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Post by Mela d'Syr on Nov 21, 2010 10:39:03 GMT -5
Melantha Spinne d'Syr
Name: Melantha Spinne d'Syr SN: halo of noire Nickname: Mela, Mel Age: Late 20's Status: William Von'Dire [feraiprince], Lover and Friend Notable Possessions: Her most precious possessions consist of a red bracelet that has not come off her wrist since it was placed there, and a small round mirror she wears on a chain around her neck that deflects magic away from her. She also has a soul gem in a ring upon her finger, that if she ever dies, captures her soul to be placed back in her body at a later time. A signet ring of the Vadalis family is also worn on some occasions.
Current Rank & Dice: Gles'ni Champion - 2d74 Race: Ananasi (werespider) Racial Weakness: Easily sickened by normal diseases and illnesses. Poison. Alignment: Chaotic Neutral Primary Weapon: Magic Secondary Weapon: Skymetal Blade w/ Shadow Gem (1d3) [Mutating: Machete (original form), Shortsword, Longbow, Spear, Glaive] +5 Attack Armor: Shadow Armor - Black Leather [Shifting, Punishing 1d5atk] +5 Defense Secondary Armor: Black Crystal Bracers, which absorb magic that is sent her way and can be used to send the energy back. This was a birthday gift from Amuiril Travm which she cherishes still. A leather glove of great and fearsome power is worn on her right hand on occasion as well.
--FORTUNE: "Keen Insight": You gain a permanent +2 to Insight rolls. --FOLLY: "Rude": You lose a permanent -1 to Diplomacy Checks.
Primary Class: Mage Bonus: "Surge of Power" - +3 to Magic Attacks Primary Class: 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 of others giving them a +5 to Insight. Secondary Class: Fighter Languages: Common, Ancient, Necronian
Adventuring Gear: Bedroll, Blanket, Lantern, Oil, Goblin Ink Pen, Med Kit, Collection Vials and Pouches, 50ft Rope, Small Mirror, journal, chalk, watertight matches, change of clothes, various cloths, bracers, athame, lockpicking kit, leather gloves, coins from various lands, magi-tech com device, all her loot
Important Gear: "Rune Wand of Healing" - 1 Full Heal per Adventure "Chime of Opening" - Silver bell, when rung opens all locks, chains, bolts, etc. Even arcane locks. "Mermaid's Belt" - Seaweed belt, turns wearer into mermaid, breathe and swim underwater. "Deflection Mirror" - Small mirror on chain, can reflect spell back to caster 1/per combat. "Signet Ring of Vadalis" - +5 Diplomacy "Cair Rhyfellion Teleport Clasp" - Returns to keep
SPECIAL LOOT -- (2) sunrods, tipped in gold, that can be struck to give light without flame for 3 hours. -- "Genderbender Potion" a pink potion that turns the drinker into the opposite sex for 12 hours. -- Bottle of Troll - open and troll appears, one use -- Potion of disappearing - 15 minutes of disappearance, one use -- Laughing Potion (1), Healing Potion (10hp) (2) -- Rezz Coin (1)
Bloodtracer Vials --1 vial of human blood
Free Skills
1. Magical Affinity
Racial Skills (Free)
1. Shapeshifting
2. Bestial Fury : Once per combat, a Lycan may shift into their true form, and hit 1d above their current dice. (So a 2d, can use 3d for one attack). Prerequisites: Lycan Race Only
Skills (17)
1. Fearless
2. Healing Affinity (16 healing points)
3. Darksight
4. Shadow Form : You are able to take the form of wispy shadows once per day, for as long as you wish. Mundane weapons cannot hit you in this form, allowing you to evade one attack per combat.
5. Aura of Lust
6. Command Pleasure Zones : The seducer has the power to move one's erotic zones, so that perhaps even the act of shaking one's hand, or caressing the cheek, or running fingers through the hair gives as much pleasure as if they were touching the erogenous zones of the normal body. Used in combat, touching the opponent can cause them to become so disoriented at the feeling that they are unable to attack their next turn. You must physically touch the target, and this can be used once per combat. Prerequisite: Charmer
7. Enraged Casting : A mage is able to cast a combat spell with greater damage done, once per combat. They are able to add +5 to any combat dice roll they make to cast their spell.
