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  1. - Top - End - #151
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    Default Re: (OOC) The Primeval Dark

    aight hp rolls again now that i figured out class...

    (1d10)[6]

  2. - Top - End - #152
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    Default Re: (OOC) The Primeval Dark

    Over 50k words in the last post. so will just post the wand spread here for now


    Spoiler: Aolthor Tenebris - The Darkling Shade
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    Aolthor Tenebris - 'The Darkling Shade'

    In ancient lore, tales spoke of the Aolthor Wands. A weapon created by the Witch King of the era, with origins shrouded in secrecy. Each King was believed to have received a divine vision as their magic reached its peak, revealing unto them the hidden truth of such a wand's make. Such weapons carried the name of the King who forged it, and represented a legacy of power. The Aolthor Tenebris was an intricate long wand of spiraling wooden-textured white glass, said to have been a branch gifted to the King from the holy tree by the Blessed Mother; the mysterious sleeping goddess who was oldest amongst the sisters who ruled over the Three Worlds. Yet, unlike her sisters, she was far removed from it. Her divine domain did not reside within their multiverse, and rested somewhere far-far away from the Three Worlds, nestled in some corner of the divine realms whose name was known only to gods. As the tale spoke, the Lord of Battle departed the Three Worlds at the behest of Blessed Owsla, to defend her Mother's honor as champion within the gods tournament; and never one to refuse combat, she eagerly accepted. Holding nothing back in the final clash, Tenebris was said to have unleashed a spell 'so bright it extinguished rising dawn and dimmed two suns', before rousing the goddess herself from her rest. While thankful for the King's aid as champion, she complained that her magic was 'too bothersome to find respite' and that so explosive was the display, it would not allow her to sleep. Thus, she snapped off a branch off from her tree and presented it her, that she might rest undisturbed.

    The Aolthor Tenebris is an artifact bound to unimaginable forces of darkness and shadow. Magic cast with the wand visually appear as black void-like energies far unlike their original, the Witch may even choose to alter her spell's appearance further, increasing the DC to identify the spell by 30. The wand is a living vessel of the Witch King, and as such, is difficult to effect with magic. The DC to remove the wand with an Alaffa'elvriel is increased by 4, any effects which target the wand and afford a save uses Tenebris's saves rather than the wielder's. Magic targeting the wand from a non-mythic source which allow spell resistance are immediately negated without a save. As a sentient construct the wand possesses a will and desire all its own, and ten times per day as a swift action it may perform its own Spellweaves. Regardless of the mode of combat, duel or otherwise, if the wand is used to directly defeat another Witch or similar caster (to include spherecasters and Veilweavers), the weapon steals one random spell from the victim and adds it to its own spell repository. Stolen magic is no longer accessible to the original owner, nor is the wand's magic available to the wand's master - however the wand may choose to return stolen spells of its own volition. Due to the wand's function is a pseudo-construct, servitor and divine instrument it may wield up to a maximum of three individual Veils at one time.

    Magic woven by the legendary wand is unfathomably complex and often difficult to control. As such, all Spellweaves created while wielding the wand become 'blackened'; modifying the Weave's DC, randomly increasing or decreasing the DC by the wand's modifier. This potentially allows far stronger Weaves to be created by reducing the DC significantly, or causing even simple Weaves to fail. The Aolthor Tenebris may choose to modify its own spells and abilities by expending points from its own focus pool, however doing so puts a great strain upon the wielder - often causing effects similar to spited conditions when exceeding the wielder's own aptitude. The wand is immune to fear and similar mind-affecting conditions. Additionally, the physical weapon itself may only be destroyed after completing a three day-long ritual, requiring the wand be buried beneath the very tree from which it was hewn. After which, the Witch must cast magic strong enough to banish every shadow and darkness from the divine realm of the Blessed Mother. Upon the end of the third day without darkness, the wand becomes vulnerable for 1 hour - at which time it is considered to possess hardness 30 and a number of hit points equal to its focus pool.

    As the wilder's bond with the weapon grows, she begins to unlock unique forms of magical combat referred to as B'Bhai Duucald (Combat Talents) and B'Bhai Bhalta (Dueling Talents). Dueling talents only function during the ritual combat of a B'Bhai Dol'fhaal duel, while Combat talents may only be used outside of ritual combat and are forbidden from use in magical duels.

