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Tenebraeh

FJ RP

Mar 17th, 2016
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  1. Name: Tenebraeh Corvocellus (Lunanimus)
  2. Race: Male Half-Elf (Half Moon-Elf / Half Drow)
  3. Allignment: True Neutral
  4. Age: 17
  5. Class: Wizard
  6. Prestige: Elementalist (Classical)
  7. HP/MP: 8/34
  8. 4 (Base HP) + 0 (Wizard Bonus) + 1 (Elementalist Bonus) - 1 (Constitution) + 4 (Armor) = (8)
  9. 4 (Base MP) + 8 (Wizard Bonus) + 3 (Elementalist Bonus) + 23 (Comment Level) + 4 (WILL) = (32)
  10. 108 Defense
  11. 5 EXP
  12. ( Assault on Haggler's Hill(1) / The Zenith Anvil(1) / Game On!(1) / Descent to the Depths (2) )
  13.  
  14. Stats: (Items included)
  15. Strength : 0
  16. Dexterity : +1
  17. Constitution : -1
  18. Intelligence : +1
  19. Willpower : +2
  20. Charisma : 0
  21. Luck : 0
  22.  
  23. Currency:
  24. 2 D'Jay
  25. 30 Essence
  26.  
  27. Titles:
  28. - Champion of Arnacin
  29. Granted for completing Sunspire's Trial of Steel
  30. Proof held in the form of the Arnacin Pinnacle Starstaff
  31. - Esteemed Philosopher
  32. Granted for completing Theros' Trial of Soul
  33.  
  34. Prestige:
  35.  
  36. 3rd - ♦ Elementalist ♦
  37. +1 HP, +3 MP
  38. The elementalist is capable of bending a limited number of magic types to his will, increasing their potency and reliability. When an adventurer first become an elementalist, he must choose the type of elements he associates with, either classical or variant. In either case, if he is also a cleric or oracle, he may add Light and Dark to his list of associated elements.
  39. ● Classical - Fire, Water, Air, and Earth.
  40. ● Variant - Electricity, Ice, Acid, and Wood.
  41. The elementalist gains Attunement +1 to his associated elements.
  42. Elemental Magic - Then, for each element he is associated with, he chooses 1 image that prominently features that element. The chosen images are memorized permanently, and may be cast as though they were scrolls by spending 8 MP and a Standard Action. The results of these spells must include the element they feature in some way. After each quest, he may replace one of the memorized images with a new image featuring the same element, if desired.
  43. Additionally, when the elementalist randomly rolls a spell image that features one of the elements he is associated with, he may choose to reduce the spell's MP cost by 50% OR to make the spell Empowered.
  44. -
  45.  
  46. Techniques:
  47.  
  48. Leporid Style - Rapid Assault
  49. [rare technique]
  50. Standard Action (Fatigue [4]) -- You may make one or more Dexterity attacks with a light melee weapon or unarmed attack, and gain bonus movement as though you'd spent a Free Action (which counts as one of the two you can spend this round). You cannot use this ability if you have a net penalty to attack rolls, or if you have more penalty dice than bonus dice.
  51. Each attack must include at least one die (you may up to 2 bonus dice per attack as though they were regular dice) and gains a bonus from your Dexterity, but any other bonuses you have must be split between the attacks you make. Each attack deals damage normally, but cannot Critically Hit and doesn't gain base damage from your stats. Effects that modify your attack (other than roll bonuses) apply to all attacks you make.
  52.  
  53. Leporid Style - Evasive Counter
  54. [rare technique]
  55. When you use Leporid Style - Rapid Assault, you may choose to gain Evasion [1] instead of the bonus movement.
  56. Standard Action (Fatigue [3]) -- Enter a Defensive Stance against one enemy of your choice for 1 round. During this time, you gain +1 Defense (+25 vs Strikes) against them and you gain Evasion against their first attack against you. If they attack you and miss, you may immediately make a light melee weapon or unarmed attack against them.
  57. -
  58.  
  59. Powers:
  60.  
