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Endival Suldine

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 Qira
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Endival Suldine

Male, 103, Half- Elf, 5'11", 160lbs 

Scraggly, yet full, medium length black hair that tends to sway in his eyesight. Deep, piercing hazel eyes set on with everpresent dark circles under his eyes from the living magic usage. Overtly skinny, but wirey because he cant have 1 strength 😁. Arms and hands have magical markings/scarring from years of experiments with unknown living magics. Morose, albeit not in a bad-tempered or uncommunicative way. Nearly resigned to his fate, but still holds out "false hope" as he calls it, to be saved. Walks with a graceful "weight" to him, his presence hard to miss. Son of respected professors of Arcana (mom) and Ancient Languages (dad). Eldest child with 3 siblings, 2 sisters (Maran & Olefin) and 1 brother (Zarnix). Got his doctorate in Magical Exploration from the well respected Iildar Magical Academy, and has been exploring the depths of living magics since. Wears deep red robes, laced with dark silver shaded Magical symbols, and trimmed with burnt gold colored threading. 

Slowly losing his mind due to use of living magics that have bit by bit overtaken portions of his brain for themselves. The more time passes the less he remembers about his goals and identity. Trying to get to other continent to cleanse his mind. Heard there was a Mind Mender out there that could perform miracles.

4 Div 3 Int 3 Gui 4 Kno
2 Str 2 Per 2 Agi 2 Con

Charged Missile: 1do20+Guile+Ranks ToHit, 1dRanks+Div Dmg.

Life Missile: adds Dmg/Ranks to Charged Missile attacks by stealing the Vitality from himself to cause the Dmg.

Premonition: foresight skill that adds to avoid, capped by guile, Avoid/Rank.

Rejuvenate: health regen skill, ranks/minute healed.

Exalted Rejuvenate: health regen skill, ranks/round.

Bg: False Life Amulet (+5 Vitality): knowing how he wanted his magic to work, he foresaw that he would need more Vitality to deal with tougher enemies, so he traded his way up from a single red paper clip to a False Life Amulet. Spending hours a day for 2 years procuring the necessary items. How many ranks needed for this?

Research: all the time in academy, and then further study of magic has given him an aptitude for researching and deducing the how/why/when/where/who of things. General Knowledge skill.

Language: what languages are available, do we all speak the same language?

Alchemy: advanced potions class was his favorite advanced elective, knowledge of alchemical mixtures and whatnot

This topic was modified 5 months ago 3 times by Qira

   
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(@umberto)
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Charged Missile: 1do20+Guile+Ranks ToHit, 1dRanks+Div Dmg. All good

Life Missile: adds Dmg/Ranks to Charged Missile attacks by stealing the Vitality from himself to cause the Dmg. All good

Premonition: foresight skill that adds to avoid, capped by guile, Avoid/Rank. All good

Bg: False Life Amulet (+5 Vitality): knowing how he wanted his magic to work, he foresaw that he would need more Vitality to deal with tougher enemies, so he traded his way up from a single red paper clip to a False Life Amulet. Spending hours a day for 2 years procuring the necessary items. How many ranks needed for this? A +5 is too big a bonus. a +2 is 4 ranks

Research: all the time in academy, and then further study of magic has given him an aptitude for researching and deducing the how/why/when/where/who of things. General Knowledge skill. All good

Language: what languages are available, do we all speak the same language? Common is spoken by almost everyone but there are other languages present on the island.

Alchemy: advanced potions class was his favorite advanced elective, knowledge of alchemical mixtures and whatnot. All good

 

Regen is going to be 5 skills capped by the previous 1 regen/day, regen/hour, regen/minute, regen/quarter, regen/rounds. This is a little change from the original 3-4 ranks


   
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 Qira
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Regrowth: self only healing skill, no rolls to hit but also no crits. I forget if self healing skills are 1dRanks or Ranks for health?

 

Exalted Regrowth: spell penetration type skill for Regrowth skill only, Ranks = Con ignored when using Regrowth skill.

 

Survival: being an adventuring scholar that he is, Endival has learned how to survive out in the wilderness.

 

Polite Company: due to his parents semi-formal lifestyles and work events throughout Endivals childhood, he has been imprinted with social graces and eloquence, Guile/Divinity check skill for social situations depending on what the particular one calls for by you.


   
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(@umberto)
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Regrowth: self only healing skill, no rolls to hit but also no crits. I forget if self healing skills are 1dRanks or Ranks for health? You ignore CON and 1dr+div

 

Exalted Regrowth: spell penetration type skill for Regrowth skill only, Ranks = Con ignored when using Regrowth skill. Don't need Answered above

 

Survival: being an adventuring scholar that he is, Endival has learned how to survive out in the wilderness. Approved

 

Polite Company: due to his parents semi-formal lifestyles and work events throughout Endivals childhood, he has been imprinted with social graces and eloquence, Guile/Divinity check skill for social situations depending on what the particular one calls for by you. Approved


   
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 Qira
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Charged Missile: 4

 

Life Missile: 3

 

Premonition: 3

 

Research: 2

 

Alchemy: 1

 

Regrowth: 3

 

Survival: 1

 

Polite Company: 2

 

