Jashurr Feign <Level up this PC>

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Jashurr Feign <Level up this PC>

Postby Jashurr » Wed Sep 07, 2011 11:50 pm

Player Name: Michael
YIM Handle: NightSkrawl@yahoo.com

Character Name: Jashurr Feign
Race: A'Rac
O.C.C.: Russian Shifter/Summoner
Alignment: Unprincipled
XP Level: 5
XP Points: 19,366 ((Aether 6-10-14))
Next Level @ XP: 16,961
Sentiments/Non-Humans: Evaluates all intelligent life case-by-case; however, despises greater demonic evil like the Wolf-Serpent, Death Weaver, NightLords, etc.
Disposition: Inquisitive, Intelligent, Analytical, and Studious
Insanity: Neurosis: Psycho-Reliance, Phobia: Dinosaurs and other Giant Lizards

I.Q.: 21
M.E.: 11
M.A.: 20
P.S.: 24 (Augmented)
P.P.: 16
P.E.: 21
P.B.: 8 (21)
Speed: 33

P.P.E.: 153
I.S.P.: 27
H.P.: 57
S.D.C.: 45
A.R.: 13
Age: 17 (A'Rac mature @ age 18)
Sex: Male
Height: 7'3"
Weight: 150
Description: Tall wiry humanoid. Features are shrouded, but eyes glow when manipulating magic.

Natural Abilities
Perception Bonus: +6 double at leylines
Charm/Impress: 55% (To other A'Rac only)
Invoke Trust/Intimidate: 60%
Max. Encumbrance: 90lbs
Max. Carrying Weight: 90lbs
Max. Lifting Weight: 180lbs
Max. Jumping Ability: L:9' H:4.5'

Superior Vision, can read a small sign or recognize a face from 1200' away, can see the infrared and ultraviolet spectrums of light, possess natural Climb ability (81% +1%/lvl and applies equally to climbing and rappelling), excellent balance (50% or +15% to Acrobatics and Gymnastics skills), natural exoskeleton, hard armored skin, naturally resistant to poisons, disease and toxins.(+1/lvl) and has a venomous bite.

Bite Damage: Venomous mandibles secrete a digestive juice that is also highly toxic to mammals, birds and reptiles. Bite damage is 1d4 SDC, a successful strike will deliver toxin into the victim. Victim must make a saving throw vs poison at 14 or higher. A successful saving throw results in an additional 1d6 SDC damage. Failing sv throw results in 4d6 SDC damage and the victim feels dizzy and weak, as though they want to go to sleep. They are -3 to str, parry and dodge, skill performance is at -15%, plus reduce speed by half for 2d4 hrs.

Special Abilities
SEE Shifter OCC: Ultimate Edition/pg121-124

Meditation [0] (Free for all Sorcerers)
Empathy [4]
Mindblock [4]

Spell Knowledge
Spell Strength: (13) +1 @lvl 7, 10, 13
Calling [8]
Call Lightning [15]
Compulsion [20]
Constrain Being [20]
Dimensional Portal [1000]
Energy Bolt [5]
Energy Field [10]
Exorcism [30]
Repel Animals [7]
Re-Open Gateway [180]
Sense Evil [2]
Sense Magic [4]
Trance [10]
Shadow Meld [10]
Summon and Control Canines [50]
Summon and Control Rodents [70]
Sustain [12]
Time Slip [20]
Turn Dead [6]
Tongues [10]
Dispel Magical Barriers [20]
Protection Circle: Simple [45]
Control And Enslave Entity [80]
Summon And Control Animal [125]
Chameleon [6]
Cleanse [6]
Lightblade [20]
Globe of Daylight [2]
Energy Sphere [120]
Carpet of Adhesion [10]
Summon Greater Familiar [80]
Throwing Stones [5]

