Silhouette (Changeling Forsaken Mage)

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Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Sun May 03, 2015 7:28 am

Player Lindsy
Gmail: lwhiting01

LEGEND
Silhouette - Human form
Strength of Mind - Psychic power effects
Increased PPE costs - forsaken mage penalty

Character Name: Coppice (Truename)
Alias: Silhouette (Human)
Race: Changeling
O.C.C.: Forsaken Mage
Alignment: Anarchist
XP Level: 8th
XP Points: 65,418 (CC 19JUN2019)
Next Level @ XP: 70,921(Wizard chart)
Racial Hostilities: Repulsed by ugly humanoids and orcs, goblins, ogres, and ironically other changelings. Hateful of human groups.
Sentiments/Western Empire: Corrupt and dangerous.
Sentiments/Dominion of Man: Fearful, ignorant, and destructive.
Disposition: Outwardly happy, energetic, and helpful. Driven by a need for acceptance and to prove she is not a "monster." She sabotages her desire for family and friends with distrust.
Insanity:NA
Gods worshiped:
Sect of Aco & The Juggernaut (PF Dragons and Gods): Shield Followers in Divine Darkness (Special). Those who are actively praying to Aco, or at least clutching an Aco doll, and who are already hiding in some dark place, will be deifically concealed by Aco. Mortals using natural senses such as eyesight, hearing and smell, magical perceptions, or even technological devices, will be unable to detect what Aco has hidden. Even other deities are incapable of penetrating Aco's shield of darkness. Cost to Aco: Free. The power is innate, and Aco confers it automatically on every worshiper.

ATTRIBUTES
I.Q.: 16
M.E.: 27
M.A.: 22
P.S.: 23 (33)
P.P.: 23
P.E.: 19 (24)
P.B.: 11 (18)
Speed: 18

PHYSICAL DATA
P.P.E.: 164
I.S.P: 58
H.P.: 45 (+5)
S.D.C.: 65 (+20)
Age: 38 (19)
Sex: Asexual (Female)
Height: 6'3"
Weight: 245 lbs.(215 lbs.)
Description: Changeling: Hairless pale yellow skin and large eyes, a beauty among changelings though only above average by human standards. Human: Dark eyes and skin, her previously long hair singed by fire, now chopped short accents a stunning physical form.
Racial Abilities
Nauseated from consuming concentrated salt.
Becomes easily blasted off of one mug of ale.
Horror Factor: 10 / (0)
Immune to vampire bite

Natural Abilities
Natural height and weight: 7ft (3ft to 10ft) & 250 lbs (+/- 30lbs), weight further adjustable by gaining or losing weight through diet.
Shape changing ability: Can alter shape and size to the appearance of any humanoid, no extra or fewer appendages. Can instantly grow hair or fur of any type and color and otherwise change their appearance completely. Has size and mass restrictions. The absolute smallest is three feet (0.9 m) and the tallest is ten feet (3 m). Mass/weight varies only thirty pounds. When small they are fat, and when tall they are thin. One full melee (15 seconds) is required to transform. Can adjust diet accordingly, gaining or losing weight to make an impersonation perfect. Only the physical appearance, size and shape of the body changes. The changeling's attributes are always the same, regardless of size and appearance. Changelings are asexual. They can physically change to be either male, female or both.


Perception: 63%
Charm/Impress: -- / (40%)
Invoke Trust/Intimidate: 70%
Max. Encumbrance: 73.5 lbs. (64.5 lbs. (215 lbs))
Max. Carrying Weight: 460 lbs. (1650 lbs.)
Max. Lifting Weight: 920 lbs. (3300 lbs.)
Max. Jumping Ability: Length:15' 6" (53' 6") across, 9' 3" (25' 9") high
Can move 15 yards per action/ 90 yards each melee
Tumbling House Rule: Jump Distance/Height
Characters that have the tumbling skill can add 4 feet plus 1 foot every other level to length and 5 feet and 1 foot to height per every three levels with a successful skill check and 1/2 that on a failed check. (82% +5% lvl)
Tumblers using a pole to vault as well can add 8 feet of height plus 2 feet per each level of skill with a successful skill check and 1/2 that on a failed check. (82% +5% lvl.)
Tumbling and pole vault may add together the results with other jump bonuses. A critical failure on either gives no bonuses and the GM must provide for interesting results.

Special Abilities
Meditation: One hour of meditation restores six (6) I.S.P. & 10 PPE and 2 hours of sleep; must be a full hour.(Restore 2 I.S.P. and 5 P.P.E per full hour of sleep.)
Recognize Circle Magic: 33%
Recognize Enchantment (recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of Faerie Food and Faerie Magic, and supernatural or magical possession.not illusions, metamorphosis, or psionics): 67% (+5% lvl)
Recognize Magic (Certain percentage chance to recognize a magic item by shape, inscription, symbols or intuition. May know something has magical properties, does not know what powers the item has or how to use it.): 36% (+3% lvl)
Knows 4 Simple Power Words (Acba, Keron, Pein, Yin) & 12 Basic Mystic Symbols.
Can use Spell Scrolls in understood languages, cannot translate.
No fear of Heights.

