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 Verlence Siaonjii

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Wade
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PostSubject: Verlence Siaonjii   Sat Jul 24, 2010 10:03 pm

General:
E-mail (OPTIONAL): wademacroich@hotmail.com

Alt Name: Verlence Saionjii

A brief description of your character: Rough, tough, and full of ire, but what Saionjii wasn’t? Having been born a dragon and cursed to live in a human body, he share’s his family’s curse. What sets him apart from his brothers and sisters, is that he used his long life span to study magic in secret. Why secret? Cause the Saionjii’s don’t appreciate magic users in the family, it reminds them of their bitter rivals, the Vantille’s, another of the four families. Upper class and better off are the Vantilles so much, that his own family’s hatred was directed towards Verlence. Thus, he lost his arm, his namesake, and even his home.

Why/How is your character in Skuldhellir: Being shipped off from Shinsan in his own boat, he’s finally landed in a not-so-islandy place. For now, he is glad to not have to be out in the sea.


Magic (OPTIONAL):
---Max Preps (1-10):
10, but due to his missing arm, 5.

---Schools:
[Here is where I will have the most controversy, cause Verlence is not a wizard, but a sorcerer, and therefore I have provided a set of spells. Unlike other magic users, Verlence can NOT do normal stuff with his magic, eg. Wade can shift small items like glasses of cider with his conjuration. This list of spells can NOT increase in anyway ,shape, or form unless his other arm is restored.]

All of his spells can be resisted as follows.
Level 0- A roll of 10 out of 1d20
Level 1- A roll of 11 out of 1d20
Level 2- A roll of 12 out of 1d20
Level 3- A roll of 13 out of 1d20
Level 4-A roll of 14 out of 1d20
Level 5-A roll of 15 out of 1d20

{Removed Cantrips} {Some spells are changed}

Level 1 spells:
Lesser Fear
Chill Touch
Identify
Shocking Grasp
Sleep

Level 2 spells:
Arcane Lock
Scare
Protection from Arrows
Darkness

Level 3 spells:
Dispel Magic
Nondetection
Hold Person

Level 4 spells:
Confusion
Fear

Level 5:
Secret Chest

His spell uses per day are as follows:

Level 0- 6 spells per day.
Level 1- 5 spells per day.
Level 2- 4 spells per day.
Level 3- 3 spells per day.
Level 4- 2 spells per day.
Level 5- 1 spell per day.

Spell specs!
Cause Fear
Necromancy [Fear, Mind-Affecting]
Range: Close (25 ft.)
Target: One living creature
Duration: 1d4 rounds
Spell Resistance: Yes
The affected creature becomes frightened. It flees from you as well as it can. If unable to flee, the creature may fight. Mind-affecting spells do not affect nonintelligent creatures, and fear spells do not affect undead.

LEVEL 1

Chill Touch
Necromancy
Range: Touch
Targets: Creature touched
Duration: Instantaneous
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Does minor damage and drains a little bit of strength.The spell has a special effect on undead creatures. Undead touched by you suffer no damage or strength loss, but they must resist the spell or flee as if paniked for 1d4 rounds.

Identify
Divination
Range: Touch
Targets:Touched object
Duration: Instantaneous
Spell Resistance: No
The spell determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left (if any). If a magic item has multiple different functions that are equally basic, identify determines the lowest-level function.

Shocking Grasp
Transmutation
Range: Touch
Target: Creature or object touched
Duration: Until discharged
Saving Throw: None
Spell Resistance: Yes (object)
This spell imbues your hand with a powerful electrical charge that you can use to damage an opponent. When delivering the jolt, the spell damages more if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, etc.).

Sleep
Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft.)
Area: Several living creatures within a 15-ft.-radius burst
Duration: 1 minute/level
Spell Resistance: Yes
A sleep spell causes a comatose slumber to come upon one or more creatures. Roll 2d4 to determine how many total of creatures can be affected. Sleeping creatures are helpless. Slapping or wounding awakens affected creatures, but normal noise does not not. Sleep does not target unconscious creatures, constructs, or undead creatures.

LEVEL 2

Arcane Lock
Abjuration
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft in size
Duration: Permanent
Spell Resistance: No
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own lock without affecting it; otherwise, a door or object secured with arcane lock can be opened only by breaking in or dispelling it with magic.

Scare
Necromancy [Fear, Mind-Affecting]
Range: Medium (100ft)
Targets: 2 living creatures, which cannot be more than 30ft. apart.
Duration: 1d4 rounds
Spell Resistance: Yes
This spell functions like cause fear, except that it affects two creatures.

Protection from Arrows
Abjuration
Range: Touch
Target: Creature touched
Duration: 10 minutes or until discharged
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. Enchanted arrows or magical weapons are not stopped. The spell will stop the first 10 arrows or ranged weapons, and then will be discharged.

