Sarku Vilfior
Tsetar Form
Sarku (Siaph) Lievan Vilfior
Rank: Knight of Esscha Endor, Guardian of Gothtyrdan, Morning Star Knight.
Haven: Gothtyrdan
Aligment: Chaotic with good tendencies
Race: Khorumal Deific Shapeshifter.
Appearance: Sarku's appearance varies widely, but people recognize him for one reason, he is always an amalgam of beasts and or his angel form. His angel form is a sienna scaled angel with bat-like wings, claws, fangs, auburn hair, and eyes that are grey, blue, and green in hue. Many tribal tatoos of pictographic animals and cryptic symbols decorated his scales in angel form, sometimes apparent if he was in any animal form without thick fur.
Chaosian Abilities
Innate Chaosian: level 100, +10 HB, with; +1 HB, +1 d6 Specialization, +1 d6 Elemental and Arcane Lore, AR+6.
- Called Elemental and Arcane Command.
- Backlash: for full normal damage if power fails or misses, damage crits on a botch.
- Fork Elements: to affect +1 multiple targets, +1 per ace.
- Area Targeting: affect an area, or those within an area of up to +1 yard per success, x ten on a crit.
- Elemental Streaming: continuous stream does aggravated damage or effect for duration of up to +1 turn, +1 per ace.
- Innate Learning: levels at 50% cost as a specialized, innate path.
- Elemental Resistance: takes normal damage on a crit and 50% normal elemental damage.
- Chaos Aspected: harness and command elements of chaos as normal elements, and arcane paths via arcane pentacle; innate Path of Chaos, Adherent of Chaos.
Chaos roll required on ALL chaos aspected powers. If a 1 is rolled, power fails, roll 1 d100, if a 1-20 is rolled, power backlashes on all intended targets, and if roll is less than 20 take double damage. If less than 10 is rolled, damage is tripled, and if a 1 is rolled, health and stamina drop to 1 - Chaosian Feat: deity of chaos power, chaosian can harness chaos with greater power and efficiancy, stamina cost of only -2 per spell when chaos roll is required; power roll increased by +50% if chaos roll/s turns up a success; double total successes if chaos roll comes up a 6, or if multiple chaos rolls turns up all successes with an ace; triple success totals if two or more aces is rolled, power invulnerable if all successes and three aces are rolled unless a chaos roll of 4 aces is rolled against it.
- Arcane Pentacle: Harness and channel powers of the arcane pentacle of chaos at chaosian levels
- Chaosian Focus: tap, harness and channel various elemental and arcane paths and command tapped paths as called, chaos roll required.
- Staff of Siaph: focus for +3 d6 power and intelligence, +1 HB, on all elements channeled through staff, and negates backlash on spell check failures. AR Bonus also possible.
- Chaosian Beast: chaos form, chaos based attacks, energies, or wards increase health and checks, roll totals go to health while successes are split between called checks. Absorb chaos, takes one turn, twice a day, same gains as above, also increases fortitude by success totals. Form is elephant-man or tiger-man like with alternating features such as wings, horns, claws, fur, scales, dragon tail, etc. as described which can attain a titan size in open areas. This form might also manifest as either elephant or tiger with or without alternate features.
Stat Bonuses: +200 health, +10 fort, +10 stamina, +10 strength, +5 mvm, stats double in titan form.
True Enochian Form
Chaosian Abilities
Innate Chaosian: level 100, +10 HB, with; +1 HB, +1 d6 Specialization, +1 d6 Elemental and Arcane Lore, AR+6.
- Called Elemental and Arcane Command.
- Backlash: for full normal damage if power fails or misses, damage crits on a botch.
- Fork Elements: to affect +1 multiple targets, +1 per ace.
- Area Targeting: affect an area, or those within an area of up to +1 yard per success, x ten on a crit.
- Elemental Streaming: continuous stream does aggravated damage or effect for duration of up to +1 turn, +1 per ace.
- Innate Learning: levels at 50% cost as a specialized, innate path.
- Elemental Resistance: takes normal damage on a crit and 50% normal elemental damage.
- Chaos Aspected: harness and command elements of chaos as normal elements, and arcane paths via arcane pentacle; innate Path of Chaos, Adherent of Chaos.
Chaos roll required on ALL chaos aspected powers. If a 1 is rolled, power fails, roll 1 d100, if a 1-20 is rolled, power backlashes on all intended targets, and if roll is less than 20 take double damage. If less than 10 is rolled, damage is tripled, and if a 1 is rolled, health and stamina drop to 1 - Chaosian Feat: deity of chaos power, chaosian can harness chaos with greater power and efficiancy, stamina cost of only -2 per spell when chaos roll is required; power roll increased by +50% if chaos roll/s turns up a success; double total successes if chaos roll comes up a 6, or if multiple chaos rolls turns up all successes with an ace; triple success totals if two or more aces is rolled, power invulnerable if all successes and three aces are rolled unless a chaos roll of 4 aces is rolled against it.