Psionics
Super Psionic
  • Telepathy Superior
    ISP: 8 (Rifter 25)
    Duration: 2mins/lvl; Probe, Range: 100ft + 50ft/lvl; Two-way communication, 200ft + 100ft/lvl.
    Sometimes (40% +3% per level chance(Currently 64%)) the character will see or hear parts of memories associated with the thoughts he is reading from the victim. A saving throw should be rolled for each skill/memory/thought that the character tries to read. The character can make one attempt to pull information from the victim for each attack per melee.
  • Cause Insanity
    I.S.P.: 30 (PF Main book)
    Range: Other by touch; Duration: 1 week/level; Saving Throw: Standard
    Anyone who fails to roll a save vs psionic attack contracts one insanity. The mental affliction lasts one week per level of the psychic. The type of insanity is specified by the psionic and can be either a phobia, obsession, or neurosis. The use of this ability does not inform the psychic of any prior insanity that the character may possess. The psychic can make the insanity permanent (subject to cures by therapy or psionic cure) by permanently subtracting 2D6 points from his I.S.P. base.
Physical
  • Resist Damage
    ISP: (25) (Rifter 25)
    Duration: 5 minutes/lvl; takes 1/2 (S.D.C or direct to Hit point) damage from any fall, impact, punch, bullet, or energy attack, even damage from magic or psionic, after which the biofeedback field absorbs the first 5 (S.D.C. or H.P.) of damage from each attack. Carried items not protected.
  • Strength of the Mind
    ISP (10)
    (Rifter 25) 2 minutes/lvl; The psychic gains +10 to P.S., +5 to P.E. and +20 S.D.C. for the duration & Supernatural Strength & Endurance.
  • Impervious to Poison/Toxin
    ISP (4)
    Range: Self; Duration: 2 minutes (8 melees)
    The character can negate the full effects of poisons and toxic chemicals which he has ingested (eaten or drank) or introduced into the bloodstream, as long as he/she has advance knowledge of its deadly properties. A poison, toxin, or drug which has been unknowingly inflicted (and starting to take effect) can be negated too, but will do half damage or effect before it can be completely negated. Bonuses: Identify poisons: 30%+4% per level of experience; +2 to save vs poisons and drugs.
Healing
  • Bio-Regenerate
    ISP: (6), Free oneself of disease, poison, and repair physical damage/injury One minute of concentration, no other power use at that time. Does not restore limbs, but heals 2d6 HP or 3d6 SDC per melee round with no scarring. Can regenerate as often as once every other minute. Healing more than half HP/SDC in an hour causes weakness 1d4+2 hours; P.S., P.E. & Spd reduced by 30%.
  • Psionic Purge
    ISP: (10) (Rifter 25) Range: Touch Duration: 1d4min to put in trance/1d4min to purge per effect; Permanent. Psionic Purge removes the effects of psionics placed on an individual. Must put the person into a trance-like meditative state (1D4 minutes). After the patient is in an open and relaxed state the psychic will spend another few minutes (1D4 minutes) purging the patient''s mind/body. Removes: Hypnotic Suggestion, Bio-Manipuiation, Mental Illusion, Induced Nightmare, or non-permanent psionic-induced insanity for the cost of 10 I.S.P. per effect. Does not drive out possessing psychics/entities, restore memory that has been altered or remove Mind Blocks.
Sensitive
  • Sixth Sense
    Range: Self or within 90 feet (of a friend or close ally).
    Duration: Until the danger passes or happens. Bonuses apply only to the first melee round of the attack from the source of the sensed danger.
    I.S.P.: 2
    Saving Throw: None.
    The Sixth Sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90 feet/27.4 m). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he knows is that something life threatening will happen within the next 60 seconds (4 melees) The Sixth Sense is triggered automatically, without the consent of the psychic. whenever his life is in great peril or the life of somebody he greatly cares about (friend, partner, loved one, etc.). The Sixth Sense is only triggered by an unexpected, life threatening event (a trap or ambush is within 90 feet/27.4 m or a flash flood is rushing his way) which IS already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the Sixth Sense is temporarily rendered inoperative.
    Bonuses: The sudden rush of insight provides the following bonuses (bonuses apply only to the first initial melee (15 seconds) when the attack actually occurs. Bonuses are lost in subsequent melee rounds after the danger is revealed.
    Bonuses: +6 on initiative roll, +2 to parry, +3 to dodge and the character can not be surprised by a sneak attack from behind.
  • Enhanced Perception
    ISP: (10) (Rifter 25 pg 78)
    Range: Self
    Duration: Five minutes per level of experience. This incredible psionic power augments the psychic's physical senses, enhancing his perception. This enhanced state of awareness sharpens all natural senses by 50%, and further enables the psychic to "filter" all of this extra sensory input in order to concentrate on one or a few specific things. While using this ability, the psychic will notice every detail around him down to the slightest motion, sound, scent, and shadow. He will further be likely to notice changes and inconsistencies that might reveal traps, illusions, feints, or tricks (including sleight-of-hand, etc.).
    Bonuses:+15% to Perception, +1 to strike, +2 to parry and dodge, and a +10% to any skill that relies on any of the basic senses (such as Intelligence, Tracking, or certain Physical skills like Juggling or Prowl).
  • Total Recall
    ISP: (2)
    Remembers everything seen/heard. Specific blocks of written and visual information can be recalled in perfect detail at will. If out of ISP, roll random table.
  • Speed Reading
    ISP: (2)
    Read and comprehend the written word extremely quickly. Read 30 pages per minute. The psychic will retain the information as he would normally. Highly technical texts reduce the speed reading by half (15 pages per minute) and may require two readings to remember in detail.
  • Clairvoyant Prediction
    ISP: (4)
    Base Chance of Prediction: 62% +2% per level of experience(Currently 78%). Simple form of Clairvoyance used to guess the outcome of simple events or decisions. Gives the psychic a feeling of the most probable outcome for simple events, such as the outcome of a roll of the dice, coin flip, contest, or decision someone will make. One in ten or better odds, the psychic rolls on the base prediction roll to predict the correct outcome. If the odds are 1/1 to 1/100, the psychic is -5%, 1/101 to 1/1000, they are -15%, 1/1001 to 1/5000, -45%, and any event with odds worse than 1/5000 is -65%.
  • Psionic Seeking
    {Rifter 25)
    I.S.P.: (6)
    Range: 1 mile/level
    Duration: 5 min/level
    With this power the character will be able to sense and possibly find any object or person he desires. The psychic needs to have some knowledge of the person or item he is trying to find. This knowledge can include meeting the person or touching the item in the past, having a picture of the person or item, having an item that belongs to the person he is searching for, or having the owner of the item present. The base chance of finding someone or something is 40% +5% per level of experience. If the character is looking for an item of his own, or a close friend or relative, he gains a +20% to this roll. Even if the character fails the roll to find the person or item, he will be able to sense whether or not the object is within his range.

Spell Knowledge
Spell Strength: 14
Special penalty: Spells cost 20% more PPE(round down) and are -20% duration & range.

