Khazard

Pryce Etac [High School Arc]

Nov 7th, 2021 (edited)
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Name: Pryce Etac
Race: Alicorn
Gender: Male
Cutiemark: Upside down top hat with a question mark coming out (Can use anything as a weapon, non-Hat Magic spells can summon their object in any shape)
Class: Battle Magician (Battlemage), Summoner [Prophet]
H/W: 10/6 [4 EP into hits, 2 EP into wounds]

Racials

Unicorn Horn: passive; A unicorn’s horn counts as a basic catalyst for spellcasting only.

Telekinesis: spell; Manipulate objects through sheer force of will. With normal focus this is about as strong as your are normally, but complex tasks and heavier objects may require greater focus. You cannot inflict direct harm or damage with Telekinesis.

Posh: passive, [His bracelet, +1 Conjure Weapon]; So you’re leaving high society for a life of adventure? It’s dangerous to go alone. Take this. You can start the game with a magical item that gives +1 to a single Spell you know while you hold it, chosen at character creation. If held by someone without that skill, the item’s residual magic allows that spell to be cast at DC 8.

Pegasus Flight: Pegasi can fly and get a +1 bonus to actively evade and dodge midair. Flight is about as taxing as running at full speed.

Skills

Conjure Weapon: instant spell, recharge 3; conjures a magic weapon of any one type for the duration of combat. Can apply any Elementalist effect you know. Crit applies Quality +1 to the weapon. Summoning a second weapon destroys the old one.

Smite: Recharge 3, spell, [+2 from 3 BP]; Open a gate to your chosen deity, summoning their power to raze your foes. Hits all enemies in a target area and marks them to be struck down. Next turn, all your attacks on any enemies marked by Smite will autocrit on success.

Elementalist: passive; when you choose this skill, select an elemental type (fire, ice, lightning, etc); the elements you select can alter the effects of other spells you know. This skill can be taken multiple times to gain or create additional elements.

  • Fire: a target rendered helpless by a fire attack has a reduced chance of recovering (DC +1), and especially flammable targets take ongoing wounds. Fire spells can be used to warm and burn objects and the environment.

Hat Magic: You can pull off amazing tricks with your hat. You conjure anything small enough to fit through the hat out of it, regardless of length. DC6 to pull out a generic object (e.g.: bouquet of flowers), DC8 to pull out a specific object (e.g.: the key to this door), DC10 to pull out an object wider than the hat. Rolling too soon for the same object after failing will cause failure regardless of roll because the universe catches wise to your tricks. Enchanted items can’t be pulled out.

Homing Magic: spell, recharge 2 after effect ends; On success, summons a magical projectile, plus an additional one for every point you pass the roll by, to a maximum of 5 on a critical. The projectiles follow you around, and any number of them can be launched as an Instant action, rolling separately for each. Elementalist effects can be applied to these projectiles.

Orbital Strike: spell, recharge 4 after it lands, [+1 to main roll from 1 BP]; Fires a spell directly up. On success, roll an additional 1d10. This determines how strong the spell is, and how long it takes the spell to land. Weaker spells land sooner, but even the strongest ones stay up for a maximum of 5 turns. On a crit fail the spell still works, but will target the caster instead when it lands. This spell can use Elementalist effects.

Enhancement: recharge 1, spell, [+1 from 1 BP]; You focus arcane energy to mark an ally or yourself, increasing their magical potency. They receive one weapon tag of your choice, chosen on cast of Enhancement, for the next 3 turns, and the tag applies to all their spells instead of their weapon skills.

Emblem of the King: passive; Weapons created by Conjure Weapon get a second weapon tag. Weapons are +1 by default, and +2 on a critical conjuring roll. Landing a critical hit with a Conjured weapon grants that weapon another +1 (does not stack).

Primordial Aspects

Sphere of Life - Aspect of Balance

Mantra of Purity: Recharge 1; Instant; Breaks all (if any) status effects on the target and makes them immune to status effects for three turns.

Prayer for Deliverance: Instant; Recharge 2; Restore the target’s Hits to full, and give them +1 extra temporary Hit until the end of combat. [+1 from 1 BP]

Commandment of Balance: Twice per combat; Automatic; Brings up all Helpless allies, cures all status conditions on the party, and restores full hits and 3 Wounds to each.