Darkness
Evocation
Range: Touch
Target: Object touched
Duration: 10 minutes
Spell Resistance: No
This spell causes an object to radiate darkness out to a 20-foot radius. Not even creatures who can normally see in the dark (such as with darkvision) can see in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) do not work, nor do light spells of lower level. If the spell is cast on a small object that is then placed inside or under a lightproof covering, the spell's effects are blocked until the covering is removed. Darkness counters or dispels any light spell of equal or lower level.

LEVEL 3

Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Range: Medium (100 ft.)
Target: One humanoid of Medium-size or smaller.
Duration: 1 round
Spell Resistance: Yes
The subject freezes in place, standing helpless. He is aware and breathes normally, but cannot take any physical actions, even speech. He can, however, execute purely mental actions (such as casting a spell with no components).

Dispel Magic
Abjuration
Range: Medium (100ft)
Target or Area: One spellcaster, creature, or object, or 20ft radius burst
Duration: Instantaneous
Spell Resitance: No
Because magic is powerful, so too is the ability to dispel magic. You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily supress the magical abilities of a magic item, to end ongoing spells (or atleast their effects) within an area, or to counter another spellcaster's spell. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. Note: The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect Thus, you can't use dispel maic to repair fire damage caused by a fireball or turn a petrified person back to flesh. In these cases, the magic has departed, leaving only burned flesh or perfectly normal stone in its wake.

Nondetection
Abjuration
Range:Touch
Target:Creature or object touched
Duration:1 hour
Spell Resistance: Yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against a warded creature or item, the caster of the divination must succeed on a 1d20 roll against the caster's 1d20+5. If cast on a creature, nondetection wards the creature's gear as well as the creature itself.

LEVEL 4
Confusion
Enchantment (Compulsion) [Mind-Affecting]
Range:Medium(100ft)
Targets: All creatures in a 15ft. radius burst
Duration: 4 rounds
Spell Resistance: Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do. Roll on the following table at the begining of each subject's turn each round to see what the subject does in that round. (Out of 1d100) 1-10= Attack caster with melee or ranged weapons (or close with caster if attack is not possible). 11-20= Act normally. 21-50= Do nothing but babble incoherently. 51-70=Flee away from caster at top possible speed. 71-100= Attack nearest creature. A confuse character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes.

Fear
Necromancy [Fear, Mind-Affecting]
Range:30ft
Area:Cone-shaped burst
Duration: 4 rounds
Spell Resistance: Yes/partial
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on the spell resistance roll. If cornered, a panicked creature begins cowering. If the roll succeeds, the creature is shaken for 1 round.

LEVEL 5, THE MOST DESTRUTIVE LEVEL!

Secret Chest
Conjuration
Range:Close
Target: One chest and up to 250lbs of goods.
Duration: Permenant until caster moves more then 25ft away from the chest. Or until discharged.
Spell Resistance: No.
You hide a chest on the Etheral Plane and can retrieve it at will. If any living creatures are in the chest, there is a 75% chance that the spell simply fails. To hide the chest, you cast the spell while touching both the chest's sides. Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.


Strengths:
---Natural:
Alert
Enduring
Nimble Fingers
Tough
Good Negotiator
Common and Undercommon Languages
Can punch hard and fast
Can haphazardly draw his weapon
Un-seducible


---Learned:
Defensive fighting
{Ver would rather take the arrow instead of deflecting it anyway~}
Intimidating
Expert Trap making
Can swim slowly
{Arcane Knowledge removed due to excessive boozing}
{Removed Lock making}
Lock picking
Disabling traps
Dirty Fighting
Katana, Estoc, Falchion, and Cutlass training {Limited weapons}
Lucid fighting, his alchoholism goes so far as to be required to fight worth a damn~

---Supernatural:
Being a dragonish man, he possess increased physic and is severely enduring to pain.
{Intellegence removed due to excessive boozing.}
Having dragon bones, it is nearly impossible to break his limbs, but the fleshyness can be ripped up pretty bad~
Dark Vision up to 30ft
Liver of Steel!
{Removed Familar}
Immune to Charm spells
{Removed Spell Countering}
Has natural healing due to dragon blood, lesser wounds are healed within days, grevious wounds need weeks, kinda like half assed regeneration...{Removed stabilizing ability and weakened healing}