O.C.C. Skills
Astronomy -- 77% +5%/lvl
Language: Russian -- 98%
Language: Demongogian -- 86% +3%/lvl
Language: Dragonese/Elven -- 81% +3%/lvl
Language: Euro -- 81% +3%/lvl
Literacy: Russian -- 92% +5%/lvl
Literacy: Euro -- 72% +5%/lvl
Lore: Demons & Monsters -- 72% +5%/lvl
Lore: Dimensions -- 62% +5%/lvl
Lore: Faerie & Creatures of Magic -- 67% +5%/lvl
Lore: Magic -- 67% +5%/lvl
Land Navigation -- 62% +5%/lvl
Mathemtics: Basic -- 87% +5%/lvl
Wilderness Survival -- 57% +5%
H2H: Martial Arts

O.C.C. Related Skills
Archaeology -- 62%/52% +5%/lvl
Intelligence -- 56% +4%/lvl
Sign Langauge: b) Military -- 56% +5%/lvl
Mathematics: Advanced -- 77% +5%/lvl
Zoology -- 62% +5%/lvl (A'Rac Freebie)
Lore: Religion -- 52% +5%/lvl - 1st lvl
WP: Sword - 1st lvl

Secondary Skills
Horsemanship: Exotic Animals -- 52%/42% +5%/lvl
Philosophy -- 57% +5%/lvl
Running - 2nd lvl
Swimming -- 55% +5% - 1st lvl

Combat Data
HTH Type: Martial Arts
Number of Attacks: 5
Initiative Bonus: +1
Strike Bonus: +3
Parry Bonus: +4
Dodge Bonus: +9
HTH Damage Bonus:
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +3
Bonus to Disarm:
Other: Can perform a power punch or power kick (takes 2 actions) to deal 1 MDC of damage.

Weapon Proficiencies
+2 Strike
+2 Parry
+1 Strike when thrown

Saving Throw Bonuses
Coma/Death: +12%
Magic (varies): +4 (+1@lvl 7,10,13)
Lethal Poison (14+): +4 (+1/lvl)
Non-Lethal Poison (16+): +4 (+1/lvl)
Insanity (12+): None
Psionics (varies): None
Horror Factor: +7 (+1@lvl 5,9,11)
Disease: +4 (+1/lvl)
Toxins: +4 (+1/lvl)
Possession: +3 (+1@lvl 5,10,15)
Mind Control: +3 (+1@lvl 5,10,15)
Last edited by Jashurr on Tue Aug 14, 2012 9:15 am, edited 13 times in total.


Postby Jashurr » Thu Sep 08, 2011 12:16 am

Last edited by Jashurr on Tue Jun 11, 2013 10:57 am, edited 7 times in total.

Background Story

Postby Jashurr » Thu Sep 08, 2011 12:22 am

Background Story
a work in progress

Frigid winds howl into blackest night, drowning out the sound of gelid waves that crash relentlessly against an unyielding stone cliff. A cave over looking the ocean is make-shift home to a male humanoid. He is huddled into a ball and clutches his chest to keep from shivering, trying to keep warm. Every movement brings stabbing pain as if tiny invisble creatures were plunging razor-sharp blades into every one of his cells. Bitter, piercing cold violates his body with every incoming breath. Luckily he summoned a fire elemental before he was too wrecked to do anything other than listen to his teeth rattle. Without that stroke of good luck he would most likely be dead. The sound of Jashurr scoffing at himself as he remembers the last time he was this cold resounds throughout the cave. Leaning into the warmth he clings to life as his memories overtake him like a flood. Pushing reality to the far reaches of his mind the humanoid falls into the past.