8. Lucky Duck
9. Delay Pain : You are able to delay the pain from wounds, even severe wounds, during combat until after combat ends. At that time all of the pain from every wound rushes upon you and if it is severe you may pass out.
10. Innate Spell : You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and cannot change it out until you reach the next gemstone level. Spell: Shadow Strike / reflect
11. Extra Spell : A spellcaster is granted an extra spell for each gemstone rank they gain. Prerequisite: Magical Affinity
12. Iron Will +1
13. Incite to Anger : You are able to incite one target to rage against you, and only you, through words and/or actions causing them to only attack you for the duration of the combat or until you state you are not using the skill anymore.
14. Delay Spell : A spellcaster can use this skill to cast a spell, and delay it's effects for up to 15 minutes (mun) time. If this is used before combat, invoking the spell does not take up one's attack turn.
15. Cheat Death : Once per two weeks, an attack upon you that should kill you, leaves you merely wounded and near death within one point of death. So if you were 20hp you'd be 19/20.
16. Self-Healing (10 healing points for self)
17. (Saved)
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Post by Emmarie on Jun 15, 2011 23:31:07 GMT -5
Magical Flaws: "Accursed" Detect as evil - regardless of her alignment (it is chaotic neutral) for any alignment detection spells she always is detected as evil now due to her long-time dealings with darker magics. "Forgetful" She has issues with mainly her short-term memory, remembering many things of days long past, but forgetting what she had for dinner the night before. "Runescarred Flesh" Her arms are runescarred, white scars upon white flesh, though when casting magic the rune she is triggering will become red, and on occasion when she is using far more of her energy than she should, it will begin to bleed. "Addiction" She is addicted to kisses and affection, and not just any, from William Von'Dire alone. If she does not get enough of this, she can be quite cranky and suffer withdrawals as with any addiction!
CURRENT DC: 18+
Spells (37)
1. Mind Numb Type of Spell: Effect Components: Rune Carved, V Range/area of effect: -- Target: up to 4PC/5NPC or per rank Duration: 24 hours or per rank Saving Throw: Yes if Forced Explanation: Once the rune for this spell is carved into her flesh and the incantation made, then when called upon this blood rune allows her to numb a creatures mind. This can be used in various ways, from diffusing a situation where someone is angry, or showing hatred, to allowing them to not feel emotional pain for a certain time. V: "Animadverto!"
2. Spider Eyes Type of Spell: Effect / Spot Components: Racial Spell Target: Self Duration: 24 hours Save: No This rune connects to her very being, that of a werespider. While usually she needs to break down into her small spider form to see what is going on in various places at one time, using this rune allows her to tap into existing spiders in the area, giving her a view of everything they can see giving her a boost to spot for as long as she wishes to use the spell. Boost to Spot: +4/+5
3. Blood Healing Type: Heal Target: Self By consuming the flesh and/or blood of creatures, the ananasi is able to self-heal due to the increase of what is called her "bloodpool". This will heal up to 10 hit points when used in combat, or during an adventure or mission. Outside of combat, this will heal her completely of any and all wounds she has suffered, without need of using her healing points.
4. Voice of the Dead Type: Effect Target: 1 Dead Creature Save: No, they are dead By establishing a blood union with a dead creature, she is able to see and hear the last 3-6 hours of their life. This is useful to gain information from enemies or spies that won't speak, or wind up dead.
5. Transformation Type: Effect Target: Self or up to 4pcs Save: No This interesting spell allows her to take the blood of any certain creature, and temporarily gain something from the creature that transforms her own body into something different. Such as taking the blood of a crystal dragon and she gains crystalline fingernails and toenails - or from a fire elemental she is able to form flaming hair upon her head, or an ice elemental might cause her skin to freeze - a cat might give her yellow slitted eyes - a demon might give her horns, or red skin - a fish allowing her to breathe underwater etc etc.
6. Unweaving Type: Effect / Racial Area of Effect: 200feet or per rank Save: Yes She can "unweave" or negate the effect of a spell, fera gift or supernatural power. This power grows with the werespider. A Mediocre must be reached to even begin to have this take effect. V: "Rafelen."
7. Blood Wings Type: Effect: Flight / Combat: Attack Components: Rune Scar, V Save: Yes This rune allows her to form delicate but powerful spectral wings coursing with blood veins. These harden and can be used as weapons and for short distance flight. Attack: +4/+5 V: "Alis volat propiis."
