[center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]°• ☯ •°[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ❝ While there still lies a breath of air within my lungs, I shall leave a river of blood within my wake until the day I take my place on the Tyrannic throne, then all will be gone! ❞ [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴ᏩᎬNᎬᎡᎪᏞ❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ First Name: Unknown ➤ Nickname: The Lone Oni, Oni, The Oni of Morvak ➤ Last Name: Unknown ➤ Age: 35 ➤ Gender: Male ➤ Species: Morvakian Demon-born (Human) ➤ Sexuality: Oni has one care in mind, and that's the Tyrannic throne. Sex is hardly a care over all. [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴ᎪᏢᏢᎬᎪᎡᎪNᏟᎬ❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ Height: 6'3" ➤ Weight: 200lb ➤ Body Shape: Tall and masculine, not many humans can match his raw strength and power. ➤ Special Markings: See scars ➤ Scars: His body is covered with scars, placed there by past fights and wars. His most distinct markings though are the numeric marks, marking the lives taken by his hands. ➤ Piercings: None visible ➤ Hair Color: Raven Black ➤ Hair Type: Long, Straight ➤ Hair Style: Usually worn in a chonmage style ➤ Eye Color: An unusual blood red with slightly darker puple ➤ Eye Shape: Thin, slightly slanted [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴ᏟᎻᎪᎡᎪᏟᎢᎬᎡ ᎢᎡᎪᏆᎢᏚ❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ Personality: Oni is often seen as cold and heartless. His goals is all he cares for, nothing else. He's viewed as a sociopath, caring nothing of those around him. ➤ Habits: Has a habit of looking for trouble where ever he goes. Can be a heavy drinker at times. ➤ Hobbies: Sparing, hunting and killing. He has a sweet spot for mask of all times but actually likes to make oni masks himself. ➤ Soft Spot: Masks and blades. ➤ Pet Peeves: The list is too long. One of his biggest peeves is weakness, this is an intolerable sin in his eyes. ➤ Fears: This one will be kept a secret [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴ᎡᎬᏞᎪᎡᏆᎾNᏚᎻᏆᏢᏚ❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ Father: N/A ➤ Mother: N/A ➤ Siblings: None ➤ Other Relatives: None known ➤ Children: None ➤ Best Friend: None ➤ Love Interests: None ➤ Rival: None ➤ Enemy: None [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴ᎻᏆᏚᎢᎾᎡY❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ Biography/Description: Oni was born and raised on the streets of Morvak. A child born from corruption and murder, there has been no light in this child's eyes. The mother, lost to him from birth, was forced to live long enough to give birth before execution. It is said that in his first few days, he was fed the minced meat of his mother's flesh. Whether true or not, matter's not, for from birth, Oni had only know pain, hate and death. From the age he could walk, he was forced to fend for himself. It is rumored that Oni took his first life at the ripe age of six years old. At ten, Oni was inducted into a notorious gang, in which specialized in murder and assassination. With sin in his eyes and hate in his heart. He carved a bloody trail from the bottom of the pack to second in command. It is from there that he was gifted his unholy Oni's mask. It is said that on the day he first donned the mask upon his face, it spoke to him in the voice of his mother's, uttering the same words over and over again, "Kill, kill, kill!" The oni was only sixteen when his promotion to second took place. Not ten minutes after the mask was placed, it's said that he grew hungry and mad. It was at this point that it's told he had truly awaken within. Story is told that he had lunged himself at his first, digging thumbs deep into his sockets while his teeth dug deep into his throat. On the day of his promotion to second, the child had stole the throne to first. Stealing the first's magic katana, Raifushīfu, from sixteen to twenty, Oni ruled the gang with a bloody fist! Changing their names to the Crimson Oni, they soon took over what was most of upper Morvak. All was doing well for Oni till the day of his twentieth birthday. Feeling a strong sense of wanderlust, Oni would slip out of Morvac in the night, never returning. He spent years traveling around Corinth. He spent these years as a hired blade, fighting as taking both "lawful" and nonlawful jobs. No matter what though, all lead to bloodshed of some sort. Reaching the nation of Calisto, Oni would decide to hang his sword. Yet, one day once the announcement of the race for the Tyrannical throne, Oni would pick up his blade once more, fulfilling the purpose of his very birth: To be the next Tyrant of Corinth! ➤ Hometown: Morvroc ➤ Culture/Tradition: Slums, Bandit Tradition [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴⚔ᏟᎾᎷᏴᎪᎢ⚔❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ Weaknesses: Oni's biggest flaw is his rage and up bringing. His "Mentor" taught him to use his anger as a weapon, to harness the rage and to explode. Once enraged, all in his path is in danger. This makes him a very poor ally in combat, thus why he often traveled as a lone oni. Second, though Oni has the ability to use magic, it's extremely limited to curses and a very small handful of spells most of his combat skills lays in his ability to use of Raifushīfu. ➤ Strengths: Though these are a hindrance in some way, Oni's rage and hexes are his biggest strength. When harnessing his rage, Oni is near invincible. With strength unmatched by most, Oni can easily clear a large group single handedly. With the power of hexes at his command, he can cause misfortune on those that cross his blade. Lastly, his third strength comes in the form of a small feline like creature. In the shape of a small winged displacer beast made of pure shadow. This creature, known as a Dark Companion, is a walking hex in a pseudo physical form. ➤ Weapon: Raifushīfu, Katana of Life Stealing: Also known of Blood Drinker or simply Life Stealer, Raifushīfu is a +2 katana that appears to be crafted from black iron. The blade has gold carved runes and designs carved into the blade and handle. TAB: +22/+12 Damage: 1D10+2+8 Crit. Range: 19-20/20 Type: Slash Special: +2 Katana bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level. ~Path of the Barbarian: -> Fast Movement: A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. -> Rage 2/day: A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can only enter a state of rage once per encounter. -> Uncanny dodge/ Improved: A barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead. At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. ->Trap Sense: A barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. -> Damage Reduction: A barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. ~Path of the Hexblade: -> Arcane Attunement: Can use the spell-like abilities daze, flare, and prestidigitation an unlimited number of times per day. -> Hexblade's curse 2/day: Once per day, as a free action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse takes a –2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 10 + 1/2 hexblade’s class level + hexblade’s Cha modifier) negates the effect. At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day, as indicated on table. Multiple hexblade’s curses don’t stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours. Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse. -> Arcane resistance: A hexblade gains a bonus equal to his Charisma bonus (minimum +1) on saving throws against spells and spell-like effects. -> Mettle: A hexblade can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a savingthrow entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle. -> Summon Dark Companion: You can create an illusory companion resembling a panther, spun from the darkness of the night. Doing so takes 24 hours and uses up magic materials that cost 100 gp. Once created, your dark companion stands with you in battle, hindering your enemies’ defenses. Any enemy adjacent to your dark companion takes a –2 penalty on its saves and to its AC. Your companion’s speed is equal to yours (including all modes of movement you possess) and it acts during your turn each round. It follows your mental commands perfectly—in effect, it is merely an extension of your will. Your dark companion has no real substance, and thus can’t attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter a dark companion’s 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. Your dark companion is treated as a spell whose level is equal to 1/4 your hexblade level. If it is dispelled, it automatically reforms at your side 24 hours later. A dark companion can’t create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion. If it is more than 120 feet from you at the start of your turn, or if you ever lose line of effect to it, it instantly reappears adjacent to you. -> Spells: The hexblade gains the ability to cast a small number of arcane spells, which are drawn from the hexblade spell list (see Chapter 3). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hexblade’s spell is 10 + the spell level + the hexblade’s Cha modifier. Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–1. In addition, he receives bonus spells per day if he has a high Charisma score. When Table 1–1 indicates that the hexblade gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level hexblade), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The hexblade’s selection of spells is extremely limited. A hexblade begins play knowing no spells, but gains one or more new spells at certain levels, as indicated on Table 1–2. (Unlike spells per day, his Charisma score does not affect the number of spells a hexblade knows; the numbers on Table 1–2 are fixed.) Upon reaching 12th level, and at every third hexblade level after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level hexblade spell the hexblade can cast. For instance, upon reaching 12th level, a hexblade could trade in a single 1stlevel spell (two spell levels below the highest-level hexblade spell he can cast, which is 3rd) for a different 1st-level spell. At 15th level, he could trade in a single 1st-level or 2nd-level spell (since he now can cast 4th-level hexblade spells) for a different spell of the same level. A hexblade may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Through 3rd level, a hexblade has no caster level. At 4th level and higher, his caster level is one-half his hexblade level. -> Forced Omen: A foreboding sense of doom travels with the hexblade, as candle lights flicker, fresh food turns green, or the air becomes stale. A hexblade can use his spell-like ability prestidigitation as a swift action instead of the normal standard action. -> Swift Spell 1/day: The hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18. -> Greater Hexblade's Curse: The hexblade's curse penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the hexblade’s curse becomes –4 instead of –2. ➤ Racial Skills and Ability: ~Blood of Morvakian: Morvakians, the local breed of humans found upon the continent of Morviak, are a toughened, city-wise breed. Fighters, thieves and ruffians, they are hardened from birth, jaded from a life of city living on a continent that knows nothing else. -> Quick to Adapt: Morvakians gain a bonus feat at first level and four skill points at each level. -> Low-light vision: Life in Morvak is a rough one. Most if not all native have adapted their eyes to seeing well by the starlight. This has been passed down throughout the ages. ~Soul of the Daemon: A Demon Borne creature is, in base appearance, as any normal creature of its own race, however something greater lies beneath the surface of one who is born of a demon... A rare manifestation to be sure, this genetic anomaly is typically seen when a female of great magical ability mates with a demon; the offspring gaining power unlike any other. -> Demon’s Blood: The Demon blood running in the veins of a Demon Borne creature clots much faster than normal blood, healing the skin up right in plain sight; this effect gives the creature Fast Heal 3. As well, the creature’s tolerance and metabolism are incredible, granting the Demon Borne a +5 to all saves versus poison and drunkenness -> Demon Shape (Su): The most incredible ability of the Demon Borne, and the ability from which they draw their renown, is their ability to take on a secondary shape: the form of a powerful Demadok. ➤ Magic Items -> Scabbard of Keen Edges: Three times a day, the Scabbard of Keen Edges will magically apply the Keen effect to any weapon attuned to the Scabbard. -> Ring of Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell. (spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapplecheck made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.) -> Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4. -> Bag of Holding lvl 1: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴QᏌᎾᎢᎬᏚ❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ ❝It is a plane out of phase. It is a place of ghosts and monsters. It is right next to you, and you don't even see it. ❞ [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] [center]••╾❴ᎬXᎢᎡᎪ❵╼••[/center] [center]●▬▬▬▬๑۩۩๑▬▬▬▬●[/center] ➤ Dominant Hand: Ambidextrous, but favors left. ➤ Protagonist or Antagonist?: Extreme Antagonist ➤ Archetype: Hexblade/ Barbarian