Weaknesses:
Alcoholic
Rude
Has a cruel sense of humor
Will attack others if they complain
Will attack others if they share their “Pity me” stories
Hates the poor.
Hates the needy.
Hates the dirt ridden creatures of the street.
Hates cowards.
His only weapon is a oddly shaped bastard sword, too heavy, too blunt to cut anything, and unwieldy.
Has no armor, can’t wear medium armor and cast spells at the same time.
Can’t wield a shield in off hand or other weapon.
Has one arm.
Can’t cast magic and wield a weapon at the same time.
Hates dragons, and other scaled or winged creatures.
Doesn’t care for the law, even go as far as taunting the guards.
Cold hearted
{Removed Familar}
Will do anything that will benefit himself/selfish
Has a loud mouth and swears constantly if bothered by the weak.
Will kill his friends for a chance to have his arm restored.
Greedy
Flimsy balance when fighting a two handed weapon
All of his craft skills take a long time to perform cause he has one arm.
He can’t learn any more spells.
Has a limited use of his magic per day, once the limit is reached, his magic is gone for that level.
Isn’t afraid to pick fights with people bigger then him.
Hates elves, drow, high elves, or anything that has pointed ears.
Doesn’t relent on the lesser fortunate.
Power hungry.
Isn’t afraid to show the wealthy/nobles how to eat fist.
Dwarves, meet fist, I WILL INTRODUCE PAIN!
Can only make one attack at a time.
Won’t retreat, even if he’s going to die.
Since his magical chest is full of good wines, and he can only cast the spell once a day, he’s likely not going to leave it, losing his concentration if going 25ft away from it.
Has a volatile anger, he goes snap snap and slash smash!
Can't climb ropes
Can't duel wield
Can't wield a two handed weapon
Can't attack two people at once.
All things can be going dandedly, till someone offers Ver a better deal, e's a bit of a turncoat!
Snaps like a twig if people ask if he's okay.
Hates the undead
Hates heights
Hates stairs


Last edited by Wade on Sat Aug 07, 2010 9:28 pm; edited 10 times in total
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PostSubject: Re: Verlence Siaonjii   Sat Jul 24, 2010 10:07 pm

If the character being subject to a spell has low spell tolerance, they suffer a -5 to their roll. If the character fears magic and is subject to his fear spell, they suffer a -5 to their roll. If the character subject to a fear spell is fearfull of magic and has a weakness to it, they suffer a -10 to their roll. For those on the opposite side of the magic spectrum, spell resistance will grant you a +5 on rolls, fear resistance will grant you a +5 on fear spells, and fear + magic resitance will grant you a +10 on spell rolls. For those who are spell imune, you get several swear words from the spellcastor. Lesser creatures that are half his size get no bonus save, eg. Orphans on the street, kobolds, animals. Not including dwarfs, halflings, and other short playable races.


KAAAAAAAAAAAAAA-BOOOOOOMMMMMM!
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PostSubject: Re: Verlence Siaonjii   Sat Aug 07, 2010 12:17 pm

STRENGTHS
1. Magic: 11 (Since you listed no schools, I assigned each 'level' of magic one point.)

2. Alert: 0
3. Enduring: 2
4. Nimble: 1
5. Tough: 1
6. Good negotiator: 1
7. Undercommon: 0
8. Quick: 1
9. Cannot be seduced: 0

10. Defensive fighting: 1
11. Deflect arrows: 3
12. Intimidating: 1
13. Trapmaking: 1
14. Swimming: 0
15. Arcane knowledge: 2
16. Locksmithing/picking: 3
17. Disabling traps: 3
18. Dirty fighting: 1
19. Exotic weapons: 2
20. Lucid fighting: 1

21. Draconic intelligence: 2
22. Dragon bones: 4
23. Dark vision: 3
24. Amazing drinking skills: 0
25. Summoning: (Rating this a 5 for now until I get elaboration.)
26. Immune to charm spells: 2
27. Can counter spells: (I'm assuming you mean 5 preps.) 5
28. Natural healing: 4

WEAKNESSES
1. Alcoholic: 2
2. Rude: 0
3. Cruel sense of humor: 0
4. Aggressive: 1
5. Hates the unfortunate: 0
6. Fail weapon: 1
7. No armor: 2
8. Missing one arm: 5
9. Hates dragons and scalies: 1
10. Ignores the law: 3
11. Cold-hearted: 1
12. Familiar connection: 3 (Want more elaboration on this still.)
13. Loud mouth: 1
14. Turncoat: 3
15. Greedy: 1
16. Can't learn any more spells: 4
17. Stupidly courageous: 3
18. Hates elves: 0
19. Power hungry: 1
20. Magical chest + booze = lulz!: 3


Strengths Total: 60
Weaknesses Total: 35

Woah now, boy.

Also, I'd like some details about his familiar, if at all possible, and maybe some spell descriptions?

