| Rose Quartz
|
|
Rune Fencer
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| ARCHETYPE |
WIS/STR |
ABILITIES |
20/20 |
Druid Abilities
Wild Shape (M)
Three times per day, you can turn into any non-extinct standard Earth animal - with cosmetic details of your choosing. Neon orange fur won’t be very good camouflage, but no one is going to stop you from doing it! If you change from one animal form to another, that counts as another one of your three uses per day. Each use lasts for up to three hours, at which point you automatically transform back into your standard shape. Grievous injury or being knocked unconscious causes the shapeshift to end.
Druidcraft (M)
You can use magic to create one of the following effects:
•You create a handheld, harmless visual illusion that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on.
•You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
•You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5ftx5ftx5ft cube.
•You instantly light or snuff out a candle, a torch, or a small campfire.
•You can create magical berries. When eaten, they provide a strong painkiller effect, heal minor wounds (such as scrapes and bruises), and provide the same amount of sustenance as 1 full meal. You can create up to 9 berries in a day with this ability.
Animal Friendship (M)
You can use magic to charm a small creature (no larger than a housecat) to do one of the following:
•You send the creature to deliver a message of up to 25 words to someone you know, up to 1000 miles away. You must provide a description of the person and have an idea of where they will be to guarantee that your message will reach them. When the creature finds them, it will speak the message, replicating your voice. The creature will speak only to the person matching your description.
•The animal becomes your companion and will stay by your side for 24 hours. Its demeanor will remain positive to you until the spell wears off. It may do tasks for you, but no more than your usual untrained animal might.
•You compel the creature to perform simple tasks for you, such as scouting an area ahead, standing lookout, foraging for food, or moving objects it is capable of moving with its own strength.
Speak With Plants (M)
You can use magic to converse with plants. You can do this at any time and for any amount of time, but the plant may elect to stop speaking to you whenever it wishes.
Thorn Whip (M)
You can use magic to summon a thorny vine whip which can extend to a 15ft length. You can use this vine to ensnare someone and restrict their movement. You can also retract the vine to bring the ensnared creature closer to you.
Moonbeam (M)
You can harness the power of the moon to create a pillar of light which causes radiant damage and reveals the true nature of things within it. This pillar is 5ft in diameter and can be up to 40ft tall. This light reveals the reality underneath most illusions and shows you the true form of shapeshifters. Shapeshifters are more vulnerable to this ability; they become immobile inside the pillar of light and take extra radiant damage from it.
Shillelagh (M)
You can use magic to strengthen a piece of wood of up to 6ft in length and up to 6in (roughly) in diameter. Doing this makes the piece of wood effectively as strong as a sword, and you can use it in combat without fear of it breaking.
Detect Poison and Disease (M)
You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You can also identify the kind of poison, poisonous creature, or disease in each case. This does not give you knowledge of how to cure said poisons or diseases.
Transport via Plants (M)
You may designate two large inanimate plants within 200ft of each other as transport points for up to 5min. At least one of these plants must be within 10ft of you. For the duration, any creature can step through one of these plants to arrive at the other one. You do not have to see the destination plant when you use this ability, but you must have seen or touched it in the past. The plants must be at least large enough for an average adult human to step into.
Entangle (M)(P)
You can designate a point within 30ft of you and cause grasping vines to grow in a 10ftx10ft square on the ground. Any creature in this square when you cast the spell may become ensnared in the vines and must fight their way out of the plants’ grasp to escape. Crossing through this square of terrain poses a considerable risk of tripping and getting grabbed by the vines unless you are a Druid or a Ranger. You can dismiss these vines at any time. This tangle of vines constitutes Difficult Terrain, making it difficult for those without specialized skills to escape.
Canon Power
Shield
Summons a shield made of light to any point on her body she wishes. It's expandable up to six feet in diameter, resistant to all physical damage, and is friction-resistant. Additionally, when struck, it emits thunder damage in a five-foot radius.
Paladin Abilities
Lay on Hands (M)
Your blessed touch can heal wounds. Twice a day, you can lay hands on a creature to heal injury, cure disease, or neutralize poison.
Flaming Sword (M)
You have the ability to channel divine energy into your sword, making it light with fire that does not damage you. This deals fire damage in addition to the weapon’s default damage type when you strike an opponent with it.
Perform Oath (M)(P)
You can swear your allegiance to someone and become their protector. The affected person must understand a Paladin's duty for this to work. Those who are protected under your wing will share a magical bond with you which creates a two-way connection. You will be able to tell their general location as well as if they're injured or unwell, and they know the same of you. With an especially strong personal bond between you and those you are Oathed to, you may also become aware of emotions and other strong physical sensations that they are experiencing.
Divine Smite (M)
You can call upon the divine, channeling its holy power through your weapon. Any melee attack will deal radiant damage to its target in addition to your weapon’s physical damage.
Shield of Faith (M)
Once per day, you can use magic to create a holy aura around another target that will take 1 blow for them.
Rune Fencer Abilities
Runes (M)
You are able to store spells on your body in the form of runes. They must be written somewhere on your body in order for you to activate them. There are two types of basic runes you may use: spell runes and damage runes.
• Spell runes: Choose 10 spells marked with (M) from the standard paths to translate into rune format. You may inscribe 2 of these spells onto your body at a time, and you may activate 1 at a time. Once cast, the rune will fade from existence. You can inscribe 5 spell runes per day.