  61. Magisense
  62. [power] [Essence Cost: 5]
  63. ◙ Standard Action [4MP] Choose a sense from the list below, rolling a Misc[Int] check. On a success, you gain the benefits related to the sense for Misc[Int] - 10 / 2 turns, minimum 1.
  64. Sight - You can see the image that other spellcasters or magical objects use as the source of magic, if applicable. This allows you to directly target the magic itself, making it easier for you to counterspell.
  65. Sound - You can hear the intensity of magical abilities, revealing a hint of their spell-power and MP cost, as well as a general idea of the source of the magic.
  66. Touch - Spells you cast on targets you are in physical contact with are Empowered.
  67. Taste - Free Action: Choose a beneficial spell effect on yourself. Prolong it's effect by one turn. Each effect can only be targeted in this way once. (Eg, you turn a Heal[4] 0/1 into a Heal[4] 0/2, but can't then up it to Heal[4] 1/3 next turn. However, if another Heal effect starts up on you, you can prolong that one.)
  68. Smell - You can smell the intention behind a spell, ranging from benevolent to malevolent.
  69.  
  70. Starlight Veil
  71. [ unique power ] [ 5 Essence ]
  72. You gain Attune (Space +1) and qualify for the Illusionist Prestige Path.
  73. Starry patterns in this intangible cloak stand out in the dark, making you Highlighted in an area of less than normal light. You may suppress or empower this effect, though doing so is mentally taxing. While suppressed, the cloak is like a shroud of dark mist. While empowered, the starry glow is bright enough to raise the light level in your vicinity by 1 step. While suppressing or empowering the Veil, you are Rattled instead of Highlighted and you cannot spend more than (Willpower) MP per round.
  74. -
  75.  
  76. Perks:
  77. -
  78.  
  79. Blessings:
  80. -
  81.  
  82. Feats:
  83. ■ "Fate's Ferocity"
  84. Mercy is for the weak, and there's no place for that on the field of battle.
  85. You and your followers gain a +1 bonus to attack rolls (+25 to Strikes) against wounded creatures.
  86. When you defeat a creature that is suffering from Cripple, Fear, Fault, Grapple, or Trap, that creature is Slain for the remaining duration of that debuff. After that time, they are merely Unconscious.
  87.  
  88. ■ "Insistent Intuition"
  89. Studying ancient spells has given you insight into the basic building blocks of many types of magic. More importantly, it's given you an idea of what to look for when you need more information. You have also learned to exploit an enemy’s weakness, once you perceive it.
  90. Standard Action -- Once per encounter, you may ponder a difficulty you face, gaining a clue to its solution. In addition, make an INT check. You gain an additional clue for passing the check, and one for every 3 points your roll was over 10.
  91. Free Action (2 MP) -- Mark an opponent (Studied) for 2 rounds. In the last round, you must have hit them with a Critical hit, or they must have taken damage they are Weak to. Your attacks and spells against the Marked creature gain a +2 bonus (+50 for Strikes) and deal +2 damage.
  92. -
  93.  
  94. Priviliges:
  95. Male Privilege:
  96. -You’re not expected to spend excessive amounts of money on grooming, style, and appearance to fit in, while making less money than the opposite sex.
  97.  
  98. Cis Privilege:
  99. -You have the ability to walk through the world and generally blend-in, not being constantly stared or gawked at, whispered about, pointed at, or laughed at because of your gender expression.
  100. -
  101.  
  102. Gear:
  103.  
  104. Balmung of the Umbral Sky
  105. [item, light-weapon]
  106. ● Treat this item's vision alteration as toggle-able Darkvision.
  107. ● If you are an Elf, you can see in less than normal light as though it were one light level brighter.
  108. ● Free Action (Elf only; X MP, minimum 2) - Siphon ambient light and mana through the hilt to create a magical blade in the shape of any sword you desire. You may choose to lower the light level in your area by 1 step while the blade persists. The blade lasts for 1 round per 2 points of MP spent, or until you dispel the blade as a Free Action. The blade's attack bonus and damage are determined by the light level around you. Damage dealt by the sword is your choice of Light or Dark, but this decision is made when you create the blade and cannot be changed.