- Arcane Pentacle: Harness and channel powers of the arcane pentacle of chaos at chaosian levels
- Chaosian Focus: tap, harness and channel various elemental and arcane paths and command tapped paths as called, chaos roll required.
- Staff of Siaph: focus for +3 d6 power and intelligence, +1 HB, on all elements channeled through staff, and negates backlash on spell check failures. AR Bonus also possible.
- Chaosian Beast: chaos form, chaos based attacks, energies, or wards increase health and checks, roll totals go to health while successes are split between called checks. Absorb chaos, takes one turn, twice a day, same gains as above, also increases fortitude by success totals. Form is elephant-man or tiger-man like with alternating features such as wings, horns, claws, fur, scales, dragon tail, etc. as described which can attain a titan size in open areas. This form might also manifest as either elephant or tiger with or without alternate features.
Stat Bonuses: +200 health, +10 fort, +10 stamina, +10 strength, +5 mvm, stats double in titan form.
Arcane Weaver Aspects
Level: 100
o Use spells in Arcane Spell Book as needed.
o Arcane Weaver Penalties: Spell fails if no aces are rolled, or if successes do not equal or exceed spell level used. If a power fails full backlash damage occurs, and damage doubles on a botch.
o Weave 12 spells from each aspect; skip aspects already learned as a path.
o Arcane Feats: learn +1 feat free per level; factor, anti-factor, fork, loop, conceal, layer, stream, precision targeting, protect, improve power, set contingencies, smart spells, as called.
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1-[1-3] Protection Taps: tap and channel sealing, signature, and marking aspects to protect applied powers.
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2-[4-6] Healing Taps: tap and channel healing aspects to mend wounds.
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3-[7-9] Abysmal Taps: tap and channel abysmal aspects to create voids, drain life, stamina, and strength, and to summon abysmal creatures.
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4-[10-12] Tap Enchantment Aspects: to enchant weapons, items, and targets with applied power.
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5-[13-15] Tap Death Aspects: tap and channel death aspects to weave or use any necromantic spells at current level.
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6-[16-18] Sorcery Aspects: tap and channel aspects of sorcery to weave or use any sorcery powers at current level.
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7-[19-21] Wizardry Aspects: tap and channel aspects of wizardry to weave or use any wizardry spells at current level.
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8-[22-24] Curse Aspects: tap and channel aspects of dark invocation to weave or use any curses at current level.
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9-[25-27] Spirit Weaver: tap, harness and channel powers of spectremancy and the dead realms.
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10-[28-30] Arcane Weaver: weave spells from any arcane aspect with half the backlash damage on failures.
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11-[31-35] Arch Arcane Weaver: Arcane Mastery; formulation, monster, magic item, ward, and artifact creation with no damage on 0 aces. (50% chance of becoming an Arcane Lich at level 31, with loss of wizardry and healing)
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12-[36-40] Arcane Deity: Chaotician becomes an arcane god with +2 chosen forms, no longer takes penalties, and gains +4 levels when they reach level 40. (65% chance of becoming an Arcane Lich at level 36, with loss of wizardry and healing)
Bestial Form Lion
Skills and Stats
Bestial Combat: level 45, +8 HB with +2 Specialization, +1 init., AR+3, +1 per ace hasted.
Special Abilities:
level 100
- Shapeshifting: he can shapeshift into many forms, but owed to genetic mutations from this ability fusing with him, his forms are most often, but not always, blended together.
- Beast Mastery: he can summon, command, and understand animals, take aspects of animals into himself, and see and feel through animals.
- Saving Throw Bonus: +1
- Angelic Haste: +1 mvm per success, or +1 AR per ace in combat.
- Presence: he can project his presence into others to calm, terrify, attract, or control their emotional state in other ways as called.
- Healing Aura or Touch: he can heal others with his touch or by an aura radiated by his wings
- Visionary: Sarku sometimes catches glimpses of the future, past or present in waking dreams or as he sleeps. Change or an important, impending event often triggers these visions. +1 knowledge per ace, +1 knowledge per ace as called on a crit.
Magic Abilities
- Quick Stream: +5 intelligence, +1 init, +1 to all power, hastes power.
- Elemental Tactics, +1 init, +1 on all spell check rolls
- Cryptography: writing, reading, and creation of runes, seals, hieroglyphs, and symbols
- Cryptanalysis: decipher runes, hieroglyphics, ancient seals etc.
- Elemental Lore: create elemental runes, scrolls, glyphs, artifacts, and items with learned elements
- Silent Command: command powers without speaking
- Conceal Elements: so they cannot be sensed.
- Sentient Elementalism: fuse harnessed power with an elemental spirit which gives the active element intelligence and a will of its own. Fuse target with this power to create elemental items, wards, or defenses. Items can be summoned to fight or act on behalf of, or against a target, or use intelligent power to affect someone based on a specific contingency. If elemental spirit does not like the elementalist (if spirit is an opposing alignment), it could backlash on them (full normal damage). If power likes who it is targeted to harm (if alignment is the same), it may skip a target and hit someone else instead. Intelligence and Willpower (or any mental check) of +1 per success, roll for each separately. Roll 1 d6 for spirit alignment: 1-evil, 2-chaotic, 3-good, 4-neutral, 5-lawful, 6-chaotic good.