He is running through dense forest keeping just a step or two ahead of his great-grandfather. The scent of his Goumpa's natural musk yields to the overwhelming fragrance of Fir trees. Goumpa's recent lessons of survival loop without pause throughout his mind: 1. ALWAYS maintain your awareness, and ALWAYS keep an open mind, over-confidence and tunnel-vision equal death. 2. You are not the only hunter, sometimes an owl will devour a well fed hawk. 3. Educate self. KNOWING is better than guessing. 4. Remain task-oriented. Distractions can kill or maim. 5. NEVER CONCEDE. NEVER. Refuge is always on the horizon. One of Jashurr's self-appointed tasks is to turn the tables on his Goumpa and come up behind him in a game they called "Spider and the Fly." Suddenly out of nowhere he hears a hidden critter he unknowingly passed, dart through the underbrush startled. Senses heightened, and heart beating rapidly he forgets tenet number one, and taking his eyes off of his path for only a few seconds he focuses on the critter while still running forward. In that fraction of an instant he breaks through the trees and finds himself - clothing and all - thrashing around in an icy lake. Standing over me Goumpa sighed deeply, and the look that I saw in his eyes will stay with me forever. At the time I assumed it to be a reprimand, but now I understand that it truly was a look of concern. In under an hour I would freeze to death. We were several away from home.

Enveloping me with his arms and cloak Goumpa transferred his body heat to mine. He smiled when I managed to look up at him, and said, "Think of the flame." I did my best. Along the way home my Goumpa showed me just how much of a sorcerer he was with words, when A human who had been hunting near where we were was making his way home for the evening after an unsuccessful trip. Goumpa carrying me made the pace - as was custom - they remained walkingds together for what seemed like forever without so much as a hello. When asked the squat-faced human spat twice then informed us that he was two miles out from his cottage which over looked the eastern coast of our shared city Vladivostok. A snowstorm had begun to kick-up, and I over heard bits of Goumpa talking the man out of his whale-skin parka. He used some excuse involving, 'his wifes' kids' kids' kid- and the promise of its return in like-new condition.' I don't recall exactly what he said to the stout human that day - I was fighting to remain conscious as Goumpa instructed - but the impression of that old cossacks obvious disdain remains, as well as what Goumpa told me after:

"Youngling," he said in this deep octave that always caused me to lean in because it was as if he was whispering his voice was so deep.
"Youngling, you can say anything to anyone and get what you want, as long as you remember to always have their best interest as well as yours in mind. In his heart that human wanted the reward that comes with doing the right thing, he just couldnt see past the fact that you and I have more than one pair of eyes." Goumpa tore me out of my clothing with one hand, while holding me by my tuft in the air with the other. He then quickly wrapped me nude in the mans parka and lengthened his steps on the way home. In an after-thought he said in his boogie-man voice, "The better to see you with!" We laughed.

I grew up in a coastal city, where not surprisingly - due to the many raids and skirmishes - the people were poor by some standards, yet they were rich in the ways of community, unfashionably so - in some small part - even with D-Bee's. My great-grandfather had made a 'probationary' alliance with the local leaders of the city and the newly appointed warlords at that time who protected it. He and my great-grandmother were expecting younglings so the leaders allowed them to stay in an abandoned lighthouse with the charge that he could get it up and running and also rid it of what they called, 'Haunting Spirits'.

Goumpa and his 27 sons 14 daughters - a lot of younglings by A'Rac standards - constantly traveled. They brought back knowledge, tales, and mainly new innovative ideas. Over the years they built a telescope together on the estate, and high-tech defenses, among other things that halted any skirmishes from the sea. Marauders could be detected from far off, monitored and then the warlords notified before anything could come upon the people of Vladd. Goumpa had set up sentries, observation and listening posts, that were at first manned by his younglings, but within a few years he began hiring the men and women of Vladd to assist in many of the duties on his estate.

In the end though, it was only because of human prejudice that I decided to leave. Nearly all bad things that came upon our town were blamed in some way on us. Bad crop, 'its those cursed d-bee's.'; extreme weather, 'those d-bee's brought this on with their witchcraft and alien ways.'; Some of the towns folk even blamed us for the marauders justifying it by saying, "If those d-bee's hadn't prettied up the place so well we woulda been left alone." Somewhere along the line I decided to change the ol' Russian view of outsiders, especially of those of us chosen by providence to embrace and utilize Magick.

