spell Name: Chaos Bolt
Subclass of Spell: Entropy
Type of Spell: Attack (+1)
Components: N/A
Range/area of effect: 50 Feet
Target: 1 PC, 2 NPC
Duration: Instantaneous
Saving Throw: Yes
Explanation: A black and red bolt comes out of the players hand and extends in the direction of the opponent, burning and charring any ' good ' characters, and does just basic physical damage to ' evil ' characters.
#5:
Spell Name: Blind
Subclass of Spell: Blood
Type of Spell: Effect: Stun for 1 round
Components: (V) " Blind "
Range/area of effect: 50 feet, Line of sight Target: 1 Character/NPC
Duration: 1 Round of Combat or 1.5 Mun Hours
Saving Throw: Yes
Explanation:
The necromancer simply catches eye contact with the target, and tells their body to become blind. In doing so, the blood vessels in their eye sockets and balls pop, creating immense pain and blindness until their body can recover from it.
Background:
Jarex was born in ancient Sumalia in the early 3000 B.C. He lived until he was twelve, when he hid in a small cubbard space while he watched Bandits kill his parents, and rape his mother. Feeling in a humorous mood on that particular day, the god Khaos decided to see if Jarex was worthy of a gift from the gods. So, he made a magical sword appear, that glowed a dark green with ominous necromantic intent. Jarex picked up the sword and slew all the Bandits that were in and around his house, at only twelve years old. The god was very pleased with him, and granted him immortality, and the power to steal the life from any victim he may encounter. His mind growing, he set off to find his destiny, which turned out to actually be a quest to find someone who would actually be a match for him. He killed entire armies off by himself to find the end to his bloodthirst, but he could never get enough of it. Which brings him to the Victorian Age of RaS. Instead of moving him forwards to the Modern age, as I did in Rhy'Din, I believe I will just stop his storyline here in the Victorian age, as if he did not take a portal back, but happened to be there during the time period of his life.