Xenorager

Marrow [BP.Necrolord 5/5]

Sep 10th, 2018
67
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.10 KB | None | 0 0
  1. Name: Marrow
  2.  
  3. Gender: Mare
  4.  
  5. Race: Bat Pony
  6. Racial: Leathery Wings: Batponies posses leathery wings that allow them to fly silently through the air. This is about as taxing as running at full speed.
  7.  
  8. Racial: Magic Leech: instant, Recharge 2; Drain a portion of residual magic when an ally receives a beneficial spell. If successful, you copy the spell for yourself, giving you the minimal effect for yourself automatically
  9.  
  10. Class: Necrolord
  11. Special: Raise Ancients: spell; Call upon the long slumbering fallen
  12.  
  13. beasts or the mass of bones in the local area to summon a new terror. You summon up an ancient undead with varying health and one skill effect. You can only have 1 Ancient at a time, and it returns to the earth at the end of combat.
  14.  
  15. -Reaper (3H/3W): recharge 3; Strike a foe three times, rolling separately for each attack.
  16.  
  17. -Bone Cage (5H/5W): passive; The Ancient is immobile, but is risen up around a target area, forming a cage. Those trapped cannot make physical attacks against anything outside and vice versa. When the Ancient falls helpless, a roll can be made to pass in or out of it.
  18.  
  19. -Mana Void (3H/3W): The Ancient has a strong attraction of magic, it can roll to redirect any spell cast by anyone in combat to itself.
  20.  
  21. Skills:
  22.  
  23. (1) Horde: passive; You can control additional extra two minions, beyond your basic limit.
  24.  
  25. (1) Raise Dead: spell, ranged; Raises the freshly dead as a mindless undead minion. Undead have double the Hits they had in life, but half their wounds. As long as they have more than one Hit remaining, any damage that would render them helpless instead leaves them at 1 hit. Crit fail summons a hostile undead. If no nearby corpses are available, the spell can still be cast with a crit fail range of 3-.
  26.  
  27. (1) Pet Mastery: passive; you can control one additional minion. This skill can be taken multiple times to gain more minions.
  28.  
  29. Special Talent:
  30. Light of the pale: candlelight emitted from Marrow's lantern reveals lingering spirits in the area. Gain Commune. Cannot be used to request combat aid.
  31.  
  32. Commune: spell; Ask the dead for aid. The better you roll, the more helpful they are. Crit fail summons a hostile undead.
  33.  
  34. Trained Talent:
  35. Necromatic Recall: Marrow's Lantern pulls the soul's essence back to the corpse, returning the abilities lost to the cold dark. Dead raised from a body return with their memories and skills intact, operating as a minion under the control of the summoner. Non-corpse dead possess no skills and the age of the body may cause skills to degrade.
  36.  
  37. Hits/Wounds: 5/5
  38.  
  39. Weapon and/or Catalyst:
  40.  
  41. Lantern[catalyst]: Enchanted lantern, attached to Marrow's saddlebags by a metal pole. While the lantern is lit, Marrow can use the light to attract spirits to the area, much like a lure to fish with.
  42.  
  43. Saddlebags: draped across the back, contains travel supplies such as food and a flask, as well as various alchemical components for research and space for additional items. Half filled Vials of mysterious liquid are attached by straps, and an iron lantern hangs from a metal rod over her flanks.
  44.  
  45. Mask: Ivory White, used to cover the upper half of the muzzle, denoting a member of the cult of the pale light.
  46.  
  47. Character Traits:
  48. - Cultist of the pale light, an organization of necromancers searching for the answers to death and undeath, Marrow wanders the land in search of corpses of note, returning the souls to study their properties.
  49.  
  50. Unusually cheery for a death cultist, Marrow (Her Acolyte name, the name she once had was forgotten) finds joy in her work, poking and prodding the dead, gathering samples and testing for the mysterious 'answers'. She has no qualms with traveling with others, provided they don't find the undead too disturbing, and takes great umbrage when her friends are in danger.
  51.  
  52. Using the lantern's light as a lure of sorts, Marrow conducts the 'ritual' of summoning to return the dead, consisting of jumping around and wiggling her flanks to move the light as bait. Occasionally, the dead she lures in take the form of titanic, ancient beings of bone and sinew, never lasting long yet are a dream to witness nevertheless.
Add Comment
Please, Sign In to add comment