Linguistics: add to rolls to try and speak languages other than common? 1

 

Fortitude: +Ranks to Vitality, Capped by Div, exposure to life magics has given him a continual boost to his vitality. 2

 


   
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 Qira
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Flaw: Triggers: Light: If attacked by light magic or in direct line of (his) sight of an extremely bright light, his mental state will be shaken, potentially releasing one of the 3 other "entities" in his brain. Roll 1d4, 1 is Endival, 2 is mindless elemental, 3 is pet animal that acts like a mix of a canine and a feline, 4 is Lurmin Atkar (an unknown being that can only physically control Endivals speech when Lurmin has control, he can cast Endivals magic, but since he cant move anything, except mouth, he gets a -Ranks (in this Flaw) ToHit/cast ANYTHING). If a 1 is rolled on d4, Endival stays himself, but is temporarily lost within his own mind, causing him to be unable to act (stunned). Rounds stunned = Ranks, with a chance to roll a knowledge check to become unstunned, but ONLY after the first round of the stun takes place (read as "if d4 roll is a 1, Endival is stunned for 1 round. If more ranks than one in flaw, then chance per round after initial stun round to become unstunned".) If 2, 3, or 4 is rolled on d4, Endivals mind is temporarily taken over by that correlating entity, for Rounds = Ranks, with a chance to roll a knowledge check to regain control of his mind ONLY after the first round has taken place of the temporary control by the other entity. 


   
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Samadhi
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Did robbie end up approving this multiple personality flaw?

 


   
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 Qira
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@jaquin so its a thematically done Stun flaw that we slightly modified in terms of only light magic will affect it, not bright lights as well. So my character is Stunned if attacked with light magic is all that is happening mechanically. Rounds stunned equals Ranks in this Flaw. If I have more ranks than 1 in this Flaw, I get a chance to roll out of the stun only AFTER the first round of that stun happening. The rest is pure flavor. I will roll a d4, if its a 1, I will role-play that Endival gets lost in his mind temporarily and stare blankly. If its a 2 I will roleplay a mindless elemental that walks in a circle 4 feet wide, a 3 and ill roleplay a dog sized pet that sits in place but scratches or licks himself or drools or pants or barks or meows or etc. For a 4 I actually forgot that I put the part about Lurmin being able to cast even though he cant move the body, so thats still for Robbie to decide, but for him ill roleplay a magical being that wants control of Endival but cant gain it and is increasingly upset about it. 

Robbie did okay all of it except for like I mentioned the casting part for Lurmin. But i literally forgot I put that part in there until just now rereading my own flaw I made up 🙃 so im clearly not 100% attached to that portion of it. Yes though getting stunned by light magic for rounds per rank in my flaw, and being able to flavor the stuns with different characters speech/mindless circling/butt licking was approved by Robbie. Im as of this post asking about the portion involving Lurmin casting as Endival. 

Sorry for the long winded reply.

This post was modified 5 months ago by Qira

   
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 Qira
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Starting sheet


   
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 Qira
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Alchemy 2 > 3

Being its now his main hustle to make sure the group doesnt run out of money for the time being, and its really the only skill he used since being rescued.

With this increase how many lbs of peanuts can I make a day?


   
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(@umberto)
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It'll depend on how much time you have to set up your equipment and to science them into existence. 


   
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 Qira
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Assuming 8 hours a day of time?


   
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(@umberto)
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With Div 4, 3 ranks alchemy, 8 uninterrupted hours you can possibly make just over 3lbs of peanuts. You will also need to collect ingredients with a similar nutrition profile. You can roll a knowledge + alchemy to figure out what you can use. 


   
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 Qira
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13


   
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(@umberto)
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You will need a protein source and some organic matter. Fresh grass would be a cheap and accessible option. 

 

 

The law of equivalent exchange is a universal principle that states something can't come from nothingTo gain something, something of equal value must be given up or lost. 


   
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 Qira
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Worst color combo there 🤣🤣🤣🤣 


   
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 Qira
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Alchemy 4


   
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 Qira
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Knowledge 5


   
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 Qira
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With Alchemy 4, Alchemy: Focus 1 (less time), Alchemy: Potency (made stronger), Div 4, and Knowledge 5, how many pounds of peanuts can I make in 7 hours (not 8 due to Alchemy focus)?


   
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 Qira
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Anatomy 0 > 1


   
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 Qira
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Alchemy 4 > 5

If possible I would've spent my down time while we traveled to the tree and at the tree making pistachios. Sorry I was so tire last night I could barely stay awake


   
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 Qira
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Knowledge: Nature 0 > 1

Knowledge: Wild Magics 0 > 1

Impolite Company 0 > 1 guile skill, opposite of my Polite Company Skill

Endival has been dealing with many people on this island, some of which being new in personality and lifestyles, leading to his impolite company skill. 

Hearing of the Wild magics, Endival sees a clear connection to Living Magics, and decides to learn about them to enable safer travel through them, as well as knowledge in general.

Traveling through nature as much as he has recently, hes picked up on a few things he never really caught onto on the more civilized continent to the east.


   
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 Qira
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Alchemy: Focus 1 > 2


   
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 Qira
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Alchemy 5 > 6


   
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