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Vernious
Name: Vernious nickname vern

Age: 87

Sex: male

Height: 6'8

Weight: 187

Hair Color: shaved

Eye Color: yellow with dragon pupils

Race: Spellwarped Half Shadow Dragon Shade Paragon (base race human)

Class: Sorcerer 8 majarii 10

Experience points: 153000

Health: 234

Str.: 27 +8

Dex.: 17 +3

Int.: 22 +6

Con.: 28 +9

Cha.: 23 +6

Wis.: 13 +1

Ref. save: 13

Will. save: 15

Armor class: 13

Feats: concentrate 36, spell craft 36, knowledge (magic) 36, knowledge (creatures) 36, knowledge (artifacts) 36, use magical item 42.

Skills: Summon familiar (viper), eschew materials, energy substitution (change damage type of elements fire, ice, lightning, sonic, or acid), Energy admixture (add a chosen type of damage either fire, cold, electricity, sonic or acid, to a spell damage of the type added is equal to the amount of damage the spell does spell occupies a slot 4 levels higher), twined spell (spell is cast twice occupies 4 slots higher), Ward (create a spell trap a one use cost 50 gold, a one use a day cost 150 gold, and a continuous use cost 500 per spell level), cone control (can choose targets for any cone attack), Held Charge (touch attack spells may be cast and stored until touch), Combat Casting, Improved unarmed strike

Languages: Netherial, Shadovar, Dracionic, Common, Under Common, High Elven, Celestial, Handcant, Infernal

Religion: none

Alignment: chaotic neutral

Description: A man with a grayish undertone to his skin. Along his forearms, upper back and thighs are small black as midnight scales that seem to absorb light. He has piercing yellow eyes with dragon like pupils. Along his entire body run scars from magical experimentation. His left hand is an undead graft and his left eye has been replaced with an eye with no whites but constantly shifting colors.

Biography: He was born on the plane of shadows to the wife to one of the noblewomen of the city. To truly understand him you must look at his parents. There were two sets of them. First his mother a shade in a city of shades and his father an ancient shadow dragon who was seduced by his mother on order to have this child to increase the strength of her bloodline. This mother died giving birth to him and He went to her next of kin Arunzath her brother and a high mage of the city. He was raised mainly by servants and house maids. His adoptive father only paid attention to him to perform magical experiments upon him because unlike his sister he believed that crossbreeds were an abomination. Now upon his 29 birth day during one of the more painful magical experiments he was going through a powerful magical surge awoke in him and he attempted to fight back. Well of course this did not work out to well and he was severely punished. These experiments went on for some time warping his body leaving scares running along it. Upon his 40 birthday he was given the option to become a citizen of the city of shadows and leave the “care” of his uncle. Well he leapt at this opportunity and during his induction ceremony was turned into a shade. Upon his transformation he was able to actually achieve one of his goals. Now freed from his uncle he was able to put to test the abilities and spells he had learned studying in secret from his uncle’s books. During the time that he learned these things he always looked through books of magical creatures envious of their abilities. On his 53 birthday a strange book bound in dragon scales and written on demon skin paper this book described to him the powers and how to become a Majirii. The following year the city of shade came back to the prime material plane and he made his escape from it.

Spells- casts as a level 23 caster.
Level zero spells (6 castings): detect magic, dancing lights, read magic, light, mage hand, mending, message, detect poison, open/close
Level one spells (8 castings): negative energy ray (5d6), alarm, unseen servant, charm person, shocking grasp (5d6)
Level two spells (8 castings): Dispelling touch, seeking ray (4d6), ice knife (1d6 cold damage 2 dex), Melfs acid arrow (2d4), knock
Level three spells (7 castings): improved mage armor (ac+ cool , Mestil’s acid breath (10d6), dispel magic, hold person (1 round per caster level), scintillating sphere (10d6 lighting damage 20 ft radius)
Level four spells (7 castings): blood briars (1d8 per movement lasts caster level), Tirumael’s energy spheres (5 spheres electricity, fire, acid, cold, sonic circle character can be used to attack for 4d4 damage each or defend against that element for 4d4 points of damage), polymorph, ice storm (3d6 bludgeoning 2d6 cold over 40 foot cylinder)
Level five spells (7 castings): ball lightning (creates ½ caster level balls that deal 1d6 per ball maneuverable), hold monster, cone of cold (15d6 cold damage)
Level six spells (7 castings): transfix (creates an area that paralyzes humanoids who enter it until a condition is met saving throw frees one saving throw an hour), contingency, prismatic eye (summons an eye that can fire each ray from a prismatic spray once save for no damage)
Level seven spells (6 castings): force cage (creates a cage of force), prismatic spray (7 beams 1 red 20 points of fire damage, 2 orange 40 points of acid damage, 3 yellow 80 points electric damage, 4 green poison death, 5 blue turned to stone, 6 indigo insane, 7 violet sent to another plane), finger of death (kills instantly touch save negates)
Level eight spells (6 castings): trap soul (imprisons targets soul and body in object able to hold it can be used two ways on forcefully target gets a will save to negate or wait and when the target touches the item and a requirement is met they become trapped no save), Sympathy (creates a need for a specific kind of creature, alignment or character to have a certain object or be in a certain place will save negates), polar ray (25d6 cold damage)
Level nine spells (6 castings): imprisonment (target is trapped in a spot specified by the caster) Freedom (frees anything imprisoned) Mindrape (caster gains all knowledge of target and can change and alter memories), Ice Assassin (caster creates an exact duplicate of the target at the time of the casting including all skills, special abilities, supernatural abilities, spells, and equipment. Casting takes 8 hours and a piece of the target. The formed creature has sentience but an all consuming urge to kill the target. When within one mile of the caster it is under there complete control. To others it looks just like the Target but to the Target it appears as it really is.)