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PostSubject: Re: Verlence Siaonjii   Sat Aug 07, 2010 1:04 pm

Hrrrmmm, I will have to fix this. [APP CHANGE, DONES AND WAITING!]
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PostSubject: Re: Verlence Siaonjii   Sun Aug 08, 2010 4:33 pm

Changes to:

STRENGTHS

Magic is now 10 (minus one school, cantrips)

-3 (arrow deflection)
-2 (arcane knowledge)
-1 (lock smithing)
-2 (less exotic weapons)

-2 (draconic intelligence)
-5 (familiar)
-5 (spell countering)
-2 (healing)

TOTAL: 60 - 23 = 37

WEAKNESSES
-3 (familiar connection)

TOTAL: 35 - 3 = 32

37 vs 32

Yes, much better, thank you! I wouldn't complain about the addition of one more small weakness or the removal of another small strength, but I'd be willing to approve him now.

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PostSubject: Re: Verlence Siaonjii   Sun Aug 08, 2010 5:29 pm

Added Weaknesses,
Fear of Heights (Not having wings doesn't help)
Disdain towards stairs (They can only lead to trouble~)
Hatred for the undead (Cause some of his spells don't affect them)
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PostSubject: Re: Verlence Siaonjii   Sun Aug 08, 2010 8:39 pm

Fear of heights: 1
Disdain towards stairs: 0 (not really a weakness...)
Hatred for the undead: 0 (EVERYONE hates the undead! ...mostly)

37 vs 33 ;P

That'll do, thank you! C:

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PostSubject: Re: Verlence Siaonjii   Sun Aug 08, 2010 8:40 pm

Mhm, your welcome~
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PostSubject: Re: Verlence Siaonjii   Tue Aug 17, 2010 8:57 am

STRENGTHS:
-Magic: 11
-Alert: 1
-Enduring: 2
-Nimble Fingers: 1
-Tough: 2
-Good Negotiator: 1 (although with all his hatreds and intolerances, I don't really understand this one)
-Common and Undercommon Languages: 0
-Can punch hard and fast: 2
-Can haphazardly draw his weapon: 0
-Un-seducible: 1
-Defensive fighting: 2
-Intimidating: 1
-Expert Trap making: 1
-Can swim slowly: 0
-Lock picking: 1
-Disabling traps: 1
-Dirty Fighting: 2
-Katana, Estoc, Falchion, and Cutlass training: 3
-Lucid fighting: 2
-Dragonman: 3
-Dragonbones: 2
-Dark Vision: 2
-Liver of Steel: 0
-Immune to Charm spells: 1
-Natural healing: 3

WEAKNESSES
-Alcoholic: 3
-Rude: 1
-Has a cruel sense of humor: 0
-Will attack others if they complain or want pity: 1
-Hates the poor/needy: 1
-Hates cowards: 1
-One crappy weapon: 1
-Has no armor: 2
-Can’t wield a shield: 1
-Has one arm: 5
-Can’t cast magic and wield a weapon at the same time: 0 (you can't ever do this anyway)
-Hates dragons, and other scaled or winged creatures: 2
-Doesn’t care for the law, even go as far as taunting the guards: 2
-Cold hearted: 0
-Will do anything that will benefit himself/selfish: 2
-Has a loud mouth and swears constantly if bothered by the weak: 0
-Will kill his friends for a chance to have his arm restored: 2
-Greedy: 1
-All of his craft skills take a long time to perform cause he has one arm: 1
-He can’t learn any more spells: 1
-Has a limited use of his magic per day, once the limit is reached, his magic is gone for that level: 2
-Isn’t afraid to pick fights with people bigger then him: 0
-Hates elves, drow, high elves, or anything that has pointed ears: 0 (this is common 'round here)
-Doesn’t relent on the lesser fortunate: 0
-Power hungry: 2
-Isn’t afraid to show the wealthy/nobles how to eat fist: 1
-Dwarves, meet fist, I WILL INTRODUCE PAIN!: 0 (what does this even mean? :I Does he not like dwarves?)
-Can only make one attack at a time: 0
-Won’t retreat, even if he’s going to die: 2
-Magical chest: 2
-Has a volatile anger: 2
-Can't climb ropes: 1
-Can't duel wield: 0
-Can't wield a two handed weapon: 0
-Can't attack two people at once: 0
-Turncoat: 1
-Snaps like a twig if people ask if he's okay: 0
-Hates the undead: 0
-Hates heights: 1
-Hates stairs: 0

TOTALS:
45 vs. 41

Alright, he's okay. I still think you're trying to do too much with him, but he's your character, and he's balanced.

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PostSubject: Re: Verlence Siaonjii   Thu Aug 19, 2010 9:47 pm

We done here? :O

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PostSubject: Re: Verlence Siaonjii   Mon Aug 23, 2010 1:59 pm

Ah, tis' been a while, I don't have ze internets at my new housing...anyways, I shall make clear of my nonsense.

1. His "negotiation" tactics involve more violence to induce fear into others, and he has the macho to back up his statements.

2. He hates them dwarves.
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