Wizard Magic
Armor of Ithan (EP Menu Purchase)
(10 P.P.E)(12), 1 min/lvl, A.R.: 18, S.D.C.: 100 +10/lvl)
Globe of Daylight (2) (Purchased)
Blinding Flash (Purchased)
Range: 10 feet (3 m) radius; up to 60 feet (18.3 m) away.
Duration: Instant
Saving Throw: Standard
P.P.E.: One
This invocation creates a sudden burst of intense, white light, temporarily blinding everyone in its ten foot (3 m) radius. Victims are blinded for 1D4 melee rounds, with a penalty of -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% per every 10 feet (3 m) traveled. The saving throw is standard, so those who successfully save vs magic are not blinded. Note: Does not affect bionic or cybernetic eyes.
Cloud of Smoke (Chargen)
Range: 90 feet (27.4 m)
Duration: 4 melee rounds per level of experience.
Saving Throw: None
P.P.E: Two
This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 foot maximum size) up to ninety feet (27.4 m) away. Victims caught in the cloud will be unable to see anything beyond it, and their vision is impaired; they can see no more than three feet (0.9 m) in front of them (and those images are only blurry shapes unless within one foot/0.3 m). While in the cloud, victims will be -5 to strike, and -9 to parry and dodge.
Death Trance (1) (Chargen)
Climb (3) (Chargen)
Decipher Magic (4) (Level up selection)
See the Invisible (4) (Chargen)
Sense Magic (4) (Chargen)
Sense Traps (7) (8) (EP Menu Purchase)
See Wards (8) (9) (EP Menu Purchase)
See Aura (6) (7) (Chargen)
Chameleon (Chargen)
Range: Self or others by touch.
Duration: Four minutes (16 melee rounds) per level of experience.
Savings Throw: None
P.P.E.: 6 (7)
This spell enables the affected person to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment. Movement destroys the effectiveness of this magic.
90% undetectable if unmoving.
70% undetectable if moving 2 feet per melee round or slower.
20% undetectable if moving 6 feet (1.8 m) per melee round.
Totally ineffective if moving any faster.
Mystic Alarm (Purchased)
Range: 12 feet (3.6 m); one object.
Duration: One year per level of experience.
Saving Throw: None
P.P.E.: 5 (6)
The spell caster can protect his possessions and domicile by placing mystic alarms on them. The invocation creates invisible, ward-like symbols on any one, specific, non-living object. If this object is touched or disturbed by anyone other than the spell caster, a silent alarm will buzz in the mage's head, alerting him to the intrusion. The alarm will alert him instantly, even if he is thousands of miles away or in another dimension. Once disturbed, the alarms disappear. The mystic alarm has a limited life of one year per level of the spell caster.
Breath without Air (5) (6) (EP Menu Purchase)
Impervious to Fire (6) (7) (EP Menu Purchase)
Escape (8) (9) (Adventure Award)
Carpet of Adhesion (Level up Choice)
Range: 30 feet (9 m) +10 feet (3 m) per level of experience.
Duration: 10 melees (2 1/2 minutes) per level of experience.
Savings Throw: Special. If a successful saving throw vs magic is made, that player rolls 2D6 to see how many melee rounds it will take him to pull free. Those failing to make the saving throw are stuck for the entire duration of the spell. Effective even against giants, and supernatural beings (and robots). The spell caster creates a sticky carpet, up to 10 feet (3 m) wide by 20 feet (6 m) long, that will adhere firmly to anyone who touches it. The victim will stay stuck until the carpet spell time elapses or until the spell caster cancels the spell. The carpet can be cast on a floor, table, wall, etc., or upon a person. The spell caster can alter the size and shape of this super flypaper (without exceeding the stated limit of 200 square feet), but it is always a flat sheet or carpet.
Fire Ball (Adventure Award)
Range: 90 feet
Duration: Instant
Damage: lD6 per level of experience.
Saving Throw: Dodge, but the victim must know the attack is coming and must roll an 18 or higher (bonuses to dodge are applicable).
P.P.E.: 10 (12)
The spell caster creates a large fire ball which hurls at its target at an awesome speed, inflicting 1D6 points of damage per each level of the spell caster. The fire ball is magically directed and seldom misses.
Lifeblast (Level Up Choice)
Range: 30ft per level; or two by touch.
Duration: Varies
Saving Throw: Typically none; automatic hit.
PPE:(15) (18)
Used on the living; 1st melee affected by magic: +3 initiative, +1 combat rolls, +1 melee actions, +1 to saving throws. Additional 30 minutes after; +1 initiative, +5% performance of skills, +10% save vs coma/death.
Fleet Feet (EP Purchase)
Range: Self or other by spell or ritual up to 20 ft (6 m) away.
Duration: Two melee rounds per level of experience.
Saving Throw: None
P.P.E.: 20 (24)
Level: 6th level Wizard spell.
The incantation doubles the physical prowess, speed and mobility of the enchanted person for 30 seconds (2 melee rounds) per level of the spell caster. This means the character's speed, and P.P. are doubled (providing increased P.P. bonuses to strike, parry and dodge) and perhaps most notably, the character's attacks per melee round are all doubled for the duration of the spell. While the character is a veritable whirlwind of action, the enchantment does have some drawbacks. He is moving so fast and doing so much that the character is -2 on initiative and not likely to see a surprise attack coming (in most cases a surprise attack or strike from behind is automatic). Furthermore, the performance of delicate skills like picking locks or pockets, carving, writing, etc., are all at -20% and the character cannot control his precise movement.
Magical-Adrenal Rush (Adventure Award)
Level 8
Range: 100 feet (30.5 m); line of sight, self or one by touch.
Duration: One melee/level.
Saving Throw: Not applicable.
P.P.E.: 45(54)
This powerful spell produces a magical rush that puts Juicers to shame. P.S. is raised to supernatural equivalent punches and kicks do M.D.), the character gets two additional melee actions attacks per round, speed is increased by 50%. fatigue has no affect. and he is impervious to drugs, mind control, possession, illusions, pain and fear/horror factor, as well as able to endure triple the normal damage to his body, is +3 on initiative, + I to strike and dodge, and +1 on all saving throws while the enchantment lasts. The spell does have consequences, however. Once the enhancements wear off, the target will he tired and weak, and barely able to move for ID4 minutes; reduce attacks per melee round. speed, skill performance and all combat bonuses by half. After this “down” time, the character returns to normal (minus the effects of normal fatigue or any damage sustained in combat).
Firestorm (Adventure Award)
{Level 8 Wizard Magic HU GMG pg 188)
Range: 90ft + 10ft/level
Duration: Instant
Damage: 1d6/level
Saving Throw: Dodge, but the victim must know the attack is coming and must roll an 18 or higher (bonuses to dodge are applicable).
P.P.E.: 30 (36)
This spell creates a fast-flying fireball that explodes upon impact, burning everything within 20ft of the target. The fireball is magically directed and seldom misses. As with the related spell, fireball, damage for this spell is increased by ley lines an nexus points.
Lightning Strike
(PF Mysteries of magic 1 pg 91)
Range: Touch.
Damage: 1D6 per level
Duration: Instant once released.
Saving Throw: Dodge as normal.
P.P.E.: 18 (21)
This magic charges an arrow, spear, javelin or other type of throwing or projectile weapon with energy. The charged weapon can be used by the spell caster or someone else. When fired (if an arrow/crossbow bolt) or thrown, the weapon turns into a lightning bolt and inflicts considerable damage. The enchanted object is destroyed in the process and the character using it must roll to strike as usual, though the range is 50% greater than normal. If the attack misses or is dodged, the P.P.E. is spent nonetheless. If a defender parries with a shield, he still takes 25% damage from the attack. The user's bonuses to strike with a thrown weapon (if any) apply as usual.
Instill Knowledge
(BoM pg 108)
Range: One person (one person or bit of knowledge) by touch.
Duration: 30 min per level
Saving throw: None
P.P.E.: 15 (18)
The spell caster can instill any one skill (excluding spells or spell knowledge) he knows at one level below his own level of experience. The recipient of the skill instantly knows it well and the use of the skill feels completely natural. In the alternative, the mage can implant one particular, fairly detailed image or bit of information such as a particular face, symbol, uniform, painting, sculpture, etc, or even a floor plan or schematic, map/layout of a town or city as known to the mage. However, since that knowledge is limited to spell caster's own, it may not be up to date.
The knowledge is temporary and fleeting. When the spell duration elapses, the sill or knowledge is gone, becoming nothing more than a faded, dream-like recollection. Likewise, whatever skill or information is temporary given to the other person, it becomes faded and fuzzy for the spell caster (-60% for that one particular skill). Memory returns to the mage completely at the end of the spell duration. Note: This is one spell that must run its course, the mage cannot end or recall the knowledge at will.
Lightblade
BoM pg 117
Range: Self
Duration: 1 Min/per level
Damage: 1d4x10+1 S.D.C. per level
Saving throw: Parry or dodge
P.P.E: 20 (24)
This spell causes a sword of brilliant white light to form in the spell casters dominant hand. The size varies with the blade's power, which is represented by the character's level of experience. Thus, a 1-3 level mage creates a Lightblade the size of a short sword and rapier thin, a mid-level sorcerer makes a blade resembling a bastard sword, while a 10th level or higher it is a large Lightblade with the length of a two-handed sword (although it can be easily wielded one-handed) and as thick as a 2-by-4. The blade is weightless, serves as an extension of the sorcerer, is +1 to strike and can be used to attempt to parry energy attacks (no special bonus to parry, however).
Against vampires, shadow beasts, and other demons vulnerable to light, the Lightblade inflicts double its normal damage (Double hit point damage to vampires). However, the sword inflicts no damage against those immune to light or energy, and only the spell caster can use the Lightblade he creates.
Fire Globe
P.P.E: 40 (48)
(BoM pg 120)
Range: Touch; appears above the open palm. Can be thrown 200ft.
Damage: 5d6 S.D.C. at the moment of impact and 5d6 additional S.D.C. per melee round.
Duration: Stored as a globe for one week per lvl, but burns out within 1d4 minutes after it is activated.
The globe is about the size of a grapefruit and flickers as if a fire burns inside, but no heat or significant amount of light radiates from it. The fire does not burn until activated by the mage or the recipient of the fire globe(it can be created and given to another as a gift). To activate, the character must throw the globe while wishing it to ignite or damage whatever it hits. Upon impact, the fire inside erupts like napalm, covering the surface body of its target in flame. It burns without combustibles for 1d4 minutes and then vanishes. The magic fire burns for 1d4 minutes or until extinguished. It can be put out magically, or by rolling around in dirt or being covered in dirt, sand, or other substance to smother the flame. The use of water to extinguish the fire hurts, creates steam and inflicts 2d6 SDC (scalding) before the fire is extinguished. If placed on or stoked with combustibles, these items will immediately catch fire and continue to burn after the magic fire vanishes.




Forbidden & Lost Arcana

Lunar/Zodiac Magic Rifter 50
Lunar Armor (EP Menu Selection)
Range: Self or two by touch.
Duration: Two minutes per level of the mage.
Saving Throw: Standard for those who don't want the armor.
P.P.E.: (20) (24)
This spell creates a translucent suit of full plate armor that glows like a full moon. The armor has 100 S.D.C., plus 10 S.D.C. per additional level of the caster, and has an Armor Rating of 18. (The armor has 100 M.D.C. in Rifts.) The armor has astounding regenerative abilities and 5 S.D.C. per level of the caster is restored per melee, and this is doubled when there is a full moon! In addition to the armor regenerating, the recipient also regenerates lost S.D.C. and Hit Points while in this armor. He or she is healed ID6 S.D.C. or Hit Points per melee (Hit Points are healed first). On the other hand, during a new moon, the armor and the individual do not regenerate at all. Because of the glow of the armor, the Prowl skill is almost useless, and is considered to be at -30%.
Blazing Star(Patron Spell of Legend trade-in)
Range: Self or two others by touch.
Duration: 10 min. per level
Saving Throw: Standard.
P.P.E.: 25 (30)
The Zodiac Mage is bestowed with the power of flight, but it is not like the fine control one has with Fly as the Eagle. The mage is engulfed in a large, fiery aura that makes him look like a blazing star. He takes off across the sky like a rocket, with an impressive speed of 100 miles per hour (160 km), plus 25 mph (40 km) per additional level of experience. The mage can make minor course corrections, but like a speeding rocket he is pretty much limited to one direction once chosen. When the spell ends or the mage decides to land, he crashes into the ground, making a small crater. There is no damage to the mage, or to others around the crash site, even from some of the debris that is thrown out of the crater.
Healing Moon Beam(Epic Spell Award)
(Rifter 50 pg 97)
P.P.E.: 30 (36) per melee.
Duration: One melee per instance of P.P.E. spent.
Range: Affects everyone within a 5 foot radius (1.5 m) per level of the caster.
Damage: None normally, but Shadow Beasts and creatures of shadow take 4D6 points of damage direct to Hit Points per melee.
Saving Throw: Standard if unwanted.
Many cultures have worshiped the moon, claiming it has healing powers, while others insist it causes insanity. The zodiac Mage is able to harness the former and channel the energy into a healing beam that can heal multiple people at once. Of course, the beam does not distinguish between friend and foe. The Healing Moon Beam restores 4D6 Hit Points/S.D.C. per melee to everyone within the radius of the beam. The Zodiac Mage can pump additional P.P.E. to increase the duration of the beam in a single casting.
A side effect of this spell is the damage it does to Shadow Beasts, and other creatures from the Plane of Shadows. If caught within the beam, they take 4D6 points of damage direct to Hit Points on a failed saving throw. If they save, they only receive half damage to S.D.C. The beam will keep all Shadow Beasts at bay beyond the range of the beam.
Fist Full of Stars(Epic Spell Award)
(Rifter 50 pg 96)
Range: 800 feet (244 m) plus 100 feet (30 m) per level
Duration: Instant.
Damage: 1d6 per level of experience to all within a 10 foot (3m) radius per level of the caster.
Saving Throw: Dodge of 12 or higher.
P.P.E.: 15 (18)
The Zodiac Mage raises his hand into the air and seems to scoop up a handful of stars, forming a ball of swirling stars. He then hurls this ball at a foe (+3 to strike). When the Fist Full of Stars strikes, it explodes into glass-like shards, sending shrapnel in all directions, 10 feet (3 m) per level of experience.