- Elemental Biology: knowledge of what plant materials and creatures can retain what kind of elemental power and which do not.
- Elemental Mineralogy: knowledge of what minerals retain what kind of elemental power and which do not
- Elemental Progeny: Loop, Layer, Combine, Fork, Fuse, Seal, Mark, Sign, Factor, Augment, and Use power to ward and enchant.
- Arcane Understanding: chaosian deity, understands how to harness, channel and command the arcane with an almost innate comprehension, thus all magic skills apply to arcane practices.
Passive Skills
- Wilderness Survival: 42
- Desert Survival: 27
- Underground Survival: 46
- Gardening and Cultivation: 39
- Arboretum Cultivation: 33
- Swimming: 25
- Flight: 41
- Animal Care: 45
- Architecture: 39
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Checks
- Strength: 47, +10 CBF, +20 CBFT
- Stamina: 51, , +10 CBF, +20 CBFT
- Movement: 29-biped, +5 beast, +5 CBF, +10 CBFT, + Haste
- Stealth: 32-biped, +4 beast, + Shadow Elements
- Dexterity: 31, +4 beast
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- Willpower: 42
- Intelligence: 50
- Charisma: 24
- Perception: 37, +4 beast
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- Good: 26
- Evil: 4
- Chaotic: 50
- Lawful: 10
- Neutral: 10
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Vital Stats
- Fortitude: 67, +10 CBF, +20 CBFT
- HP: 2447, 2647 CBF, +3047 CGFT
- Regeneration: 53
- RD: 0%
Bestial Form Dragon Lion
Disadvantages
- Armor Restriction: studded leather or lighter or no armor.
- Misplaces Things: Sarku often misplaces things and cannot find them, often finding them again when he least needs them.
- Forgetful: Sarku tends to be forgetful, particularly if he has a lot on his mind.
- Anxiety: Sarku suffers from depression and when axieties weight on him he isolates himself from others.
- Lacks Self-esteem: because Sarku carries so much guilt about so many things, he thinks himself less worthy than he is. Sarku is in fact a very noble and wise creature, his flaws aside.
- Chaos Penalty: whenever tapping chaos aspects chaosians stand a chance of their power failing (1 d6, roll of 1) or backlashing (1 d100, roll of 1-20). Powers also backlash for normal damage if spell check fails.
Items
- Ring of Intelligence: +12 Intelligence, +1 AR magic, +12 magic damage or power
Memorized Custom Invocations
Because these powers are memorized, they are more stable and no backlash occurs.
- Elemental Tracer: trace an element to its source or its destination, +1 HB and intelligence due to innate elemental association.
- Elemental Array: combine called elements and elemental commands into a single attack, barrier, or to enchant an item, with full called effects of all combined elements.
- Elemental Architect: raise buildings and structures according to called specs. using available elements such as stone, clay, dirt, wood, etc.
- Bubble of Chaos: arresting sphere with layered elemental effects which collide with anyone who passes through the telekinetic walls of force on the outside layers.
- Bombardment: this devastating invocation can take two forms, elemental astroids like fireballs but of varying elements bombard targets in a called area of up to +10 yards, +1 per success, area x 10 with a crit, or affecting same area a shower of elemental spears or blades shoots down from above at a steep angle. Attacks deals an extra +100 damage, + level x 10 with a crit. Damage is aggravated and attack stuns, freezes, damages armour, drains stamina and strength, lowering HP, poisons with progressive damage until neutralized, as well as cripples with 0 HB for +1 turn, +1 per ace. Bombardment can kill everyone in target area with a crit if saves fail. This power uses 12 stamina. Friendly fire possible.
- Air Dome: domed wall of oscilating wind which scatters sound and energies, thus shredding power, damages anyone contacting outer wall of dome, and forms a shielding barrier of wind too strong to pass through.
- Guardian Shield: multi-target shield with antifactors that guards against all scrying and detection techniques, elemental and arcane attacks, and normal damage while those guarded remain passive or use only defensive measures. Only those who use combat powers or actions lose shielding and only the shielding which they opose.
- Chaos Storm: unstoppable storm of chaos which only walls define the limits of, deadly at full critical level, otherwise disrupts all types of energies outward of caster, who if not out front of a party will hit his own allies. This storm causes such massive disruption to anything it contacts that it shatters magic, can destroy flesh and souls or drive spirits to the outer planes and can cause unpredictable effects, good and bad, that can result in permanent changes to anyone who survives a hit (1 d100, roll of 1-20, GM calls effects). Stamina exhausted when full power is used and if used more than once in a day, an added +2 chaos roll must be rolled. In otherwords, if used twice in a day, 3 d6 must be rolled, if used thrice, 5 d6 must be rolled, etc.
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