  109. □ Blinding light - Attack +3 bonus (+50 to Strike), deals 12 HP damage.
  110. □ Bright light - Attack +2 bonus (+30 to Strike), deals 8 HP damage .
  111. □ Normal light - Attack +1 bonus (+15 to Strike), deals 4 HP damage.
  112. □ Dim light - Attack +1 bonus (+15 to Strike), deals 4 HP and 4 MP damage.
  113. □ Darkness - Attack +2 bonus (+30 to Strike), deal 8 HP and 4 MP damage.
  114. □ Stygian darkness - Attack +3 bonus (+50 to Strike), deals 8 HP and 8 MP damage.
  115. ● Standard Action (Elf only) - Dispel the blade to make a magical ranged Dexterity or Intelligence attack with it. Use the attack bonus and damage possessed by the blade while it was active. If the blade had 3 or more rounds left in its duration and the victim suffers 8 or more wounds, they must succeed a Constitution roll or be blinded for 1 round, causing Swordbreak [1].
  116. ● If you are an Elf with the "Spellbreaker's Steel" feat, you can use that feat with this weapon (ignoring the "physical weapon" limitation). When you hit with a dispelling attack, you may choose to deal +4 HP or MP damage, or to dispel a second applicable buff.
  117. (not available as of present)
  118.  
  119.  
  120. Plate Sapphire Topaz Crystal Sword
  121. [uncommon item, magical melee weapon]
  122. You gain a +1 bonus on attack rolls with this weapon.
  123. Free Action (4 MP) - For 3 rounds, attacks with this weapon gain the offensive benefits of the Sapphire or Topaz gemstone (your choice). You may use this ability twice to gain both effects simultaneously.
  124. Sapphire
  125. Offense
  126. Hitting a creature with this weapon marks them for 2 rounds. Hitting a marked creature causes Manablock [1].
  127. The first mark on each creature costs nothing, but all subsequent marks on that creature cost 4 MP to apply.
  128. Free Action – For 1 round, damage caused by this weapon (after defenses and Armor) is dealt as MP drain instead of wounds.
  129. Topaz
  130. Offense
  131. Hitting a creature with this weapon causes burning Pain [2] and marks them for 2 rounds.
  132. Hitting a marked creature blinds them with bright light, causing Swordbreak [1].
  133. The first mark on each creature costs nothing, but all subsequent marks on that creature cost 4 MP to apply.
  134.  
  135.  
  136. Ring of the Moonbeam Blade
  137. [unique item, ring, gemstone (offense)]
  138. ● You gain +1 Willpower and Lesser Darkvision.
  139. ● This ring is part of a set. If you possess 2 rings from the set, both will become more powerful.
  140. ● This ring has an Offense gem slot, which benefits your unarmed attacks and any weapon you hold in that hand that doesn't have a gem slot. This slot is already fitted with a Moonstone.
  141. ● Standard Action (Tenebraeh only) – Surround your hand or weapon in a luminous or shadowy aura, which lasts until you dismiss it as a Free Action. Creatures hit by the aura take MP damage equal to 3 + your Willpower, in addition to the attack's normal effects. Critical Hits cause Manablock [1] but don't deal extra damage. This aura causes you Stress 2 [repeating], and raises or lowers the light level in your vicinity by 1 step (maximum normal light, minimum darkness).
  142.  
  143. Moonstone, Offense - This weapon becomes Magical and Rare-Metal, and deals +2 penetrating damage to creatures in less than normal light. This damage is doubled while the moon is visible overhead. Creatures hit by this weapon are Marked (Highlight) for 1 round, which makes them visible in any level of darkness.
  144.  
  145.  
  146. Arnacin Pinnacle StarStaff
  147. ¶ A staff made of crystals and Arnacin metal. This highly magical alloy was mastered by the dwarves of Sunspire long ago, but has since been forgotten. A familiar rock is suspended in the arcing head of this magical tool.