8. Silence Type: Effect Target: 4 pcs, 5npcs Save: Yes This spell causes the mouth of the target to fill with thick blood, causing them to not be able to speak for a round, this keeps vocal incantations from happening for the round, but the blood can be spit out with some effort. It will not smother as it allows the nose to still breathe in air. V: "Ex silentio."
9. Heart of Stone Type: Effect Components: V Target: 4 PC's 5NPC Save: No, unless forced In extreme situations the heart is a very sensitive thing and can make a creature make an unwise decision. When this is cast, all emotion regarding a certain creature or situation is hidden and unfelt. The target has a complete sense of apathy for the person/situation as if the person were a stranger or they have no clue about the situation. V: "Cordis Petros"
10. Remove Curse Type: Effect Components: Touch Save: No Curses can be removed from items or individuals. V: "Eximo."
11. Morphean Bite Type: Effect / Racial Target: 1 Person Save: Yes She can bite an individual and put them to sleep with the poison from her fangs. This takes a person out of combat for 1 full round, or outside of combat, up to 24 hours.
12. Shadow Play Type: Effect Range: 200feet Components: Candle, V The caster, through the use of a candle, can cast this spell and the events of the last hour or so (caster level) will be replayed in shadow form on the wall. It will reenact what transpired between individuals. If desired, sound can also be retrieved and played back. V: "umbra fabula."
13. Steal the Moment Type: Effect Target: 1 Person Save: Yes Components: She has to bite them. It's one of her poisons. She is able to cause a person to lose the memory up to the past 24 hours (Usually used to remove the last 15-20 minutes). This allows her to maintain her secrets if needed, and also to cause a person to not realize she has fed from them.
14. Umbral Travel Type: Effect Target: 4pcs, 5npcs Save: No Though normally needing to be in crawlerling form to move through the umbra, due to her ability with shadows she can freely travel through the umbra in any form, at will. She can take up to her limit in others with her as well.
15. Dark Cover Type: Effect / Evade Components: V Save: No Duration: 1 round combat, or outside combat 24 hours. This spell engulfs the immediate area in darkness. During combat, this allows her to evade one attack, as the darkness swallows her completely removing her to the umbral plane for the moment. V: "Omnes una manet nox."
16. Phantom Blade Type: Attack Components: V Boost: +2/+3 through combat OR +4/+5 once Save: yes This spell creates a translucent, shadowlike, weightless area of magical force extending from the fingers of one of the caster's hands. This silent construct is blade shaped. It's cutting edge inflicts damage just as do those of a real sword or dagger. Against living foes it cuts and chills. It is nonmagnetic, nonmetallic, and does not reflect light or conduct electrical energy. It cannot be dropped or torn from the caster's grasp but vanishes completely at the caster's will. V: "Umbra vesica"
17. Phantom Steed Type: Effect Components: V Duration: 24hours/48hours This spell, when cast, creates a quasi-real, horselike creature. The steed can only be ridden by the caster or the person she created the steed for. The shadowy steed has a black head and body, gray mane and tail, and smoke colored insubstantial hooves that make no sound. It's eyes are milky colored. It does not fight but normal animals shun it. It has what seems to be a saddle and bridle. It can bear it's riders weight plus gear. It can travel over any terrain, including sky travel. V: "Umbra equus."
18. Exsanguination Type: Attack Attack: +4 / 1d extra Targets: 4pc, 5npc or per rank Components: V, Rune Scar Save: yes This rune causes the opponent to start to lose blood by every means possible. They will start to bleed from their pores, ears, nose, and mouth. V: "Cruor sanguis."
19. Tough Skin Type: Defense Target: Self Defense: +2/+3 through combat Components: V, Rune Scar This rune causes the blood throughout her skin cells to harden, granting her some protection from attacks for the remainder of combat. V: "Ne plus ultra."
20. Bloodstrike Type: Attack Target: 4PC's, 5NPC Components: V, Rune Scar Attack: +4/1d extra Save: Yes This rune allows her to connect with the bloodstream of her enemy, allowing her to summon negative energy in order to damage her opponent. This feels as though their blood is boiling inside of them, causing great pain throughout their body. V: "Qvae nocent docent."
