| Forum Home > Actual Characters > Amawyn Norreundlin | ||
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Member Posts: 2 |
Amawyn hails from the elvish kingdom of Lila Dinoar, spending the majority of his 180 living years there. Being the lighthearted child he was took up learning music, hence his skills in the bard class. (shall improve on background later. >:l) Physical Traits: Short, (about 5'4") raven black hair, violet eyes, pale skin and a light dusting of freckles on his nose and cheekbones. Likes: Sweets, pastries, music, bunnies, and various crappy knock-knock jokes. Dislikes: Bears, bugs, loud noises, large animals in general.
Equipment: Neophyte's Sword Cane (+5 magic) Mandola of Healing Music (+3 health restoration when music is played) 5 healing potions Magical Bag of Holding Enchanted Spectacles (allows vision in dark and low light areas, gives detect magic) Powers 1 Songs: Functions as buff +1 to +3, roll randomly, and lasts as long as you sing/play instrument.
2 Mind Control Music: Roll 1d20 and on 15-20 you cast a spell over all those who hear you play/sing. You choose what effect this takes. If you use it to win a battle, you can only use this power once per adventure. Otherwise GM limits its use as he or she sees fit.
3 Destructo Beam Song: Every round you play this song in a battle all allies gain +1 A. and +1 D. cumulative and you gain +5 hp and supra-magic armor + a death flame sword. At the song’s end on round 5 random stuff blows up everywhere dealing 1d6 damage to everything within 150 ft. including inanimate objects. You can roll 1d20 and on 11 or higher protect 1 ally or object per roll (you can roll as many times as you want but only once per object/person) from this effect. You can only use this song once to full extent per adventure. Supra-armor protects 50% from magic and 25% (2-6 on 1d20) from other attacks that would normally hit you (foes only). You can only use this power in battle. The flame death sword deals 1d6 damage and +5 attack against any foes attacking you. It also sets foes/things on fire. You must play your song unless people are attacking you.
4 Spin the Tale: You know a huge list of songs and tall tales. This gives you +2 to all knowledge rolls and also gives you +2 to all social skill checks because you can sing and play instruments so well.
5 Song Mastery: Up to three times per adventure you can change any group’s reaction to you and your allies by up to one factor through your music. So from kill you to hostile, hostile to unfriendly, unfriendly to neutral, neutral to friendly, and friendly to loves you etc. This may have role-playing benefits and possibly may even save your life. Any foes at ‘kill you insane’ level cannot be affected by this power usually.
6 Impressively Epic Song: Given 1 round of uninterrupted music time you can cause any 1 effect you desire to come about in your reality through your control over the magic of music. This could be: freezing a waterfall, summoning a deity, charming a princess, disintegrating a locked door, or whichever. You can only attempt one such song per adventure +1 use per 5 levels to a max of 3 uses at 10th level, and the GM may limit exactly what effects can be accomplished. This is a good power for when you need a wish spell or your party is extremely stuck. Skills: Bluff (+5) , Theivery (+5) , Acrobatics, Sneaking (+5) , Persuasive (+5) , Shapeshift Humanoid
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Administrator Posts: 38 |
Hey, cool character, Matt! I love the likes and dislikes section and the cool equipment. The elvish background is also pretty neat! Sorry I didn't post back sooner, but I've been busy with work and re-writing Challenger. If you'd like to join the Forum Campaign, I'm sure everyone would love to have Amawyn on board! Best Regards, | |
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-- David Dostaler Author, Challenger RPG
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Member Posts: 34 |
Cool, a healing bard, never knew they can do that. | |
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