Here it is in Philsys. For future reference I will appear as either White Charisma or Blackwind Isao for posting purposes.
Name: Jesiah “Jessie†Black a.k.a. Gylvain Aurealis
Rper: White Charisma / Blackwind Isao
Race: High Elf
Level: 1
XP: 0 / 1000
Character Background
For an elf born in this century Jessie is, perhaps, the biggest internal controversy the elves of Kalshana have had since the Three Hundred Years War. Born Gylvain Aurealis 142 years ago, Jessie was quickly singled out by both his elders and peers as one of the most intelligent things to come out of Kalshana in centuries. Jessie showed his natural intelligence and magical aptitude at an age that was unheard of, even by human standards; by the age of four he was reading text books for students beginning in the magical academies and was already beginning to master some more basic spells. Jessie did not read information however, he devoured it and yet it became absorbed in his brain; something people likened to a sponge.
It was inevitable that Jessie make his way to the Greater Kalshanese Academy of Magic for a more formal education in the magical arts. Much to the surprise of all he did not subscribe to the standard illusion, divination and holy magic regimen, the focus of the elves of Kalshana since ancient times. Jessie instead opted for a much darker and far wider path, taking courses in shadow, time and astral magic and an advanced course dedicated to counterspelling. While these choices were not widely appreciated at the time they may have lead to the eventual fall of what may have been the elves most useful asset in ages.
It was inevitable that as Jessie absorbed his way through whole libraries of knowledge that he would eventually come to a topic the elves of Kalshana were not fond of; he found religion and in the finding he found Lolth. For his part Jessie was not interested in the worship of Lolth nor did he endorse her disturbing dogma. He was however, fascinated with the philosophy of all religion in general and found the details of worship all the more interesting; this was to be his downfall.
Information, as it has a tendency to do when young, belligerent and vindictive people are concerned, flowed like water in the political circles and cliques of the academy. Jessie’s studies were of increasing concern due to his delving ever deeper into forbidden areas. The final straw was an essay assignment from Jessie’s own teacher in Shadow magic asking him to compare and contrast the usage and philosophy of shadow magic and the more predominant holy magic. Jessie far outdid himself, as was often the case on this essay. He held nothing back here, but it was his comparison of Ishtar to Lolth that ultimately did him in; he knew far too much about a subject that was forbidden.
Undone by his own cleverness and the jealousy of his race, Jessie’s case was tried before a full tribunal of magistrates. The proceedings raged for days, many of Jessie’s defenses even went so far as to challenge the very ideals the elves held dear; this only served to further dirty him in the eyes of the public. The tribunal on the other hand was faced with a hard choice: it was clear that death was out of the equation, Jessie was not attempting to establish the worship of Lloth in Kalshana. The fact remained however, he knew too much, not to mention bruised too many egos and challenged the moral ground they all stood upon. After one of the longest deliberations in the history of the court system the verdict came down, Jessie was to be exiled.
That incident was almost fourty years ago. The elves of Kalshana have moved on, most have forgotten his name and even his legacy. For his part Jessie has also moved on, though not in a positive light. He has thrown his elven heritage away, leaving only a seething hatred for his own kind. Ultimately, over the course of his fourty years of wandering, this hatred has started to color more and more of Jessie’s character. It has leaked into his humor and leaked its way into his observations, making him seem a bitter person indeed.
Character Demeanor
Jessie exudes dark and mysterious in almost every manner possible. From his scathing cynicism to his slanted, black humor his very presence seems to set most people on edge; most wouldn’t touch him with a ten-foot pole unless they absolutely had to. Jessie however, tends to stick his nose where it does not belong, using his incredible knowledge to make various suggestions to random people based on conversations he’s just eavesdropped on; all laced with heavy sarcasm as well as a health dose of cynicism to boot. More often than not this genuine want to help others combined with his arrogant personality gets him into trouble.
Jessie maintains his normal elven views on all races save his own. With members of his own race (High Elves) Jessie is abnormally annoying or quiet dependant on the situation. In most cases Jessie will attempt to make a fool out of, embarrass or even pick a fight with members of his own kind. This behavior stems from an underlying hatred of his people (see character history for details) as well as the honest belief that he did not deserve the sentence the elves passed down upon him.