Necromancy Magic *PPE cost as Necro* Bizantium
Animate and Control Dead: Simple (Level Up Selection)
Range: 400ft; Line of sight.
Duration: 5min/per level
Saving Throw: NA
PPE: 10 (12)
With this incantation the practitioner of magic can animate the remains of dead bodies and mentally control them. They are not alive and do not have any intelligence. The sorcerer who controls their actions.
Restrictions:
1. Animate two corpses/skeletons + 1/level
2. Must remain in line of vision. If it can not be seen, it can not be animated.
3. Can be a corpse or skeleton. Attacks per melee: 2, Spd: 7, Dmg: ID6 from punch, bite, claw. Cannot use Modern weapons, such as guns of any kind.
4. Only total destruction will stop an animated dead, or knocking out the controlling mage. S.D.C. of a small corpse(3-4ft), 50 SD.C.: medium, 5-6ft is 80 S.D.C., large, 7-12ft is 140 S.D.C. Vulnerabilities: Bullets do half damage, blunt and smashing attacks do full damage, fire does double damage. Cannot be stunned or hurt by death blow/critical hit, nor scared.
Eyes of the Dead (Adventure Award)
Range: Self
Duration 5min/level
Save: None; standard for victims.
P.P.E.(8) (9)
With this enchantment, the eyes of the necromancer become black and lifeless. Besides looking creepy and enhancing his already frightening appearance (+2 to Horror Factor), these dark eyes will protect the Necromancer from hypnotic suggestion and any mind control which involves eye contact. The enchantment also enables him to recognize ghouls, animated dead, and the undead. Furthermore, the Necromancer's own gaze will unnerve any who look into it, sending a chill running down his spine and a penalty of -1 to all combat skills for one melee round.
Death Strike (Adventure Award)
Level 8 Necromancy Magic - Bizantium and the Northern Isle pg 163 (Ref BoM pg 193))
Range: Empowers the spell caster, not others.
Duration: 1min(4 melees) per level
Saving Throw: Opponents are -1 to save
P.P.E.: 25 (28)
Every punch, kick, or strike inflicted by bare hands/feet or by hand-held weapons such as a club or sword (excluding bow weapons, thrown weapons and projectiles), ) inflicts double damage. Furthermore, if the opponent is a magical or supernatural being, then the doubled damage will be inflicted as if it were delivered by the required magical weapon.
Bulwark Magic (Library of Bletherad pg 85)
Wall of Swords (Patron Spell of Legend trade-in)
(30) (36); Range: 20ft area + 10ft/lvl.; Duration: 10 min/lvl; Damage: 6D6 per melee.; Saving Throw: None.
a massive steel wall bristling with sword-like blades comes into being. The wall itself has 150 S.D.C. total. Whoever is pushed or runs into the wall will suffer 6D6 damage as the wall's swords hack and slash at the victim. Trying to parry them is a fruitless effort; for every one that gets parried, three more will sneak through. The only defense is to run away. The wall can be moved. The spell caster can mentally push the wall along forward or backwards at half his normal running speed. Unless he can see through the wall (using some kind of X-Ray magic, perhaps), or he has an ally spotting for him, the mage will be unable to see where to steer his wall. When moving it down a large hallway or sweeping it across a crowded battlefield, the Wall of Swords is an unholy terror. When using it to chase around one or two enemies, it loses its effectiveness. Note that the wall can be blocked/stopped by other magic barriers or magically dispelled.

Bygone Spirits (Library of Bletherad pg 77)
Cause of Death
Range: Touch.
Duration: Instant.
Saving Throw: None.
P.P.E.: 6 (7)
The spell caster can, by touching a recently deceased (no more than three days) body, relive the final moments of that person's life. The caster witnesses the last 2D6 minutes of the deceased's life as if he is hovering slightly above and behind the person's head, a silent, ghostly observer to the unfolding events. Since the mage has a somewhat detached vantage point, he may notice things the deceased did not, like a sneak attack from the side, or- developments that happened in the person's presence while he was not looking. The spell caster can not affect the outcome, obviously, but he can learn details of the death that not even the deceased may be privy to.
Ghostwalker (Patron Spell of Legend trade-in)
Range: Self or one other by touch.
Duration: One melee round per level of experience.
Saving Throw: None.
P.P.E.: (50) (60)
Using this magic, the spell caster can become ethereal and intangible, just like a ghost! In this state, the mage is a semi-transparent ghost-image of himself, barely visible and +20% to prowl (those who do not have the Prowl skill can, under this spell, effectively Prowl at 30%). For brief moments (1D6 seconds, long enough to throw a physical punch or cast a simple spell), he can become visible and completely tangible (as if the spell were never cast). The Ghostwalker can also hover and fly at a maximum speed of 20 mph (32 km) up to 1000 feet (305 m) high. In the ghost state, he is also impervious to all physical and energy attacks, but psionics and magic (including those that can affect a ghost/spirit, like Constrain Being, Turn Dead and Exorcism!) will hurt him as a Ghostwalker. Likewise, the character will be unable to physically hurt or interact with others except with psionics. The only way to speak, cast magic or deliver a physical attack is for the Ghostwalker to momentarily becoming solid, during which time the character can be hurt by physical means. A final note: While ethereal, the character will be thought of as a ghost by those who see or hear him. This gives the character a Horror Factor of 14. Likewise, while ghost-like, other ghosts and spirits will believe the character is one of them and may (01-20% chance) communicate with him.
Spectral Sword (Adventure Reward)
(30) (36) Range: Self; Duration: One minute per level of experience.; Damage: 1D6 to mortals, 1D4xlO to supernatural creatures, 1D6xlO to entities, other ghosts, spirits, and alien intelligences.;Saving Throw: None; parry or dodge only.
Conjures a sword of spectral energy. Ordinary foes only take 1D6 damage as the intangible blade passes through them. Against Deevils, demons, or other supernatural enemies, the spectral sword inflicts 1D4xlO damage. Against spirits, entities, and alien intelligences the sword inflicts a whopping 1D6xlO points of damage. Supernatural foes can parry and block attacks made with this weapon. Mortal foes cannot, but can dodge it; any attempt to parry results in it passing the opponent and inflicting its 1D6 damage.

Shadow Magic (Library of Bletherad Page 79)
Shadowsight (Patron Spell of Legend trade-in)
Range: 100 foot (30.5 m) radius.
Duration: 2 melee rounds/level
Saving Throw: None.
P.P.E.: 15 (18)
When under the effect of this spell, every shadow within range acts as the Wizard's eyes and ears. Wherever there is a shadow within range, the mage can spy effortlessly and without any chance of detection, as if he were actually standing, concealed, in the shadow itself. Indoors and underground, this spell gives the mage virtually complete surveillance capabilities over a large area. As the spell caster moves, so does the area of effect. However, the mage must direct his attention to a particular shadow and the sights and sounds around it, not all shadows at once. Shadowsight can not see through walls, but if there is a shadow around the comer or on the other side of a wall, and within range of the spell, then the spell caster can still view and hear what is happening.
Shadesword
Range: Self.
Duration: Two minutes per level of experience.
Damage: 1D6 per level of experience.
Saving Throw: Standard.
P.P.E.: 22 P.P.E. (26)
This spell conjures a bladed weapon of pure darkness. The shape of the weapon is up to the spell caster, but most prefer to make this item one-handed so they may use it in conjunction with a Shadeshield. In addition to the damage sustained, anyone struck with a Shadesword must save vs magic. Those who fail not only take damage, but will be at -2 to strike and parry for the next melee round. Anyone receiving multiple hits from a Shadesword must save vs magic for each, or suffer a cumulative negative bonus for an extended duration (one melee per each strike by the sword). While the spell is in effect, its maker can not sheath or throw the Shadesword, or the spell will break. Likewise, if it is knocked from its creator's hand, the implement will vanish and the spell will end.