21. Phobia Type: Effect Target: 4pcs, 5npcs Duration: 24/48 hours OR 1 round combat Save: yes Through this rune, she can give someone a phobia for a short period of time. This can be any type of phobia but usually it is arachnaphobia, and then immediately after she will turn into a large spider, or small spiders, to completely freak out and frighten the person that has pissed her off. During an adventure unless they pass their check, npc's will run. V: "Oderint dum metuant."
22. Shadow Strike Type: Reflect Components: V Save: yes This spell causes one's own shadow to materialize and strike the the person with a solidified shadow version of whatever weapon (or hand to hand) that they are wielding. If hand to hand, there is a very cold burning feel to the touch. When the target moves to attack Melantha, this is used to turn the attack back upon the person. V: "Umbra offendo"
23. Blood Tick Type: Effect Duration: Instantaneous Component: V Targets: 4pc, 5npcs or per rank Range: 200feet Save: Yes This spell enables the mage to create an arcane tick that attaches to an enemy (or friend) and fills with that person's blood. Once the tick is full, it detaches and returns to the mage. This blood can then be used to cast a spell upon that person where their blood is required or for long distance curses or normal curses. V: "Combibo sanguis."
24. Blood Quill Type: Effect Duration: Instantaneous, and lasts till contract is broken. Save: No Components: Blood of creature/s involved, parchment By writing with the blood of a creature, it seals the creature to the words that are written such as a contract of some sort, or promise. If they fail in meeting the terms of the contract or break their promise, then the blood ink will start to bleed off the paper and they will lose the blood that is being bled out by the paper until death - unless they get the spell broken before they bleed out.
25. Shadow Shield Type: Full reflect Component: V Duration: Instant Save: Yes When the target is attacked, a barrier of shadow blasts outwards from her, sending the attack back upon the attacker. V: "Umbra Contego"
26. Lock Type: Effect Components: V Duration: up to 24 hours Save: No This spell seals an enclosed area; closing all doors, shuttering devices such as doors, windows and gates, sliding panels and similar barriers to entry or egress instantly slam shut and are mage-locked. Only the mage casting this spell can unlock any of the windows or doors or other way of escape for the duration of the spell. V: Obfirmo (lock) Libero (unlock) 27. Mouse Type: Effect Duration: Up to 24 hours if necessary Components: V Target: One object Save: No Casting this spell on an object causes it to shrink to the size of a mouse and scurry off to a safe place and stay there. This generally is a narrowly confined space that is difficult to access, but allows some avenue for escape. If searched for, the object eludes the search by scurrying from hiding place to hiding place. The object stops moving and returns to full size when the caster ends the spell or the duration is up. The object returns to the caster if she so demands it. V: "Muris"
28. Razor Webs Type: Attack Attack: +4/1d extra Target: 4pc, 5npcs or per rank Save: yes She can create thin razor sharp webbing around a target/targets that slices them to bits and pieces! Extremely painful and will slice through leather, clothing and skin easily.
29. Magic Tailor Type: Effect Components: V Target: 1 Item Save: no This spell alters the size and shape of a normal garment or armor to fit it's wearer. The garment or armor must be worn at the time of spell casting by the one who will use it. Once sizing is completed, the dweomer fades, and a dispel magic spell for example will not restore the garment once the alteration has taken place. V: "Sedeo"
30. Energy Morph Type: Effect / Heal Target: Self Components: V Save: No Once this rune is set, she can call upon it to cause one damaging magical attack upon her to morph into positive healing energy for that attack. V: "Nemo me impune lacessit."
31. Chill Blood Type: Attack / Effect (Duality) Target: 4PC's, 5NPC Components: V, Rune Scar Attack: +4/1d extra Effect: Lose Turn Save: Yes This rune sends a twisting ray of negative energy hurling towards the target/s, wrapping them like a blanket and chilling their blood very near to freezing, causing extreme discomfort and pain. They are unable to move or attack for one round of combat, as well as taking the damage from the freezing of their blood. V: "Gelu sanguis"
32. Blood Tracer Type: Effect Target: 4pcs, 5npcs or per rank Components: Their blood Having the blood of an individual or individuals allows her to trace their whereabouts as well as know their current condition. (wounded, healthy, dead, emotions etc) S: Putting a bit of each of their blood on her tongue.