  148. ◙ Magical Staff ~ 1-15 (+/- INT+WIL) “Space Phenomena”
  149. ◙ You may summon Balmung at the end of this Staff to form a spear, gaining +5 to Strike. If you do so under the open sky, you may choose what level of light Balmung is set at.
  150. ◙ As long as you have the Mark of the Vortex Crystal, you also gain Attune[Space] +4.
  151. ◙ The Sphere effect of the Shadowseer Cowl does not cost a Charge if you are under open Sky. However, any Sphere summoned in this way is limited to the outdoors as well.
  152.  
  153.  
  154. Leather Armor
  155. (light armor)
  156. ● +4 HP
  157. -
  158.  
  159. Backback:
  160.  
  161. Crest of the Alfar
  162. [item]
  163. Benefit: The crest in this necklace stirs ancestral memories and makes you feel as though you were only a few centuries old. Once per quest, if you are an Elf, you may don the necklace to revitalize your spirit, gaining a +1 bonus to one mental stat (Intelligence, Willpower, or Charisma) of your choice, though you also suffer a -1 penalty to a different mental stat of the DM's choice. You may remove the necklace to remove these effects, but it will have the same bonuses and penalties each time you don it again, until you first don it in another quest.
  164. (I'm not that old though ._.)
  165.  
  166. Vortex Crystal https://media1.riogrande.com/Products/Images/Large/78422.jpg
  167. [unique item]
  168. Staring into the crystal promotes insight, understanding, and clear thinking. Its clefts and facets mimic spiraled nebulae and black holes.
  169. You gain Attunement (Water +1, Psychic +2), and Clarity 1 [rep] while swimming. You are a natural swimmer (Slow) and you can communicate telepathically with fish and aquatic creatures.
  170. This crystal has 1 charge per quest.
  171. Standard Action (8 MP) or Free Action (1 charge) – Mark yourself for the rest of the encounter. While the mark persists, you gain Clarity 3 [rep], Resistance (Fire), and a +1 bonus to all mental stats. These effects do not stack.
  172. Free Action – Dispel the mark to recover 2 MP and gain one of the following effects:
  173. ● Immediately cure yourself of one debuff.
  174. ● Immediately cure yourself of Grapple or Trap and teleport up to 100 feet in any direction.
  175. ● Gain Courage or Inspiration for 1 rounds.
  176. ● Gain Attunement (Psychic +1) and Influence (Psychic) for 1 round.
  177. ● Gain Attunement (Water +2) and Influence (Water) for 1 round.
  178.  
  179. Shadowseer Cowl
  180. [item]
  181. ● Treat this item's vision alteration as toggle-able Darkvision.
  182. ● You gain Resistance to Dark and Immunity to blindness caused by darkness.
  183. ● You can see clearly in dim light or darkness, and can see in stygian darkness* as though it were dim light.
  184. ● This cowl has 1 charge per quest. While in an area of darkness or stygian darkness, you may spend 4 MP instead of 1 charge when using the cowl's abilities. This is in addition to the ability's normal MP costs.
  185. ● Standard Action (1 charge, X MP, minimum 4) - You may project a small, shadowy sphere of astral energy for as long as you concentrate (a Standard Action each round). The sphere can be maintained at great distances and can pass easily through solid objects. You are intuitively aware of the distance and direction from you to your sphere ate all times. The sphere possesses 1 sense (sight, hearing, touch, smell, taste, magic) per 4 points of MP spent, depriving you of that sense for as long as you concentrate. The sphere is ethereal (immune to non-magical attacks) and has 2 HP and 4 MP.
  186. ● Standard Action (1 charge, 8 MP) - You may pose a hypothetical situation, action, or choice to the DM, and ask for the outcome of that activity. The DM will respond with one of the following answers.
  187. - Weal - The activity in question will aid in the completion of your goals or make an encounter easier.
  188. - Woe - The activity in question will hinder the completion of your goals or make an encounter more challenging.
  189. - Nil - The activity will have little impact on the completion of your goals, and will have no effect on the foreseeable encounters.
  190. - Diverse - The activity will have both beneficial and detrimental effects on your goals or encounters, in roughly equal measure.
  191.  
  192.  