Chosen spells: Cure Wounds (Cleric), Spare the Dying (Cleric), Prayer of Healing (Cleric), Feather Fall (Bard), Mending (Merchant), Speak With Animals (Ranger), Tranquility (Monk), Fireball (Wizard), Eldritch Blast (Warlock), Sacred Flame (Cleric)
• Damage runes: Inscribe the elemental property of any damage type other than slashing, piercing, or bludgeoning (a full list of damage types can be found in the Glossary.) When you activate this rune, you imbue your weapon with the force of the rune's damage type for 10min, after which the rune will fade. For example, when using a necrotic rune, your weapon's cuts will cause necrosis or drain health from your enemy, while using a fire rune will cause extreme burns to your enemy. You may inscribe 2 of these spells onto your body at a time and may activate 1 at a time. You can inscribe 5 damage runes per day.
Both spell and damage runes can be inscribed at the same time, meaning you can wield a maximum of 4 inscribed runes at any time. Spell runes and damage runes can be used simultaneously.
Runic Transcription (M)(P)
You master the following three powerful runes, which you can transcribe onto any solid surface such as a wall or the ground. When transcribed, the rune will glow and ignite while the rune’s power takes effect. Transcribed runes fade after 1 hour, and their effects can be halted if someone obscures or damages them. You may only use one of these transcribed runes per day.
•Regenerate: Upon activation, this rune radiates holy energy, healing superficial wounds of anyone within a 15 foot radius. This rune will not heal more significant injuries like broken bones or internal injuries, but it will provide pain relief and keep injuries from getting worse for the next 6 hours.
•Consume: Upon activation, this rune radiates necrotic energy, stealing energy from anyone within a 15 foot radius. Targets whose energy is stolen will collapse and lose consciousness for 10 seconds, then remain dizzy, disoriented, and weak for 30 minutes after the rune's activation. The targets' stolen energy is consumed by the Rune Fencer, rejuvenating them and healing superficial wounds.
•Conceal: Upon activation, this rune conceals any creature contained within a 15 foot radius from the view of anyone out of range of the rune. Creatures affected are completely invisible to the naked eye, although they may still be detected by other senses. (Hearing and smell, for example — don't sneeze!) Should a creature outside the rune's range step within it, they will be able to see all other creatures affected by the rune. Similarly, if a creature inside the rune's range steps outside of it, they will be rendered visible again.
Flare (M)(P)
You call forth the balance of life and death from the sun itself. Activating this magic causes deadly fire damage to everything within a 10 foot radius. Caught in the blast yourself, you take significant fire damage that causes incapacitation of one limb or loss of one sense. This lasts for 48 hours or until you find a healer able to assist. You cannot heal this damage yourself.
If another Reclaimer or NPC ally is caught in your Flare, you take half of their damage onto you. As a result, you remain conscious but are completely incapacitated. The ally in question takes moderate fire damage roughly analogous to a second degree burn to one body part, with effects such as blisters, deeply red skin that is painful to touch, and a white or discolored injury. These injuries persist for 48 hours or until you find a healer able to assist. You cannot heal this damage yourself.
Dueling Pestilence (M)(P)
You inscribe a rune onto your primary slashing or piercing weapon. If you draw a creature's blood while attacking with this weapon, their wound sustains additional necrotic and poison damage that cannot be healed by traditional magical or nonmagical means. The site of injury begins to fester and suppurate, and your enemy feels excruciating shooting pain, dizziness, weakness, and disorientation. These symptoms get worse over a period of 30 minutes, by which time they are unbearable for the average creature. While these wounds are not deadly, the only way to reverse their effects is through a curing rune applied by the person who dealt the blow in the first place — you. If you do not apply the curing rune, then the effects of the poison will subside after 24 hours.
Lucky Flair (M)
You gain the ability to make lucky charms, circumventing the laws of chance in your favor. By inscribing a luck rune on an item small enough to hold in your fist, you imbue it with the ability to change one instant of luck. You may make up to 4 of these charms per mission or interlude and have the option of keeping all 4 or giving some away. Once per charm, if the charm’s holder rolls a 1-4, they may re-roll and take the highest result. The charm must be on your person in order to use it. If lost, it miraculously appears in the pocket of its owner.
Death Penalties
NONE
None yet!
Inventory
outfit from home
rune fencer outfit
This, but with pink instead of blue, stars in place of diamonds, no sleeves, gloves, and a star-shaped cutout on her stomach that exposes her gem.
bikini
A pink and white bikini.
large cutlass
Pink cutlass sized for an eight-foot-tall woman. Other than that, a normal weapon.
circular shield
A large, circular pink metal shield that can be held in one hand, meant to be used during swordfighting. Sized to an eight-foot-tall woman but otherwise normal.
Orb of the Eight
A mysterious black crystal ball containing a shimmering many-sided crystal in it's center. When asked a yes or no question (and provided the asker passes a DC 12 save), the ball responds truthfully with one of 8 phrases.
(Answers are: It is certain. Signs point to yes. Outlook good. Better not tell you. Reply hazy, try again. Don't count on it. Very doubtful. Outlook not good.)
photograph
medical textbooks
Michael's own from the courses he took. There are notes in the margins from the perspective of someone without a human body, even if some of them seem a little...morbid.
apple trees
Korean rose bush
A beach ball-sized Korean rose bush. Planted behind her cabana, by the apple trees.
original code by cawaii, edits by napstar |