Combat Magic (Adventure Sourcebook - Mercenaries (pg 8)
Infrared Vision (Adventure Award)
(Level 2 Combat Magic - Mercenary Adventures pg 9)
Range: Self; Visual Range of 500ft (152m)
Duration: 5min per/level
Save: NA
P.P.E. 5(6)
Provides the character with the ability to see heat patterns in the infrared spectrum in a manner identical to mechanical thermal imaging optics. The vision enables the mage to see thermal patterns through thin material like thin walls (wood, S.D.C., brick, drywall, etc.), light body armor and clothing, foliage, most S.D.C. materials under four inches (10 cm) thick and light M.D.C. material (half an inch or less), but is unable to see through more than an inch (2.5 cm) of dirt or a foot (0.3 m) of water or heavy reinforced M.D.C. structures (walls, armor, concrete, etc).
Quickaction (Adventure Award)
(Level 4 Combat Magic - Mercenary Adventures pg 12)
Range: Self
Duration: One melee action.
Bonus: +10
Penalty: Each Quick action uses up two melee attacks.
Save: NA
P.P.E: 8 (9)
Casting the spell enables the character's next action to be done with blinding speed an accuracy. This enchantment can be used to parry, dodge, roll with impact, leap or dive for cover or to knock someone out of harm's way; grab, catch or reach something before an opponent, flip a switch first, and similar "actions." In every instance the mage gets a bonus of +10 to his roll on a D20 (i.e, +10 on initiative, +10 to parry, +10 to dodge, etc.) in addition to his usual bonuses (if any) for that type of action. Note: Does NOT apply to a roll to strike, disarm, stun, knockout, or kill. DM note: Rolls of 1 auto-fail, rolls of 20 auto-success. An opposing natural roll of 20 requires a natural roll of 20 with a higher effective total roll to defeat.
Superhuman Agility
Range: Self or other by touch or within 20ft;line of sight.
Duration: 2 melees per level
P.P.E. 15 (18)
This enchantment empowers the recipient with the balance, reflexes and agility of a jungle cat. Without the need of any training the character can walk a tightrope or narrow ledge at a base skill of 88%, as well as fight, leap and dodge on narrow beams, tightropes and ledges without fear of losing his balance and falling. The character is also totally unafraid of heights when this spell is in effect.
Bonuses: +1 to initiative, +1 to parry, +5 to dodge and +5 to roll with impact. Automatic Dodge +5. Automatically roll with impact from falls, when struck by a moving vehicle, or when struck by explosions/concussive blasts (including sonic blasts.) +20% to climb/rappel skill.


O.C.C. Skills
Language: Dragonese/Elven -- 128% (+5%)
Language: Wolfen -- 79% (+5%)
Horsemanship: General -- 82%/67% (+5%)
Literacy: Dragonese/Elven -- 75% (+5%)
Lore: Magic -- 72% (+5%)
*Recognize Magic Circles, Runes, Etc -- 62% (+5%)
*Recognize Enchantment -- 57% (+5%)

Lore: Undead -- 62% (+5%)
Mathematics: Basic -- 92% (+5%)
W.P. Archery
Hand to Hand: Assassin

O.C.C. Related Skills
Biology -- 67% (+5%)
Fashion Tools -- 67% (+5%)
Holistic Medicine -- 67%/57% (+5%)
Sculpting & Whittling -- 72% (+5%)
Sewing -- 62% (+5%)
Surgeon/Medical Doctor -- 60%/50% (+4%)
Tumbling -- 72% (+5%, Level 6)
- Pole vault -- 82% (+5%)
- Stilt Walk -- 82% (+5%)

Mathematics: Advanced -- 67% (+5%, Level 5)
Lore: Culture & Customs (Eastern Territory) 37% (+5%, Level 1)

Secondary Skills
Identify Plants & Fruits -- 62% (+5%)
Use & Recognize Poison -- 58%/44% (+4%)
Prowl -- 62% (+5%) (+20% Cloak of Shadows)
W.P. Targeting
W.P. Knives/Daggers
Hand to Hand: Assassin
-W.P. Paired weapons
Juggling -- 67% (+5%, Level 7)
- WB Yin-Sloth
- Juggle up to six items

Locate Secret Compartments/Doors -- 47% (+5%, Level 7)
Concealment -- 46% (+4%, Level 7)
Palming -- 52% (+5%, Level 7)
Language: Eastern -- 62% (+5%, Level 7)
W.P. Vital Points (Level 6)
Streetwise -- 38% (+4%, Level 5)
Blind Fighting -- 47% (+5%, Level 5)
Listening and Awareness -- 34% (+4%, Level 5)
W.P. Archery Mastery (Level 5)
--W.P. Long Bow

Stalk/Capture -- 72%/82% (+5%)
Running -- (Level 4)
Fast Talking -- 34% (+4%, Level 4)
Security Systems -- 37% (+5%, Level 4)
Seduction -- 39% (+5%, Level 3, Victim intoxicated/drugged +5%)
Lore: Religion -- 37% (+5%, Level 3)
--Sect of Aco & The Juggernaut, Church of Light & Darkness, Dragonwright, Northern Gods, Pantheon of Rurga, Cult of the Old Ones
Lore: Geomancy & Ley Lines -- 37% (+5%, Level 3)
Swimming -- 52% (+5%, Level 3)
Boxing (Level 3)
W.P. Reverse Stroke (Level 3)
W.P. Blunt (Level 3)
W.P. Sword (Level 2)
Gymnastics (Level 2)
-Climb/Rappel -- 50% (+5%)
-Sense of Balance 35% -- (+5%)
-Work Parallel bars & rings: -- 33% (+3%)

Acrobatics (Level 2)
- Sense of Balance -- 45% (+5%)
- Walk Tightrope or high wire -- 33% (+3%)

Astronomy & Navigation -- 37% (+5%, Level 2)
Dance -- 42% (+5%, Level 2)
Art -- 42% (5%, Level 2)
Play Musical Instrument: (Flute) -- 32%(+5%, Level 2)
Sing -- 42% (+5%, Level 2)
Jesting -- 33% (+3%, Level 2)
Sign Language -- 32% (+5%, Level 2)
Mime -- 37% (+5%, Level 2)
History -- 42% (5%, Level 2)
-- Humans, Dwarves, Elves, Wolfen, Coyles, & Orc
Archaeology -- 27% (+5%, Level 2)
Literacy: Eastern -- 32% (+5%, Level 1)
Literacy: Dwarven -- 32% (+5%, Level 1)
Literacy: Wolfen -- 32% (+5%, Level 1)
Language: Dwarven -- 32% (+5%, Level 1)
Language: Gnomish -- 32% (+5%, Level 1)
Language: Gobblely -- 32% (+5%, Level 1)
Research 32% -- (+5%, Level 1)
Appraise Goods -- 32%(+5%, Level 1)
Barter -- 27% (+5%, Level 1)
Find Contraband -- 28% (+4%, Level 1)
Area Knowledge (PF Eastern Territory) -- 32%(+5%, Level 1)