33. Protection from the Elements Type: Defense Target: Self or One Target Components: V Defense: +4/+5 one time defense OR +2/+3 ongoing Defense against Fire/ Acid / Cold / Electricity- By drawing a circle of blood around one's self or target, one enables an effect of a barrier around the individual that moves with them. You must choose one element to protect against when casting. V: Tutela ex incendia/exuro/frigus/exussum (fire/acid/cold/electricity - pick one)
34. Spider's Grace Type: Effect / Racial Target: Self Components: n/a Immune to falls under 100feet, and able to walk on slippery surfaces without falling, or needing to roll any checks.
35. Bone Shatter Type: Attack / Effect (Duality) Target: 4pcs, 5npc's or per rank Components: V Attack: +4/ 1d extra Save: Yes This excruciatingly painful attack spell targets a bone, or bones in the target's body, and if successful not only do they take damage, but they are in such pain from the cracked and shattered bone that they cannot attack for one round. V: "Os Quasso"
36. Question Ball Type: Effect Components: V This spell transforms a ball of crystal into a question ball, which answers questions put to it. The ball speaks common, elven, drow and draconic. It is a partial manifestation of an extraplanar divine being, bound to answer questions per the caster's rank (1 question per rank). Roll a 1d6 to determine if the creature is lying. 1= blatant lie. 2 = Partial truth 3-6 = truth. V: "obscurum telum"
37. Shadowcat Type: Effect This creates a normal-sized cat made of insubstantial shadows, it can be grey or black. The caster has telepathic control of the cat and can even speak through the cat, and see through the cat's eyes. The shadowcat makes no sound when it moves. A shadowcat can be used as a familiar, moving in to deliver touch magical attacks. The shadowcat can be sent into rooms, around corners, and into areas where one wishes to see before they enter. V: "Umbra Cattus "
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Post by Emmarie on Jul 21, 2011 18:36:07 GMT -5
haloofnoire - MELANTHA -- "Soul Gem"- misty white gemstone cut into the shape of an oval, about the size of a pebble. Mg --"Cair Rhyfellion Teleport Clasp" - This cloak / coat clasp was made especially for all adventurers of RaS for Yule 2010. It has several blood red gemstones set into the steel clasps, and when the cut onyx in the center is pressed will take you back to the hall of the keep in the most dire of circumstances (provided that teleportation spells work where they are). Mg -- "Chime of Opening"-When this small silver bell is rang, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels an arcane lock. Mg --"Mermaid's Belt" - This leather pouch of seaweed actually pulls out to reveal a belt made of seaweed. Placing this belt around someone allows them to become merman or mermaid as long as the belt is worn. They can swim, breathe underwater and act as though the water is their natural home. Mg -- Skymetal Machete [Bloodtracer][Shadow Gem 1d3] -This bright silver machete was forged of a rare type of skymetal, making it an extremely tough and durable like adamantine but has magical properties which allow it to inflict damage upon ethereal or ghostly creatures. +5 to attack Mg -- "Deflection Mirror" - small round mirror on a chain. This is enchanted to deflect spells back onto the caster (during adventures 1 time per combat - outside adventures per mun consent). The damage that would have been caused to the holder of the Deflection Mirror, is taken by the caster of the spell. Mg -- "Eye of Providence" , a palm sized rose quartz crystal that is useful for scrying and focusing magic. A powerful crystal ball. --"Rune Wand of Healing" (see below) Mg -- "Key of Surpassing Dismay" (see below) Mg -- Tome of Elemental Knowledge: Same as the prior two, but contains knowledge on the Elemental planes and their inhabitants giving a +5 to knowledge checks. Mg -- Hypo-Pistol (Emporium Purchase) --"Shadow Armor" [Shifting] - This black leather armor is covered in shadows, and allows you to have a +5 defense. [Given by Agrylax] [Punishing: 1x will lash out with 1d5 attack when attacked] Mg --"Signet Ring of Vadalis" - This signet ring is impressive, and gains you some renown for those that see it. This gives you the ability to influence those around you just a bit more and gives a +5 to Diplomacy. It also has the added enchantment that if someone is lying to you, it grows hot on the finger. Mg --FORTUNE: "Keen Insight": You gain a permanent +2 to Insight rolls. --FOLLY: "Rude": You lose a permanent -1 to Diplomacy Checks.
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