    Ego 53
    Speed (Fly): 90ft
    Teleport: 200ft
    Honor: 311
    Aptitude/Focus: 634
    Blackened Spellweave: +/- 2d20



    Spoiler: B'Bhai Duucald (Combat Talents)
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    None


    Spoiler: B'Bhai Bhalta, (Dueling Talents)
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    B'Bhai Bhalta, (Dueling Talents)

    Spoiler: HD1
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    HD1: Bleak Bastion I: The signature void-like shields of Tenebris, each ward was said to contain a terribly punishing curse within. The Witch may create this Mystic Ward as a standard action (succeeding her Spell Focus check as normal), it must be assigned to the wand, 'Aolthor Tenebris'. Upon use the ward destroys a single Mystic Ward belonging to each enemy combatant. Only a single 'Bleak Bastion I' may exist at a time.


    Spoiler: HD2
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    HD2: Curseblade Rain: Conventional Hexes were an unforgivable weakness which left one vulnerable without the use of a Ward, but more often then not such energy could be better spent on a finishing spell, rather than a defensive Hex. Tenebris, recognizing this failure many centuries ago, and developed a manner of Dueling Thrust which could deliver a curse without risk of a shameful end from a well-timed Alaffa'elvriel. The Curseblade Rain was one such example. It was a barrage of cursed ebon weapons, knives and swords forged from some sanity-destroying mystical matter unleashed upon her unsuspecting victims. Curseblade Rain delivers a Dueling Thrust to all creatures within a 10ft burst with a range of 20ft/HD, this functions similarly to the Evil Eye Hex and shares its DC. A combatant may perform a Dueling Parry to negate effects targeting themselves, but not any allies caught in the effected zone. Upon failure, the combatant suffers 1d4 points of wisdom damage and is effected as if she were targeted by the Evil Eye Hex, suffering a penalty for a number of rounds determined by if she succeeds a will save or not. Unlike the conventional Hex, Curseblade Rain stacks with itself and may be used to apply the same penalty multiple times with each successful strike - likewise extending the duration.


    Spoiler: HD3
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    HD3: Renor'falma - The Blackwake: Powerful magics were often difficult to control but far too cumbersome to be used in quick witted combat between two Witches. The Blackwake was originally conceived by the Veil Witch Xenaph as a means to cleave the sanity of her enemies in twain, but it was Tenebris who further refined the skill into the legendary ability it was. In its most basic form, the Blackwake executes a dueling thrust with a range of 30ft/HD. If the opponent does not successfully parry the strike she is knocked prone without a save and looses her ability to perform dueling thrusts until she recovers. The Witch may choose to spend any number of focus points while activating this ability to instead manifest the explosive variation of this talent which Tenebris created. Every two points spent adds 1d4 points of lethal damage, and 1d4 points of wisdom damage, in addition to increasing the DC to parry this thrust by 1. Every 10 points invested adds a 10ft radius blast to this ability, however due to the strain of the magic each upon reaching this threshold and every 10 points thereafter, the caster suffers 1 point of nonlethal damage per 2 points spent on this ability.




  3. - Top - End - #153
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    Default Re: (OOC) The Primeval Dark

    fubbed a roll so here it is now (1d20+28)[43]

  4. - Top - End - #154
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    Default Re: (OOC) The Primeval Dark

    Just want to apologize for not being on top of posting lately. I just started a new job, and adjusting to the new schedule has been difficult.
    ATTENTION ANYONE WHO I'M PLAYING WITH:
    No news is good news.

  5. - Top - End - #155
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    Default Re: (OOC) The Primeval Dark

    Quote Originally Posted by THEChanger View Post
    Just want to apologize for not being on top of posting lately. I just started a new job, and adjusting to the new schedule has been difficult.
    No problem, and congradz on the new job. There's no real rush, this is a long-haul game, heck we killed 10 pages on a prologue lol.

    Updates should be up between today and this weekend, been a little busy irl so posts might be a bit delayed, but will still try to get responses out promptly.

  6. - Top - End - #156
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    Default Re: (OOC) The Primeval Dark

    Its been a busy week and it's only Tuesday lol. I'll try to get the updates up when I can. Likely tomorrow.