Combat Data
HTH Type: Assassin
Number of Attacks: 8
Initiative Bonus: +5
Strike Bonus(Throw): +6 (+1 thrown)
Parry Bonus: +10
Dodge Bonus: +9
HTH Damage Bonus: +12 / (+10 additional)
Bonus to Roll w/Punch: +9
Bonus to Pull a Punch: +5
Bonus to Disarm: +5
Bonus to Entangle: +7
Knockout/stun on a natural 18, 19, or 20,
Body Throw/Flip: 1d6 damage, victim loses initiative and 1 APM
Back-Flip/Tumbling: 72% ; +4 to dodge to flip and roll out of harm's way, attacker loses 1 additional APM(if they pursue)
Backhand Strike (1d6 damage)
Karate Punch (2D4 damage)
Karate Kick (2D6 damage)
Leap Kick (3D8 damage, costs 2 APM)
Pin: Attack roll to pin arms and legs; P.S.20 opponent can roll to parry to stop second pin attack to tie up target. A failed pin attack; no attack, loss initiative, and cannot parry/dodge opponents counterstrike.
Bear Hug: Roll successful attack strike & under stalking skill(first number). Roll under stalking skill for cumulative 1-15% chance to knock out opponent(1-30% second attack, etc) Each successful squeeze attack also costs victim 2 actions, no initiative, 1/2 reduced attack damage, -2 strike, parry, dodge from each bear hug. Penalties are cumulative. Attacker uses 2 attacks per continued bear hug. If not knocked out by end of 2nd melee round, penalties begin again from zero. Target gets +2 parry/dodge if knows attack is coming and has initiative at start. (Attacks from behind must roll under skill each melee or target is now facing the attacker.) On failed bear hug roll while holding; target can try to break free by parry at -4, including penalties.)
Whittling Attacks: Using a weapon, stick, bare hands, the stalker can accumulate stunning effect rather than damage. Each strike stuns for cumulative: -1 initiative/strike/parry/-10% spd. Penalties accumulate as long as attacks continue and last for 1d4 melee rounds. A failed strike roll results in no damage, no penalties. Note: This method of attack must be unbroken and used exclusively for all attacks. Any attack that does damage or tries to pin allows target to shake off the stunning effect within one melee round.


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
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. Archery -- +5 to strike (+2 to strike to bows from Targeting/+1 strike to missiles from Juggling), +1 to parry, +2 disarm
W.P. Targeting/Missile Weapons -- +4 to strike for throwing, +2 to strike to bows; (+1 strike to missiles from from Juggling)
-- When all actions are thrown attacks: +1 attack

W.P. Knife/Dagger -- +3 strike, +3 Parry, +4 strike when thrown/(+4 strike to thrown from Targeting, +1 strike to missiles from Juggling)
W.P. Paired weapons
W.P. Reverse Stroke -- A practiced combat move in which the character strikes an opponent behind him, without first turning around to meet his attacker, using any one-handed weapon or with the butt of a spear, pole arm or other two-handed weapon in which the character has a Weapon Proficiency. Penalties: When striking in this manner the character suffers a -2 to strike or parry incoming attacks from the rear, unlike a character without this skill who is at a -4 penalty to strike or parry attacks from the rear. Note: characters with a W.P. in a two-handed weapon can use the two-handed weapon in a similar manner to the Paired Weapons skill, striking with both the head and the butt of the weapon and it counting as one attack. The average butt of a weapon does ID6 S.D.C. damage, unless it is spiked (2D4 S.D.C. damage) or has a second head on the opposite end of the weapon.
W.P. Blunt -- +2 Strike, +2 Parry
W.P. Sword -- +1 Strike, +1 Parry

Saving Throw Bonuses
Strength of Mind - Psychic power effects
Coma/Death: +8% / (+18%)
DIsease: +2 / (+3)
Magic (varies):+5 / (+3)
Lethal Poison (14+): +2 / (+3)
Non-Lethal Poison (16+): +2 / (+3)
Insanity (12+): +10
Psionics (12):+6 (+2 vs telepathic probes & mind control)
Horror Factor: +6
Possession: +1
Last edited by Silhouette on Sun Mar 17, 2019 7:25 am, edited 181 times in total.
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Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Sun May 03, 2015 7:31 am

Equipment

Carried/In Hand
Dwarven Dagger
Kobold Throwing Knife

Worn on Person
Studded Leather Armor (full)
Cloak of Shadows
Dwarven Dagger (1/2) (Sheathed on waist)

Lucky/Unlucky Dagger (Sheathed behind leather armor chest)
Kobold Throwing Knives (4) (2 in wrists/2 in boots)
Short Bow (Back/w quiver)
--Quiver: Arrows (36/36 arrows) (Back)

Dimensional Bag
Image
Uncommon Enchanted Satchel
• Effect: Dimensional Pocket (8.0 Years, 30 lbs. Max Weight)
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
Source: BoM pg.247
Contains
Skull of Knowledge
Moon Beams: (8 oz.) (container of luminous powder)
Soap (2 oz.)
2 candles
Tinder box

Small mirror
Dried Fruit (1 pound)
Jerked Beef (1 pound)
Brandy (1 pint)
Blanket (Heavy)
(2) Small Sacks
Goblin Skull x1
Magical Scroll [size=85] • Effect: Necromancy Spell: Skull with Flaming Eyes (13th level spell)

1 Hammer
1 Shovel
Treated Torch x3


• [/size]

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Wooden Stake
• Attachment: Water skin (1 quart)
• Attachment: Thread of Iron (5')
• Attachment: Silver Dagger

Shoulder Purse, Large
• Attachment: Rope (40')
• Attachment: Magic Bandages (20')
• Attachment:
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space: Bedroll
• Space: ----
• Space: ----

Saddlebags
Saddlebags are padded, and sealable. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Silhouette's Room/Storage
Silhouette's Bank Account




Gear Stats

Studded Leather Armor (full)
Image
• A.R.: 13
• S.D.C.: 38
• Modifiers: -5% mobility penalty
• Weight: 20 lbs.


Short Bow
Image
• Range: 340'
• Damage: 1d6
• Modifiers:


Fire Globe(s) (1)
Image

Kobold Throwing Knives (4)
Image
• Damage: 1d4+3
• Range: 40'
Modifiers: +3 to damage


Lucky/Unlucky Dagger
Image
• Damage: 1D6
• Modifiers: Nothing special; dagger was thrown by vampire as it melted in rain.


Silver Dagger
Image
• Damage: 1D6
• Modifiers: Silver-plated


Dwarven Dagger (2)
Image
• Damage: 1D6+3
• Modifiers:


Cloak of Shadows
Image
• +20% to prowl
Description: The wearer is difficult to see in shadows, but even in lighted areas the character moves silently and unobtrusively like a shadow.
Source: PFRPG, p.258



Skull of Knowledge
Image
Necromantic Construct
Magical Features
  • Magic spells or abilities can be performed once per 24 hours.
  • All spells equal to 3rd level in potency and duration, non-magical abilities are limited to 30 minutes.
    • See the Invisible
    • See Aura
    • Second Sight
    • Eyes of Thoth
    • Cipher: Count & perform basic mathematical calculations 98%
    • Identify plants and fruit 98%.
    • Translate for one particular language 90%.
Note: Can speak/understand all languages at 90% proficiency. Responds in the language by which it was addressed. Never speaks or does its magic without being addressed with the opening words "O skull of Knowledge, tell me," "what invisible beings you spy," "what words you read," "what of my future can you see," etc.
Source: Necromancy item; BoM p.198


Artist credits:
Credit to artist: Fire Globe is art of themartianx
Last edited by Silhouette on Sun Nov 19, 2017 10:42 am, edited 36 times in total.
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Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Sun May 03, 2015 7:31 am

Background Story

Firelight in the night flickers, dances, licks. Pushes back the veil of fear in the dark. Dancing, revelry, & libations celebrate their lives. Safe in the firelight they smile, laugh, and love.
Man makes dominion of the land where they build walls to confort themselves that the wilds cannot touch them. They look outward in confidence while inwardly they cower at the unknown. Categories, lists, and examinations to prove their superiority over the animals, creatures, and monsters they slay and are slain by. Believing they know their enemy they wax verbosely upon the means to dispose of what preys upon them.

Cowering in the dark hole, the flickering, dancing, licking light reveals a cause for fear. Huddling, sweating, marred by coal stained burns, it shivers unwarmed by shadows in its hole. Hedged inside their land with walls built around it, the creature fears when they should come and lay their hands upon it. Looking inward it hides its eyes as to not show fear of what it knows to come. As if that fear concealed undoes its affect.

The approach of metal lengths rebounding as of chimes musically sounding bodes not of a pleasantries. The jailers loop extends one skeletal length to undo the padlock and chains sealing the makeshift wood and thatch door. Unwelcoming light pours in on a yellow and gray form naked and emaciated. It doesn't move like a possum fearful of a hungry bear.
Dead, it not only acted so but wished it. It knew what came. Dragging it from the prison by ankle and foot the mishappen creature can only shiver involentarily against the chill as tears, fear, and voice long ago wore out. They would want more of it. Maybe they would finally kill it...