Sphere of Death - Aspect of Judgment

Palisade: Recharge 3 after effect ends; Create an anti-magic barrier around you which protects you and one other who is close enough to touch. Completely nullifies all Spell-tagged effects and attacks which contact the barrier, except those of you and your chosen ally. Non-spells and physical attacks are unaffected, but any modifiers which they get from Spell-tagged effects are removed when calculating their effect against you. Lasts 3 turns.

Sallus: Instant; Recharge 5; Self-Buff; For 3 turns, your physical attacks deal an additional 2d3 damage on success, rolled by you at the time of the attacks. If any of these attacks are natural critical hits, they will Blind the target, removing one of their chances to act next turn.

Princess Vinland's Opulence: Twice per combat; Automatic; Recharge 2 after effect ends; Sacrifice 1 Wound to negate all damage against you and your allies made this turn. Damage made next turn against you and all allies will be reduced by 3, minimum 1. Damage made the turn after that will be reduced by 2, minimum 1. Damage made after that turn will be reduced by 1, minimum 1. On the final turn, 1 Wound is restored to you and all allies.

Sphere of Dark - Aspect of Space

Elemental Current: Passive; Gain two Elementalist effects [Flare & Cauterize]

  • Flare [Fire]: Bright flashes and loud bangs disorient the target, adding one stack of Flare when hit. When a target reaches 4 stacks, they are stunned that turn.
  • Cauterize [Fire]: Intense heat that can seal wounds and rejuvenate those it burns. Spells with this element will heal half the damage it normally would have done.

Elemental Fusion: Recharge 6 after effect ends; Automatic; Fuse your body with any 1 Elementalist effect you know. You are immune to attacks of your chosen element, and apply your element to any attack you make. Traversing within your chosen element will be a free action. Lasts for 3 turns.

Subspace Walker: 2 times per combat; Automatic; Hide yourself, an ally, or a medium-sized object within a Subspace pocket for four turns, or until they dismiss the effect. During this time, the target cannot attack or be attacked. If used on a sentient target, that target can now move through solid objects, barriers, etc within a short distance at will.

Sphere of Light - Aspect of Mind

White Threads: Spell; Ranged; Automatic; Create a telepathic link between you and up to two other characters. This link's radius is half a mile long, and can only be blocked by magical or other supernatural effects, not physical ones. Cannot establish a link without the target knowing and accepting the link.

Gilded Tongue: Passive; The DC for persuasion, bartering and intimidation-related rolls is reduced by 1. Folks will naturally sense your charisma at a glance and be more willing to trust you the first time you interact.

Mass Hallucination: Spell; Once per day; Causes all nearby targets to feel a selected emotion, completely believe a certain idea, or share in a hallucination which they believe is real. Though they are not controlled like minions, it will be much easier for the caster to convince the targets to perform actions based off of this effect.


SongSpinning

Limerick of Desert Mist: Renders you partially invisible for 3 turns; only enemies in your Range will be able to see you. Those outside that Range will not be able to see you or target you. Does not break when taking actions, but taking actions will likely suggest your location.

The Watercolor Tribe uses this hymn to worship the many oases of the Southern Basin, which they revere as burial grounds of gods. It functions as both a prayer and a navigation aid, as the lyrics indicate the optimal travel route for reaching the oases without being deceived by mirages.

Hymn of the Cedar-Tree Shrine: Instant, Spell, Recharge 3 after effect ends: Massively increases the target's resistance to all forms of damage for a very brief period. On success, the target will only take 1 Hit of damage from each applicable source of damage that hits them. This lasts for 2 turns, or 3 on a critical hit.

The Country of Red Thunder has been divided for much of its long and fraught history, and many of the civil wars and persecutions have been the result of sectarian tensions between the Country's many religious groups. The Country is dominated by highly animistic cults collectively referred to as 'Turba', with many region-specific variants. Their differences are small, consisting of different names for sacred mountains and lakes, but their sacred territories often overlap, creating conflict with other regions' variants of Turba. This Hymn is the story of one such conflict, when a group of pilgrims seeking ablution for past sins were hunted down by zealots of a rival sect, and took refuge in the hollow of an ancient cedar tree. A miracle took place, and the bloodthirsty zealots could not set hoof in the hollow to attack the pilgrims without being burned by a supernatural fire. When the zealots finally fled in fear of the gods, the pilgrims turned the hollow into a shrine.

