Post by fenix on Jul 7, 2011 0:32:43 GMT -5
Name: Fenix Artanis (rageofnocturne)
Race: Elemental (Water)
Alignment: Good
Languages: Common, Aquan, Black Tongue
Rank: Abet'zi Adept
Dice: 2d32 HP:16
Primary Class: Fighter
Primary 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. State which weapon!
Secondary Class: Psion
Starting Skills:
0. Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
1. Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information.
2. Dualist : You are skilled at wielding two weapons in combat, one in each hand. When using two weapons, you deal damage with both to either the same, or another nearby target. Whatever you roll with your dice, you deal HALF that with your second blade to either same target, or different (state in roleplay). THIS DOES NOT INCLUDE ENHANCEMENTS. It's strictly half of what you roll. If you roll an uneven number count down, so if you rolled 5hp your second blade does 2hp.ONCE PER COMBAT. You must call this skill BEFORE you roll.
3. Speed of a Cheetah : You can run as fast as a cheetah for short bursts of speed
4. Shapeshifting : You have the ability to shift into a different form.
5. Underwater Breather : You are able to breathe underwater. 6. Self Healing: You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points. 7.Diehard: You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp. 8.Rezz the Dead: You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after.
Racial Skills:
Elemental Affinity : Once per combat, an elemental may infuse their attack with the element they are born with, giving them 1d over their current dice for one attack. (So a 2d would use 3d).
Poison/Venom Immunity : Immune to mundane and common poisons and venoms. This does not give you immunity to rare poisons, or magical poisons.
Major Flaws: Elemental Weakness (Lightning)
Primary and Secondary Weapons: Longsword ( +1 water damage w/ each strike) Roped Harpoon
Adventuring Gear:
-Rations
-Shovel
- Empty Flask
- Flint and steel
- Grappling hook
- Pot
- Rope
- Tent
-Dagger
-Waterskin
Spell name- Psionic Storm-Shovel
- Empty Flask
- Flint and steel
- Grappling hook
- Pot
- Rope
- Tent
-Dagger
-Waterskin
Subclass- Phantasm
Type- Attack +1
Range/ area of effect- 50 feet. Target- 1PC or 2NPC's
Duration- Instant (No spell in combat lasts more than one round. Again the chart on "How Magic Works" details this)
Saving Throw- yes, +15 (As you go up in rank this will change)
Explanation- A storm of phantasms consumes a 50 foot radius. Anyone caught within it and unable to save themselves suffer from a strong pain to their mind as though their mind is being physically assaulted. Targets are not to exceed 1 PC OR 2 NPCs.