----

Pulling itself up up she wrapped her hands around itself consoling and checking that the moment was fabrication and fable and not the present. Putting her hands down on her simple wool bed she looked at her nails finding no dirt or clawed flesh, no lacerations on wrists, no uncleared excrement as her pillow. Rising her dark nude figure strode lithly across the room putting on the small ammount of clothing depanded of her by this society and as before by her guardians and her teachers.

The fireplace in the grate warmed her and dried her of a sheen of sweat. The flames flickering before it had simmered down to coals must have elicited her nightmare. Stoking the flames and putting new wood she set out a pot for tea while she ruminated. A long time since then to remember now. Her dreams always proceeded change as deep needs to reconile her home with the past always set her to flight. Glancing at the thick wooden door barred from inside she unlocked her prison of safety pulled her bag to herself the pot tea only beginning to churle readiness as it lay forgotten.

First the elves. Her rescuers kept her for two decades, taught her their ways of wood and magic, and appreciation for life, especially her own. The making of by hand a symbol of birth, the preservation of life with the bones of trees. She owed them a debt.

Then the shades. Darkness and deciet their veil. A gray void against right and wrong, theirs a way of balance. Shadow both light and dark and so too their magic the making of. The taking of life and preserving of life not just the worship of was their art. She owed them a debt too.

Before both the forbidden. She owed him the greatest debt. Her rescuer and father of a sort. Art, music, craft, and the study of ancient means were but accents to the greatest gift of craft he did bestow. The movement of eyes, body, tongue, and hand to weave out of the immaterial, the dance of magic. Of her debts, she would repay this one involuntarily.
It is said no man nor woman comes into their own until the passing of all their parents and all they know. Some arts were forbidden among the elves to be shared. Tolerating the changeling alone they could not the teaching of their magic to Coppice. Such was a crime punishable by death to the student and exile to the instructor. A line of which her so called father transgressed and paid on her behalf.

Fleeing now as she had many times before, she was driven by the debt she owed.

She knew not how to repay it.
Last edited by Silhouette on Tue Jun 30, 2015 3:02 am, edited 4 times in total.
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Re: Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Mon Oct 12, 2015 5:44 am

Background Reference Material

Concept
  1. What emotion best describes your character? Curiosity.
  2. What emotion does your character evoke in others? Perplexity.
  3. What does your character need most? To be accepted. Acknowledgement & approval.
  4. What is your character’s goal in life? To make her own mark on the world and to be included. If she could not be a Blade Mage she will be the best at what she can do and stand out socially. Even though distance and and hiding socially are ingrained for her by nature, she thinks being included will satisfy her needs for approval.
  5. How does your character believe this goal can be accomplished? She does not wish to blend in with the many feeling that instead, singling herself out makes her known and valuable, even to the point of disregarding wisdom with too great a display of individualism. She dislikes uniformity in herself and is afraid that being like everyone else will make her predictable and weak even though being apart of a family again is a deep wish of hers. She lost her chance to be a Blade Mage, a mystery yet unresolved for her upon fleeing at her Master's demand to the north and Llorn. She chose to pursue her own specialty in the magic and role taught to her as an infiltrator, intent on cutting the feet out from under a foe so that others may strike while they are down believing that the best way to earn approval as one of the few feelings she has that is accurate. She is trying to join Llorn's assassin guild to belong.

Background
  1. Where did your character come from? Yin-Sloth Jungles; Changelings are more common there, captured by humans and treated as a prop against monsters(look how weak they are!) before being released by her Tutor who she followed after.
  2. When did you grow up? She hasn't fully grown up. When she's herself experiencing new things she is a child. When it is something she was trained in, she can be rather adult until inexperience overlaps and causes her to make rash decisions. She could be a skilled socialite if she were mentored to refine her raw charisma that is overshadowed by immature behavior and social inexperience.
  3. What values does your character hold? Honor a Contract in Good Faith - if able. // Theft is petty, only those without means steal so earn a wage to eat, but if you must do so, have purpose. // Death happens as normally as life is made; both should be considered for the burden imposed on self and others. // Magic is a tool, like a hoe or shovel, they are best used for their purpose but in a pinch make fine weapons. Do not frivolously ignore your weapons upkeep unless you wish not to have them when most needed.
  4. How does your character dress? For the task at hand, though she has an increasing love for golden threads regardless of the attire's purpose.
  5. What are your character’s means? Subterfuge, stealth, & debilitating foes with magic and physical means to trick, conceal, and outfight an enemy once they've been brought to heel. Psychically she wheedles weaknesses out of targets to collect information quickly and decisively.

Details
  1. What are your character’s personal tastes? She's gained a fondness for dresses and fancy clothing since she grew up never seeing this type of wear let alone having it. She always enjoys rustic meals, like stews, carrots, potatoes, etc.
  2. What are your character’s opinions? Wolfen are all very friendly and one of the only race's that she gets on with instantly. Human's in groups are terrifying and mindless. Ugly creatures (existing PB penalties) are of low morale character and just not pleasant to be around or look at.
  3. What is your character’s comfort zone? Sitting by a fire, munching on toasted mushrooms, nuts, and aromatic teas.
  4. Who has had the biggest impact on your character’s life? Her Tutor as well in the developing moment, Archon Elias for pulling her into the Merchant Adventurers Guild.
  5. What are some of your character’s unexpected quirks? She is the unexpected quirk.

Play Details
  1. What kind of story does your character belong in? Machiavellian plots and as is appropriately the campaign presently, stories involving dark magics and undead.
  2. What role does your character fill? ... What do you need? Scout, debilitation/mitigation of enemies, skirmishing, and ranged assassination. She needs room to setup a plan and execute follow through.
  3. What should the other players know about your character? She is in need of mentorship that recognizes her faults. She takes her bowmanship for granted, everyone should be as good with a bow, it's not hard! She is pessimistic in a melee fight. She has trained, trained, trained and always felt less than her Master and has not been tested in the real world to believe otherwise.
  4. What is your play style? Introspection & descriptive.
  5. How do you want your character to die? In anyway but in a trap.

Wishlist
    Item 1: Toltanna the Repentant (WB 12: pg 91)
    Item 2: Gantrium Ring • Northern Hinterlands pg 56
    Item 3: Idrantine Circlet (Ancient Rune Version)
    Item 4: Bottomless Quiver WB8 Western empire: pg 161
    Item 5: Boots of Fleetness PF Mainbook pg 257
    Item 6: Gauntlets of Quick Hands WB8 Western empire: pg 161
    Item 7: Idrantine circlet(Already granted!) / PPE battery(Already granted!)


Goals
Short Term Goals:
    Goal 1:
    Suggested Solutions (Goal 1):
    Goal 2:
    Suggested Solutions (Goal 2):
    Goal 3:
    Suggested Solutions (Goal 3):

Mid Term Goals:
    Goal 1:
    Suggested Steps and Solutions (Goal 1): _________________________.
    Goal 2:
    Suggested Solutions (Goal 2):

Long Term Goals:
    Goal 1: _____________________________
    Suggested Steps and Solutions (Goal 1): ________________________.
    Goal 2: _______________________.
    Suggested Steps and Solutions (Goal 2): ____________________________.



Lost/Forbidden magic wish list at Snafu's request: (Categories are not listed in order of priority, but individual spells per category are listed first to last.)

Create Clothing (Level 6) - Rifter 9 pg 38
Sphere of Invisibility (level 7) RIfter 25 pg 96
Reduce Object (level 6) Rifter 25 pg 96
Commune with the Dead (Level 7) Rifter 25 pg 96

Blade Law
Blade Lore (Level 6) (Rifter 15 pg 28)
Blade Sate, Lesser (Rifter 15 pg 29)
Blade Beguile, Lesser (Level 8) Rifter 15 pg 28)

Song Magic
Enchant an Instrument (level 5) Rifter 18 pg 51 (Necessary)
Heal/Regenerate (Level 2) Rifter 18 pg 52
Lure (level 5) Rifter 18 pg 52
Forget, Lesser (Level 4) Rifter 18 pg52
Forget, Greater (Level 8) Rifter 18 pg52

Dweamor Magic (Rifter 17)
Fortify Spell (Lvl 6) pg 62
Infuse with P.P.E. (lvl 2) pg 60
P.P.E Barrier (level 4) pg 61
P.P.E Bolt (Level 5) pg 62
Reserve P.P.E (lvl 5) pg 62

Chi Magic (Rifter 3) (These are conversions for outside Mystic China Book away from purely Chi affecting to use in settings of Rifts Earth or likewise, PF: Full descriptions of spells found in Mystic China. Rifter only denotes conversion details. REF: Rifter 27 pg 39 for detailed implementation suggestions for Orient in PF)
Replenish Vajra (Level 3) pg 49 (Recharge Amulets of PPE)
Fill Object with Chi (lvl 2) pg 49 (Doubles object damage dealt to supernatural)
Draw Confining Arc of Chi (Geomantic) lvl 2 pg 49 (Doubles leyline PPE effects for the duration in small area 20ft area)
Draw Alternate Line of Natural Chi (Lvl 6) pg 50 (28% chance per casting to create 1/rnd per lvl Nexus on leyline(20ft diameter +5 per level above 5th lvl.) [Useful for dimensional magic so as not to tangle with creatures living on natural Nexus)

Special Chi Magic issue: (Requires Chi implemented to utilize on minor level)
Convert Positive Chi to Light ( Level 1) pg 48 (Uses Chi, equal to PE score to fuel duration.)
Convert P.P.E. to Chi (Level 1) pg 48 (Used to restore Chi out of personal PPE only to fuel Chi to Light; also can't heal in ANY manner if Chi to Light consumes all Chi.)