  193. Scroll of Precognition
  194. [customized item]
  195. Spellcraft - Standard Action (8 MP) - Cast a spell using this image. That spell gains Influence (Psychic, Time)
  196. http://memestatic3.fjcdn.com/comments/Felix+finally+rolls+from+top+of+the+bookcase+dropping+to+_20aaf0e94f3e461f573f0e922f5e3574.jpg
  197.  
  198. -
  199.  
  200. Crafting and Ingredients:
  201. ► Mithril - 5 DJ
  202. [Ingredient]
  203. ■ Mithril is known for being both lightweight and durable, but it is very expensive and not easy to enchant.
  204. (2x)
  205.  
  206. ►Pearl of Waves -1 DJ
  207. [Ingredient]
  208. ■ A pearl that pulses with an energy that reminds you of the ocean.
  209. (2x)
  210.  
  211. ►Pearl of Crystals -1 DJ
  212. [Ingredient]
  213. ■ A pearl that pulses with an energy often found in crystals.
  214. -
  215.  
  216. Consumables:
  217. Item - Shrek's Onion of the Void
  218. Free Action - Consume this item to get +1 WIL, -1 CHA for the rest of the Encounter. Your next spell has 'Influence: Void (Dark)'. You feel that consuming the Onion will give you an understanding of what that actually means.
  219.  
  220. ■ Hyper Potion Lite - Slimming, exceedingly healthy, and renews both body and mind with electric lights... or something. Stolen? No, of course not. I found it on the floor.
  221. - Restores half of both HP and MP, rounding up.
  222. - Cures Pain and Stress
  223. - All current buffs last an additional turn.
  224. 2x
  225.  
  226. Mandrake Root
  227. [ rare item, consumable (reagent) ]
  228. Mandrake root contains tough fibers that make for powerful, albeit sometimes discordant, instrument strings.
  229. Mandrake root is either a potent hallucinogen, fertility enhancer, or useful curative... you can't quite remember.
  230. Reagent effects may include sound, pain, illusions, sexuality, and medicine.
  231.  
  232. Mandragora Leaves
  233. [ rare item, consumable (reagent, food) ]
  234. Mandragora leaves are soft enough to be chewed.
  235. Mandragora leaves are either a powerful aphrodisiac, deadly asphyxiant, or a useful curative... you can't remember.
  236. Reagent effects may include poison, illusions, sexuality, and medicine.
  237. -
  238.  
  239. Fluff:
  240.  
  241. An orphaned Half-Elf, Tenebraeh was raised in a hidden village deep inside the ancient Fae-bound forests. He and his sister were found and taken in as mere infants, and grew accustomed to the non-prejudiced lifestyle of the inhabitants of the village.
  242. Tenebraeh's pale complexion is paired only with the light of the moon, of which he finds most solace under. He hold himself to his young, yet sharp features as his neat, black mop of hair compliments the sharp amber/gold of his eyes. Without much direction in life, his goals are simply to explore and learn, as he had always held a deep interest in the realm of magic. Perhaps a contrasting point of character would be Tenebraeh's additional interest in swordplay, despite his innate attunement to magic.
  243. Tenebraeh, for the most part, is relatively carefree. Whilst at times he may seem naive and inexperienced, it is justifiable as his age and upbringing reflect his character. This being said, soon after coming of age, Tenebraeh departed from his hometown and lived alone in the wilderness for a decent amount of time, as he traveled from place to place. Learning to survive in solitude, his maturity became more pronounced for his age.
  244. Knowing not where the road will lead him, Tenebraeh continues to travel in hopes of uncovering the secrets of his past, his future, magic, and the world as a whole.
  245. -
  246.  
  247. For Reference:
  248. (Sorcery (Wizard only. Costs 1 MP, and casts a spell using *roll picture*. You pick what aspect of the image you want to use for your spell, and can suggest what kind of effect you're looking for, but the spell's results are up to the DM.)
  249. Cantrip (Wizard only. As a Sorcery, but costs no MP. You'll need to state that you're casting a Cantrip when you roll the picture, and the effects are much more limited.))
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