Character Statistics
Max HP: 60
Max MP: 110
Max TP: 20
Initiative: 4+2d6
Courage: 2
Wisdom: 6
Intuition: 4
Charisma: -2
Agility: 2
Dexterity: 2
Strength: 0
Stamina: 1
Magical Aptitude: 6
Base AT/PA: 8/8
Modified for skill: 10/10 (base), 10/14 (vs physical), 10/14 (vs missile)
Modified for equipment: 10/14
Skills
(s) Physical Evasion: 4
(s) Missile Evasion: 4
(s) Observant: 4
(s) Improved Magical Resist: 4
(k) Strategy: 4
(k) Religion: 3
(k) General Chemistry: 3
(k) Physical Science: 3
(k) Mathematics 3
(k) Arcane Lore: 4
(k) Temporal Theory: 3
(k) Spatial Theory: 2
Time Magic: 4
Astral Magic: 4
Counterspell Magic: 4
Shadow Magic: 4
Weapon (Piercing): 4
Techniques
(Innate) Force of Will: Jessie has learned to cast his spells without the need to chant while casting them. All other components of casting (somatic and/or material) must still be adhered to.
(Counterspelling=4, Arcane Lore=4, TP=1) Opportunity Counterspell: Jessie may use a free action to attempt to counter (with any form of counterspelling magic) one spell as it is being cast.
(Shadow=1, MP=8) Minor Ray of Midnight: A thin ray of shadow energy strikes one target for 8+rank*2+1d6 points of shadow damage and cause a check for curse.
(Shadow=4, MP=12) Greater Ray of Midnight: Jessie hurtles a bolt of pure shadow energy at one target dealing 12+rank*4+2d6 points of shadow damage and causes a check for curse.
(Shadow=4, MP=22) Lesser Cone of Midnight: Jessie sprays an area of 30 feet long and in a 120 degree arc in front of him with pure shadow energy. This causes 10+rank*2+1d6 points of shadow damage to all in the area of effect and causes a check for curse.
(Shadow=3, MP=10) Siphon Life Force: Drawing on the powers of shadow Jessie drains the life force of one target and absorbs in into himself. This causes 6+rank+1d6 points of shadow damage to the target and causes a check for curse. Jessie then gains HP equal to the damage dealt to the target.
(Astral=1, MP=10) Lesser Astral Force: Jessie hurtles a thin ray of astral energy at one target dealing 12+rank*2+1d6 points of astral damage and causing a check for astral drain.
(Astral=4, MP=16) Greater Astral Force: Jessie summons a beam of astral energy and strikes one target with it. This deals 16+rank*4+2d6 points of astral damage and causes a check for astral drain.
(Astral=4, MP=10) Hurtle: Jessie manipulates both spatial forces and the astral plane producing a thrusting force sufficient to forcefully move objects and/or people. No more than 20*rank pounds may be moved at one time. Being thrown laterally incurs ½ falling damage should a solid object be struck while in flight.
(Time=1, MP=6) Sloth: Jessie slows the metabolic rate of one target, delaying its action until the end of the combat round for 1d2+rank rounds and causing a –rank penalty to agility and a –2/-2 penalty to AT/PA for that target.
(Time=2, MP=10) Haste: Jessie increases the metabolic rate of one target for rank rounds. This target receives a + rank bonus to agility and one extra action per round. Targets affected by a haste spell are normally are both hungry and tired from the increased metabolic rate this spell causes.
(Time=4, MP=16) Metabolic Decay: Jessie increases one target’s metabolism to such a high rate that the body’s Immune system begins to deteriorate. This leave the target feeling as under the after effects of a haste spell as well as 12+rank*4+2d6 points of direct damage and draining 1d2 points of temporary Stamina. Stamina points lost in this manner can be regained by resting for one day.
(Counterspell=1, Arcane Lore=4 Time=4 MP=8) Delay Arcane Might: Jessie temporarily disrupts the flow of arcane energy in an opponent’s spell as it is being cast. This delays the spell effect from happening for one round.
(Counterspell=4, Arcane Lore=4 MP= 1/2 of spell to be countered) Dismiss: Jessie attempts to disrupt the arcane energy of one opponent’s spell, forcing a Mag+Int+Wis+rank (of spell being cast)+1d20 versus Mag+Int+Wis+4+1d20 check to be made. Should Jessie’s check exceed or tie that of his opponent’s their spell fizzles, without effect. Should the opponent’s check exceed Jessie’s the spell effect occurs normally.
(Counterspell=4, Arcane Lore=4, MP=10 ) Dispel Magic: Jessie attempts to snuff the magical force of one permanent or semi-permanent spell forcing a Mag+Int+Wis (of the caster at the time of casting) +rank (of the target spell) +1d20 versus Mag+Int+Wis+4+1d20. Should Jessie’s check exceed that of the spell its effect immediately ends.
Equipment T/S/C or AC AT/PA Durability Weight Str Qual
Short Sword 7/10/13 0/0 - .75 -
Shielded Robe 13 0/0 25 1 -
Leather Bracers 10 0/0 10 1.5 -
Character Description
Eye Color: Arctic Ice Grey
Hair Color: Midnight Black
Age: 142
Gender: Male
Other: None
edit: 2+2=4
Edited by: White Charisma at: 1/24/04 9:10 am