The Scroll of Seneh, the Wildfire Aegis: Automatic: Summons a floating shield as a minion with 20 HP. It can be assigned to any target, and will take all damage for them until it is defeated. After it has been defeated, it has a Recharge of 3 before it can be summoned again. The minion has access to the following skills:

  • Brushfire: Recharge 2; Single target fire element magic attack, +1 to rolls, can Cleave.
  • Hunker Down: Automatic, Recharge 3; The shield braces itself with fire, halving all damage it takes for the round; any damage it takes is inflicted upon all enemies that attacked it as a fire element attack.
  • Hakarmell: Automatic: Upon losing all Hits, the shield rolls for an explosion of fire-element damage, targeting all enemies. Always succeeds, roll determines intensity.

This Songspinning spell conjures a semiautonomous, fire-imbued shield, a servitor linked to the will of the user. When fighting against extreme odds, as the Sons of God did, one must develop ingenious uses for one's limited resources. Exploding shields are just one example of such weapons the Sons developed for this purpose.


Inventory

Special Inventory

Gem-studded bracelet (Catalyst, Posh, Seeker's Sight Ruby [Relic, DC 5 for weapon conjuring])
Moonlight Prism (Catalyst, needed to use Songspinning, inlaid in a silver amulet)
Limerick of Desert Mist Scrolls (Written in both Equish and Native Watercolor Goo trive)
Plain white robe (Emblazed with Emblem of the King)
Hymn of the Cedar-Tree Shrine Scroll
Honor of the Star-Blessed Watch

Serpentskin Cloak: While worn, the Cloak stores half of all damage and negative effects that the user suffers while worn, and the wearer suffers the other half of all damage and negative effects they would normally receive while worn. As an Instant action, the wearer can roll to inflict ALL stored damage and negative effects onto another target by touching the hem of the cloak to that target. This causes the Cloak to lose all stored damage and negative effects on success, but the Cloak does NOT lose the stored effects on failure, including critical failure.

Lexicon of the Moon's Dread: Contains illusory nightmares that can incapacitate a single target for Roll - 5 rounds. Can target up to ten targets as a Cleave roll, but increases Recharge by 1 with each additional target. Recharge 1 for 1 target. User determines the content of the Nightmare.


Appearance: Pryce is an alicorn with an orange (#FF9F1A) coat, a red (#CE1A03) mane, and aqua (#32B49E) eyes.

Character Info: [Birthday: Lǜdia, 11th of Dawn Reviere]
Pryce was raised in an orphanage at a young age, and ever since seeing the circus as a foal he had a flair for entertainment. This enthusiasm, and his acquiring his cutiemark for a successful (albeit small) firework conjuring led to him being adopted into his new family at the age of 5. His new father, Hat Trick, and new mother, Joyous Sight, were renowned magicians in their younger years. They still occasionally do a show as of current, through their main priority is their children, all of who were adopted. Each one was also gifted in their own right, with high achievements of their own. Pryce's new oldest brother, Clear Head, was a veterinarian. The next oldest was his new sister, Feather Flourish, who was a talented artist. Next was his other new brother, Curved Cross, who was a choreographer. And then later on, Pryce got a new younger brother, KP, who is only in elementary school but has a knack for picking up new hobbies quickly, with skateboarding being his current focus.

Pryce's skills, meanwhile, were in his conjuration magic and his love for performance. This lead to him join his school's drama club once he could, basking in the stage light. His family was fully supportive of each other, there was no push for success or pressure for perfection. But Pryce couldn't help but feel he should reach higher, seeing how high everypony else was able to achieve. Being an alicorn as well carried a weight on his head too. It wasn't too odd to be an alicorn, but there was still an atmosphere carried around it. To satisfy this urge, Pryce joined the baseball team when he started highschool with moderate success. He was good, but not any of the starring roles most usually place to the sport. This was also a tough balancing act as well with the drama club as well, but so far he's carried it well without either collapsing on him.

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