  7. - Top - End - #157
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    Default Re: (OOC) The Primeval Dark

    forgot a perception for Lapalilas form
    (1d20+13)[16]

    Also wanting a Know Abstract for more info on that Murrpau that learned magic...
    (1d20+28)[35]

    and for ****s and giggles lets check on that boy i punched...
    (1d20+13)[30]

  8. - Top - End - #158
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    Default Re: (OOC) The Primeval Dark

    alright lets try that stability check.,..

    (1d20+23)[36] or (1d20+23)[25] +5 to both of those
    Last edited by forg99rules; 2018-09-16 at 11:36 AM.

  9. - Top - End - #159
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    Default Re: (OOC) The Primeval Dark

    gonna do that Stability check here now

    spell focus
    (1d20+30)[38] or (1d20+30)[44]

  10. - Top - End - #160
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    Default Re: (OOC) The Primeval Dark

    alright heres that roll you asked for

    Know Nobility: (1d20+18)[36]

  11. - Top - End - #161
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    Default Re: (OOC) The Primeval Dark

    lets see about that stability check...

    (1d20+30)[50] or (1d20+30)[34]

  12. - Top - End - #162
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    Default Re: (OOC) The Primeval Dark

    p ------ (1d100)[12]

  13. - Top - End - #163
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    Default Re: (OOC) The Primeval Dark

    spell focus to retrieve the rest of my rations

    (1d20+25)[28] or (1d20+25)[29]

  14. - Top - End - #164
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    Default Re: (OOC) The Primeval Dark

    come on linguistics dont fail me now (1d20+14)[27]

  15. - Top - End - #165
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    Default Re: (OOC) The Primeval Dark

    Stability Check going on

    (1d20+30)[50] or (1d20+30)[46]

  16. - Top - End - #166
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    Default Re: (OOC) The Primeval Dark

    another stability check i guess...

    (1d20+30)[33] or (1d20+30)[44]

  17. - Top - End - #167
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    Default Re: (OOC) The Primeval Dark

    Term Check
    (1d100)[57]
    (1d100)[5]

  18. - Top - End - #168
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    Default Re: (OOC) The Primeval Dark

    Term Checks

    -20 (1d100)[30]
    (1d100)[85]

    -30 (1d100)[45]
    (1d100)[70]

    -50 (1d100)[64]
    (1d100)[51]

  19. - Top - End - #169
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    Default Re: (OOC) The Primeval Dark

    here be the appraise checks

    (1d20+20)[36]
    (1d20+20)[22]
    (1d20+20)[29]

  20. - Top - End - #170
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    Default Re: (OOC) The Primeval Dark

    Fortune on that spellweave...

    (1d20+14)[27]

  21. - Top - End - #171
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    Default Re: (OOC) The Primeval Dark

    weave fail (1d20+3)[4]

  22. - Top - End - #172
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    Default Re: (OOC) The Primeval Dark

    --- draw (1d3)[1]

  23. - Top - End - #173
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    Default Re: (OOC) The Primeval Dark

    --- draw (1d2)[1]

  24. - Top - End - #174
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    Default Re: (OOC) The Primeval Dark

    Stability check again....

    (1d20+30)[38] or (1d20+30)[47]

  25. - Top - End - #175
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    Default Re: (OOC) The Primeval Dark

    that new stability check

    (1d20+30)[42] or (1d20+30)[50]

  26. - Top - End - #176
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    Default Re: (OOC) The Primeval Dark

    Trying for knowledge on how to prove my ownership of the wand...

    Spoiler: Obligitory Prayer to the Goddess of RNG
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    Know Abstract: (1d20+28)[32] or (1d20+28)[32]

    Know Local: (1d20+14)[19]

    Know History: (1d20+18)[27]

    Know Arcana: (1d20+18)[33]

    Know Planes: (1d20+10)[28]

    Know Nobility: (1d20+18)[26]


  27. - Top - End - #177
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    Default Re: (OOC) The Primeval Dark

    Spite Result 5% (1d100)[34]

  28. - Top - End - #178
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    Default Re: (OOC) The Primeval Dark

    dat will save that was forgotten....

    (1d20+16)[28]

  29. - Top - End - #179
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    Default Re: (OOC) The Primeval Dark

    Tenebris X'er (1d6)[4]
    Wounding (1d100)[54]
    Potency (1d100)[27] + Score

  30. - Top - End - #180
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    Default Re: (OOC) The Primeval Dark

    Been busy this week, should be able to start posting again soon.

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