PREMADE CHARACTER -- RI'SHURAI CRIME CAMPAIGN -- NIATMA DAI

 Niatma Dai, “The Shadowed Soul”

Shadowcaster, male

hooded robe, rod with obsidian glass tip (magical BA ignores DR that derives from magic)

after the academy of arcane arts expels him for accidental manslaughter, a liaison of the Thieves Guild approach him for mercenary work. He sees them as a means to an end, rather than an end in and of itself. In their employ he specializes in counter-intelligence and traceless assassination. Usually called upon for high profile jobs, he accepts exclusively expensive reagents and gifts of magic in return for his services. He seems to find no need of coin...

Most of his time besides he spends studying scrolls and collecting spell components. When it comes to his pursuit of knowledge, he is absolutely fearless and obsessive. Due to these pursuits he is often reclusive and isn't great with other people.

Without a mentor, Niatma becomes fascinated with the lore of Odum Chansa, an angel of the God of Darkness. Much of his study is directed towards knowledge of these mysterious beings and the power they wield. In studying them he intends to not only emulate their power, but surpass it.

Although mostly a loner, Niatma hires soldiers to protect him should he foresee himself in dangerous situations. Towards these folks, he is callous to a point (he would never dream of sacrificing himself for his hirelings), but to another point he is awkwardly caring (it pleases him to see his hirelings thrive).


STR 10 INT 40

AGI 15 PER 35

END 25 CHA 15


H 44

C 48

D 12


HEARTS

A

spell concentration +5

unfazed

unarmored proficiency 1 (+5% to all saves)

2

ADR (INT, PER, CHA)+2,

3

convert x hearts to x club.

Switch any two ability scores for 1 turn as a triggered action, +10% spell concentration

4 +10% to all saves/+1 movement, gain +3 DR against A/O triggered by spellcasting


DIAMONDS

A

Shadow walk

all damage from invisibility or darkness gains +1d6 damage per attack once per turn for 15+INT turns. Can use ACE burn to multiply damaging effect by number of ACEs spent -- this effect is for one turn of damage only.


CLUBS:

A

Detect magic – 60 ft radius for Y hours

darkvision – 60 ft radius for Y hours

pitch black – 20-ft AoE that lasts 5 turns; aces can be burned on the fly to multiply its effects


2

dark matter: anyone caught within a pitch black spell must make an END save or become stunned for 1d6 turns. Your pitch black spell now also deals Y+1d6+INT darkness damage per turn to anyone inside its radius.


detect invisibility 60 ft radius, ethereal within 10 foot radius for 20 turns

invisibility – for up to 20 turns, but taking any Basic Action breaks your invisibility


3


shadow magic (passive) – when casting or attacking from invisibility or darkness, attacks and spells ignore all DR, including ADR.


Follows the Shadow – creates a silhouetted double that can shadow walk. You are able to see through its vision. It cannot attack or be harmed. This double can be teleported to via shadow walk, if you have it slotted.


Shadow bolt – instantly deal Y+xd6+INT dark damage to single target within 100 ft against PER save. If your spell succeeds with 3+ degrees of success, target must make a PER save or be blinded for 1d6 turns.


dark devourer – cast Y beams that last x turns. No more than 1 beam can affect a single target. For duration of spell, deal INT bonus Perception damage plus 1d6+INT Darkness damage. You heal for all damage done. If you are “over healed” gain +1 DR per target for x turns.


4


night beam – choose target within 100 feet: deal Y+INT dark damage to target for x turns. If your spell succeeds with 3+ degrees of success, a 20 foot AoE cloud of darkness spell is cast around the target that lasts 3 turns.


dark shard – summon 2 (½ Y) shadows, maximum of 6 (at club level 120). Gain +5% to defense checks and +1 DR per shadow. One shadow per turn can be cast against a single target dealing 4d6+INT dark damage against PER save, which halves if successful. However, when you cast a dark shard, you lose the DR bonus associated with it.


Exoteric Gray – enshroud target within an extremely dark gray globe. if cast on oneself, gain +1 movement, +1 DR and additional +3 DR against projectiles and ranged damage spells. If cast on enemy, their damage and healing is reduced by Y per turn for 9 (5+INT) turns.


Advanced Invisibility – you can take up to 3 basic actions without breaking invisibility but casting spells or loosing ranged weapon will reveal your location (rendering you potentially vulnerable to AoE)

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