"It's my over-confidence in my ability to use magic that has brought me here." He thinks. His fire-elemental standing constant vigil just inside the enormous entry way to the cave. The heat of living flame coercing him back to life. He concentrates on it as it chaperons his mind back to the present. "NEVER CONCEDE," He whispers forcefully, this day will be no different than that day many years ago in the forest. Being as quiet as he can under the circumstances he remembers Goumpa's lesson number two - 'he is not the only hunter' as he replays the events from earlier.

Some townsfolk were having trouble with a small band of uncleans. Jashurr mistakenly thought he would take care of it alone stating, "I can do it by myself," and waving away the assistance of a few humans who would have accompanied him for free. Being kind in the retelling one could blame his lack of trust in human charity on his many years of struggling to combat their ignorance growing up. However in this instance it was just plain arrogance.

He had managed to separate one unclean from the last three and was herding it toward his fire-elemental. Like he has too often done in an 'adolescent' way of thinking, he neglected the teachings of his Goumpa when just like the time he was a child, something from behind him brushed past. He took his eyes off his quarry and looked backward while still running full speed forward, and again found himself swimming in icy waters- only this time with a single demon smiling at him, giddily intent on watching the lone A'Rac die slowly. So much was the demon's delight he quickly went and called a second of the three to watch. The more aggressive and devious of the two snatches an apparently valuable silver ring off the other's thumb, then tossed it confidently to the floor spouting in darke-tongue, "The whole thing it dies in ten!"

He fidgets with a newly favored silver ring, twisting it back and forth - around what humans consider to be the pinky-finger - adoringly with his second thumb. He believes it was a stroke of extreme luck he made it out of that situation alive. Being alone and trying to fight more than one supernatural creature, was not the brightest of ideas. Thinking it best to find a group of people to work with who are not governed by the old ways of thinking in Russia, he determines to find some open and like-minded individuals like himself who abhor ignorance, injustice, and poverty. Who seek to eradicate these things wherever they may be; whatever continent, planet, galaxy, or dimension they darken.
Last edited by Jashurr on Thu Sep 15, 2011 11:14 pm, edited 5 times in total.

Re: Jashurr Feign

Postby Aether » Thu May 09, 2013 10:56 am

Jashurr's Minion

Character Name: Shael
Spell Level: Equal to a 10th Level Wizard
R.C.C.: Spriggan
Alignment: Anarchist
Disposition: Grumpy, surly, pretty much doesn't like anyone that is not a spriggan or his Master Jashurr.

I.Q.: 8
M.E.: 9
M.A.: 8
P.S.: 29
P.P.: 8
P.E.: 17
P.B.: 7
Speed: 9

P.P.E.: 600 (does not need to use own PPE to cast spells)
M.D.C.: 80
Age: 1,000 years old
Sex: Male
Height: 2'8"
Weight: 52 lbs.
Description: Built like a square block of stone. Brown hair and bears, permanent grumpy face, wears a brown cap and brown leather jerkin & pants.

Racial Abilities
Horror Factor: 8

Natural Abilities
Max. Encumbrance: 300 pounds
Max. Carrying Weight: 1,200 pounds (in arms, moving)
Max. Lifting Weight: 2,400 pounds for 17 minutes (not moving)
Max. Jumping Ability: 44 feet across, 22 feet high

Special Abilities
Nightvision 40 ft.
Sense the presence of earth elementals 65%
Can pass through stone, rock, and clay (but not dirt/earth) as if it were air.
Faerie Dance (6 PPE): Causes victim to dance until canceled or x minutes pass. -8 to strike, parry, or dodge while dancing.