Grafts: Left arm: an undead arm. Can paralyze, Cause wounds (5d6), and drain the energy from a target with a touch (2d10 hitpoints equal restored)

Left Eye: Magically created eye. Fires rays that: Disintegrate, cause pain (5d6), Move objects like telepathy, fire bolts of lightning (3d10), a ray of frost (2d12), turn flesh to stone, paralyze, kill, wound (5d10), dispel magic, ray of force (3d6), dominate, see through falsehood, and cause objects to ignite(4d4). Can use all of these at will.


Spell like abilities-
Stolen abilities:


Shadow travel: Once per day as a teleport without error a shade may transport himself across the world or to the plane of shadows.

Once per 2 rounds a shade may vanish and reappear in any shadowy area in 300 feet.

Shadow image: three times per day a shade can create a fake image of himself out of shadows (similar to mirror image)

Invisibility once per round

Control light: a shade can control the amount of light around them in a 100 foot radius and may dim it by 10% per level. Every 25% chance it increases the ability to hide by +1 for all.

Greater dispelling, Haste, See invisible 3 times a day as a 15 level caster

Fast Healing 20: recovers 20 hit points per round

Resistances fire and cold 10, Immune to energy drain, Damage reduction 20, Spell resistance 29

Dark vision 60 ft

Breath weapon cone of energy drain- from a shadow dragon a successful blast lowers target 1 level and 1d4 of con and str damage reflex save negates DC 23 use 5 times a day

Absorption: The Majirii can perform a touch attack and absorb one power from his target. A single spell, spell-like ability, supernatural ability, or extraordinary ability is transferred to the Majirii, though the target also retains full use of that power. The Majirii can only use this power one time and then it is lost to him. If it is not a ‘use’ based power, but something which is in effect constantly, the Majirii gains the power for one minute per level when he chooses to 'release' the energy. All variable effects are based on the being from which the power was stolen. The Majirii can store any number of powers at any give time, but he may not store any power for longer than 24 hours before its energy fades.

Resistance: The Majirii gains resistance similar to standard spell resistance, but it applies to all spells, spell-like abilities, extraordinary abilities, and supernatural abilities. This resistance is equal to twice the Majirii’s level.

Greater Absorption: The Majirii can now receive a power if he is the target of it. He must succeed in resisting the effects with the Resistance or Greater Resistance power, and if he does so, he may choose to gain a single use of that same power. Any power gained through the standard absorption ability may now be used twice, or retained for 5 minutes per level.

Greater Resistance: The Majirii now has a higher resistance rating, gaining twice his Constitution modifier. The Majirii's total resistance cannot be increased to more than 50%, no matter how high his level (epic) or constitution score. Additionally, he may opt to extend his Resistance to a 5’ or 10’ radius around himself. Extending it to a 5’ radius drops the effectiveness to two thirds normal (round down), while extending it to 10’ will reduce it to one third.

Supreme Absorption: The Majirii can now simply observe the use of a power and gain the ability to perform it himself. This requires the power to have a visible effect. The Majirii must succeed a Will save with the DC equal to 10 + the hit dice of the being using the power to gain its use. Any power gained through the Greater Absorption ability may now be used twice, or retained for 5 minutes per level. Any power gained through the standard Absorption ability may be used 3 times, or retained for 10 minutes per level.

Power Drain: The Majirii’s penultimate ability, at 10th level they may make a touch attack against any being, and if the target fails a Fort save (DC 10 + Majirii level), permanently drain that being of a single power; be it a spell (the being loses the ability to cast one spell of that level forever,) or a spell-like, extraordinary, or supernatural ability (the being no longer has that ability.) The Majirii can use this new ability as often as the original being could, and at the same level of power; though it will never improve in power as it might have for the original being.

The Majirii can only have a number of these powers equal to his Constitution modifier; if he desires a new one he may opt to lose one existing power – it returns to its original host at that point. If the original being has access to a Limited Wish, Wish, or Miracle spell or a similarly powerful effect, they may regain their power by making use of that effect; and the Majirii will lose access to it at that point (could be quite a surprise to the Majirii who is in mid-combat and suddenly loses his main power for no apparent reason!)


NOTES
Any reference to a ‘power’ includes the spells, spell-like abilities, extraordinary abilities, and/or supernatural abilities which the Majirii has (or potentially can) absorb and/or drain. Any reference to an ‘ability’ includes the class abilities of the Majirii; meaning absorption, Greater Absorption, Supreme Absorption, Resistance, Greater Resistance, and/or Power Drain.
With spells gained through any of the absorption methods at his disposal, the Majirii need not prepare the spell, nor does he need access to any material components; though is an Experience Point sacrifice is required, he must still pay that. However, he gains only a single spell for each spell he absorbs – if he absorbs a Magic Missile he cannot use that energy to prepare and/or cast a light spell – he only has the single use of Magic Missile available to him (or, in the case of a Power drain, one use per day.)

If the Majirii Power Drained a sorcerer or a wizard of a spell, he would only have one casting per day; however if he drained a being of the same spell-like ability, he would be able to use it as often as that being could – perhaps still only once a day, but maybe as much as 3 or 5 times a day. Also remember, all variable effects, including saving throws for the Majirii’s targets, are based on the original owner of that power, at the time that it was drained. If a Majirii permanently drains a second level wizard of the magic missile spell, it will always be cast as if by a second level wizard...even if the wizard is now a 10th level mage seeking revenge!
Any powers which require anatomy that the Majirii does not possess will cause them to undergo a limited transformation, for the duration of that power; possibly permanent if it Power Drain ability is applied to it.





Night of the Eye
Community Member
Night of the Eye
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