Shadow magic:
Shades of Death- lvl 8 (Library of Bletherad pg 92)
Shadowfire - lvl 6 (Library of Bletherad pg 79)
Night Stick - Lvl 8 (Rifter 28 pg 92)
Wrapshadow - lvl 5 (Library of Bletherad pg 79)


Lunar Magic:
Fist Full of Stars (Level 6) (Rifter 50 pg 96)
Healing Moon Beam (Level 7) (Rifter 50 pg 97)
Shooting Stars (Level 6) (Rifter 50 pg 95)

Mystic Bulwarks:
Wall of Light (Level 4) Library of Bletherad pg 85
Wall of Ivy (Level 4) Library of Bletherad pg 85

Bygone Spirits:
Cause of Death (lvl 4) Library of Bletherad pg 75
Death Stench (lvl 4) Library of Bletherad pg 76
Spectral Hand (lvl 4) Library of Bletherad pg 76
Eternal Rest (lvl 6) Library of Bletherad pg 76
Last edited by Silhouette on Tue Feb 06, 2018 5:32 pm, edited 10 times in total.
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Re: Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Fri Feb 10, 2017 4:35 am

Player Notes

Items known for Total Recall:

Maps:
Eastern Regional Map
World Map

Books:
Vladimir Itomas the Necromancer's Journal (Deceased):
Mostly it is a boring account of his travels. He obviously hates sea travel and has some particular nasty language to show his distaste for it. Early in the journal it mentions Emporer Itomas and with a little reading between the lines Tyral deduces that the Emperor banished Vlad from the Western Empire instead of having him executed. There are references in the journal of sending messages to the Emporer over the course of his journies, but nothing specific about what was reported. He mentions Rakia as a beautiful raven-haired witch with tastes and proclivities that clearly match his own. He believes she lives in the far north. Near the end of his journal he wrote that he wasn't sure Rakia was actually human, but gives no indication of why he thinks that. He also mentions Kireik Von’Lycien as a very aristocratic and arrogant elf. He has no idea where the elf comes from, but his thinks it is from one of the decaying old elven cities that are still in the old kingdom. He doesn't mention where that guess came from. He mentions a time in Vlad's childhood where he met the elf in his family's ancestral home. He marveled that the elf hadn't changed a bit. He stated that he was cautious in his dealings with the elf, and again Tyral deduces through the book that Vlad was a little intimidated by the elf.
-There was a sentence about the breaking of Patches, stating the elf held out longer than he thought he would. He also mentions his pure enjoyment of torturing both Patches and Sincereus.
-He mentioned that both Rakia and Kireik also have differing rituals that they intend to attempt in order to wake Netosa. He thinks that even if one of them are unsuccessful in waking Netosa just the completion of such a ritual will increase the chances of waking Netosa in all future rituals. He admitted that he only needed 20 children for the ritual, but grabbed about 100 over the last few weeks just in case. He speaks gleefully about feeding the dwarven children to the Magots in order to terrify the rest of the children. He mentions giving a few of the children to a clan of vampires that were working with them. He writes that even he was disgusted by their feeding off those children in front of the others. There was short mention of retaining a small cabal of warlocks from Kaash to deal with any possible interference with the ritual.
-There was nothing specific about the ritual, just the mention of the blood of the children.


Magic Circles:
Teleportation Circle (Read from the carved stone of the floor and studied in detail)
Summon True Elemental Circle (Drawn by player Vortigern; studied in detail)

Spellbooks:
Grimoire of: Eyes of the Dead, Strength of the Dead, Escape, Fireball, Spectral Sword

Spellcasting rules:
MoM1 Heart of Magic: Pg 24
Blood Sacrifice to Acquire PPE
: "Sentient blood sacrifice is mostly limited to those of evil alignment, but, again, sometimes is seen as acceptable and even good, if the sentient sacrificed is an enemy or monster. Still, most characters of good alignment are not likely to kill other sentient beings on a regular basis. Selfish and evil alignments on the other hand..."
"While it can be used to power invocations, the drawing of the energy usually requires two actions: one to perform the kill and one to absorb or channel the energy. If someone nearby dies or is killed, it has nothing to do with the ritual and the P.P.E. fades away."
Tapping the PPE of other people
Other people can be a tremendous source of Potential Psychic Energy. Simply standing in a crowded market, "borrowing" P.P.E. from the ordinary people around him, a mage can use the energy of others to power his spells or to boost his own reservoir of magic. Best of
all, such a tactic can be done without the people around him noticing or feeling what he has done. Of course, the average person doesn't have much P.P.E. available, and the mage can only absorb 1D4 P.P.E. from an unwitting subject at a time. Furthermore, each potential victim of the secret plundering of P.P.E.
(one person per level of experience) gets a standard saving throw to save vs magic attack (12 or higher saves).
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Re: Silhouette (Changeling Forsaken Mage) *

Postby Augur » Mon Sep 03, 2018 7:16 am

Petal
Image
[Mule (PFMM pg 205)]
Alignment: Anarchist
Attributes
(Not enumerated)
Speed: 27 (18.5mph) Maximum 44(30mph; maintain for 4d4 minutes.
Physical Data
S.D.C.: 37
H.P.:26
P.P.E.: 20
A.R.: NA.
Age: 2 years
Average Life Span: 10-12 years
Weight: 800-1200 pounds
Size: 56 inches at shoulder.
Natural Abilities
• Nightvision 40ft.
• Sure footed, excellent balance
• Carry 600 pounds or pull two tons.(A pair yoked can pull 6-8 tons)
• Leap: 4' high, 8' length.
• Sensitive to P.P.E. & Supernatural 1000ft. (See & sense invisible(not spell) entities, alien intelligence's, demons, elemental beings, & supernatural evils. (1-33% chance to throw rider/flee facing these regardless of training.)
• Sense ley lines, nexuses, places of power and powerful creatures of magic (1500 P.P.E or more). 400 feet.
Combat Data
Attacks per melee: 2
• Kick: 2d4+2, rear kick: 3d6+6. Bite 1d4.
• +2 to strike
• +2 to dodge
Saving Throw Bonuses
• +3 vs horror factor
• +6 vs poison & disease
Skill Equivalents
• Swim -- 60%
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Re: Dedicated OOC Chat

Postby Silhouette » Tue Jun 11, 2019 2:31 am

(2 EP) S.D.C. Boost (+1D4x10): 1d4:
2
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Re: Silhouette (Changeling Forsaken Mage)

Postby Augur » Sun Jun 23, 2019 3:09 pm

Select 5 spells to replace level-up selection spells
+9 EP being refunded due to purchase of illegal spells


These are no longer illegal. Go ahead and add them back to your character sheet. 6 EP has been re-deducted from your ledger.
Lunar Armor
Blazing Star
Healing Moon Beam
Fist Full of Stars
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Re: Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Sat Jun 29, 2019 6:03 pm

Fresh start 5 spells selected:
Cause of Death
Instill Knowledge
Lightblade
Lightning Strike
Superhuman Agility

Level 8 Spell selection:
Fire Globe
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Re: Silhouette (Changeling Forsaken Mage)

Postby Silhouette » Sun Jun 30, 2019 9:28 am

Per chat replacing Spell of Legend trade-in choice Create Blade that was made illegal with Shadesword from Library of Bletherad.
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