Spell Knowledge
Spell Strength: 14
Note: costs no PPE to use these spells. However, can only cast them on a target once in a 24 hour period. Impervious to their own magic and race's magic. Cannot learn new spells.
Dust Storm
Hopping Stones
Mend Stone
Crumble Stone
Rock to Mud
Clay to Stone
Stone to Flesh

O.C.C. Skills
Language: Faerie Speak: 98%
Language: Dragonese/Elven: 60%
Language: Gobblely: 60%
Basic Math: 92%
Art (Sculpting/Building): 75%
Carpentry: 75%
Boat Building: 75%
Basic Electronics: 75%
Land Navigation: 75%
Wilderness Survival: 75%
Preserve Food: 75%
Lore: Faeries: 90%
Dance: 45%
Prowl: 45%
Climb: 60%/50%
Swim: 75%
Horsemanship: 75%
Pilot: Boats (Row Boat/Canoe/Kayak): 55%
Pilot: Boats (Sail types): 60%

Combat Data
HTH Type:
Number of Attacks: 6
Initiative Bonus: +3
Strike Bonus: +3
Parry Bonus: +5
Dodge Bonus: +2
HTH Damage Bonus: +14 S.D.C.
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: --
Restrained Punch: 4d6+14 S.D.C.
Regular Punch or Kick: 3d6 M.D.
Power Punch (2 actions): 6d6 M.D.
Hurled Large S.D.C. Boulder: 2d6 M.D.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt (+4 to strike, +2 to strike when thrown, +4 to parry)
W.P. Axe (+3 to strike, +2 to parry)
W.P. Knife (+4 to strike, +5 to strike when thrown, +4 to parry)
W.P. Grappling Hook (+3 to strike or entangle when thrown/swung. Cannot be used to parry)

Saving Throw Bonuses
Horror Factor: +8
Magic (varies): +3
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +2
Insanity (12+): +2
Psionics (varies): +2

Backpack: contains bedroll, mess kit, stone-working tools, stone knives, extra clothes, rations (1 month's worth of beer, tobacco, and food), etc.
Stone Knife (enchantment: unbreakable): 1d6 S.D.C. (+PS Damage)
Stone Axe (enchantment: unbreakable): 1d8 S.D.C. (+PS Damage)
Stone Hammer (enchantments: mega-damage, unbreakable, shaking enchantment): 1d8 M.D.C. + save vs. magic or causes struck victim to shake violently from impact (all attacks and bonuses reduced by half for 2d6 melee rounds).
Grappling Hook w/ 100' rope: 1d4 S.D.C.

Greater Familiar

Postby Aether » Sun May 11, 2014 2:40 am

Jashurr's Greater Familiar

See full descriptions
Familiar BoM p.128
Greater Familiar BoM p.136

Insert image link here. No attachments.

Name: Mr. Hyde
Species: Possessing Entity -- Rift's Conversion Book 1 p.180
Alignment: Diabolic
IQ 18
Me 11
Ma 14

HF 10
ISP 30
MDC: 56

In natural Energy form:
  • Invisible
  • Intangible
  • Hover or Fly Spd 50
  • PS NA , PP NA , PB NA (~4 foot ball)
  • Impervious to Physical and Energy attacks
  • Impervious to poisons
  • Susceptible to Magic & Psionics attacks

Has all physical attributes of host. Most attacks harm the host first.

4 HtH attacks (or 2 Psychic Attacks ) per melee

Bonuses: (added to host physical attributes)
+6 Damage, +2 Strike , +4 Parry, +4 Dodge, +2 Initiative, +2 Pull Punch, +2 Roll, +2 vs Magic, +2 vs Psionics, +10 vs HF

Psionics: (6th level Proficiency)
Empathy (no ISP Cost)
Empathic Transfer , Bio-Manipulation , Levitation , Telekinesis , Sixth Sense , See Invisible , Impervious to Fire , Death Trance , Telepathy , Mind Block

Natural Psychic vampire feeds on ISP and PPE. Can naturally convert 1 PPE to 4 ISP.

Special Natural Abilities:
Possession See Rift's Conversion Book 1 p.206

40 year Pact on July 21 2395:
  • Jashurr must provide Entity's daily feedings.
  • Entity not allowed to feed off of , or possess , those they travel with who are comrades without Jashurr's permission.
  • Entity must have Jashurr's permission before feeding off any other humanoid.

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