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 Eldred of the Kane

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Senior Member

Posts : 48
Join date : 2017-10-14

PostSubject: Eldred of the Kane   Sat Oct 28, 2017 2:39 pm

Name: Eldred Kane
Sex: Male
Species: human (in appearance)
Height: 6'6
Weight: 230lbs
Age: 100
Age in appearance: 30 ish
Hair Color: black
Eye Color: silver
Skin Color: pale
Personality: A very stoic and silent individual who rarely shows his full emotions. Fiercely protective of Valaine, his step sister, and also protective of those he deems worthy of protection. He lives by a deep and passionate code of honour, which he feels very deeply if forced to break it.
Weakness: Dementia, Valaine, Light magic
Profession: Necromancer
Weapons: Sword
Armor: none
Items: secret
Skills: Stealth - +1 CS to Agility for moving in shadows or keeping silent to avoid people or sneak up on them. Certain situations may negate this ability.
Mystic and Occult Lore - +1 CS to reasoning for researching or understanding magic anddemonic or angelic histories, including telling which is truth and which is fiction
Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for indentifying herbs for various purpses, including but not limited to medicinal or poison making.
Tracker - Able to find footprints of people or creatures in some areas and lead them towards who they are trying to find. +1 CS to Intuition.
Fighting: Excellent
Agility: Excellent
Strength: Excellent
Endurance: Remarkable

Reasoning: Excellent
Intuition: Excellent
Psyche: Incredible (though has been reduced to excellent through years of torture)

Hit Points: 90
Mana: 60
Spells / Special Abilities:

Eldred can harness the connection between him and the undead, and go without sleep for long periods of time. After a maximum of 5 days with no sleep, he must rest for 1 full 24 hour period, sleeping a minimum of 12 hours before regaining his endurance back. Resting means sitting or laying in bed, and not moving about. If he continues to move about, he regains his endurance back at 1/4 speed. 

First Circle:
Shadow Minion ( Level 1 )
Cost: 5MP, returned when the tendril is returned to it's plane. If the tendril is destroyed in an attack or dispelled by magic, this MP is lost, and the caster also takes 5HP damage.
Uses: Psyche to learn, none otherwise.
Description: allows you to summon a shadow tendril from the plane of shadows. These tendrils can do basic tasks, but cannot fight. When destroyed or no longer needed, it will go back to the plane it came from. Learning this spell is required in order to use almost any of the other shadow skills. As such, any potential shadowmancer must prove they can communicate with the shadow realm before they can be taught any other ability. Level 1 mastery allows the control of a single tendril.
Special Conditions:
1. Limitations for the tendril: It can move any item up to a maximum of 10 pounds. Any Light attack aimed at the tendril will dispel it. Any physical attack of 10hp or more will dispel it. It has no defense roll. If the shadowmancer loses conciousness, the tendril will vanish.
Sense Undead
Cost: 5MP
Uses: Psyche
Description: Allows the caster to sense undead in the area. Range is 1 mile, increasing by one more for every circle of necromancy the caster knows at least one spell in.
See The Great Beyond
Cost: 5MP
Uses: Psyche
Description: Allows the caster to see nearby spirits and incorpreal beings. Also allows the caster to see through illusions if they beat the illusionist's roll. Once the caster knows at least one spell in the fourth circle, this spell becomes the equivilent to Astral Sight, has it's mana cost removed, and a roll is only required if something is impairing the caster's access to the Astral Plane.

Speak With the Dead
Cost: 10MP
Uses: Reasoning / Psyche ( whichever is higher )
Description: Allows you to speak with one type of undead. Duration is one hour.

Second Circle
Shadow Step
Cost: 5MP
Uses: Psyche if countered, none otherwise.
Description: Allows the caster to walk into the shadows and appear in another location. This location must be on the same world as them, and it has to be an area they have been to before. ( Exception: If they are currently spying on someone through Shadow Sight they can step to that location ). There must be shadows in the area for them to step out of, for example they cannot appear in the center of the beach at mid-day with the sun out, though they could if it was night-time or there was a shadow being cast in the area from a large umbrella or something similar. Shadowmancers, along with those of Light or Darkness, if they are in the immediate area of departure and arrival ( within 20 feet ) can roll to attempt to block this.
Special Conditions:
1. You can take one passenger with you for each circle you have in Shadow Magic beyond two. For example a circle three Shadowmancer can take 1 passenger, a circle four can take 2 passengers, etc. Each passenger icnreases the cost of the spell by 5MP.

Third Circle
Darkness Daggers
Cost: 5MP per dagger
Uses: None to create, agility to throw
Description: Allows the creation of daggers to be thrown at an enemy or target. The caster can creatre one dagger per round for every two spell circles the caster has darkness magic in. ( At creation they can make 1 dagger per round, once they learn a circle four spell they can create two, and three once they learn circle six ). The caster can throw these following normal combat rules.
Special Considerations:
1. The caster can, alternatively summon the daggers to stockpile them until they are needed, though the caster may not have more then six daggers on their person at any one time. These daggers also vanish the round after they are thrown or otherwise leave the caster's body.
Drain Life
Cost 15MP
Uses: Psyche
Description: Drains HP from one living target. Steals Remarkable amount of health, half on green, quarter on white. WARNING: Caster must declare if they are going to prevent someone from being drained to the threshold of death.

Telepathy ( Basic )
Cost: N/A
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind. The target has to be within visible range with no obstructions between the two. Do note that even if you just read their mind there is a chance a non-mentalist can sense someone in their mind ( roll psyche and get a yellow or highr ) though they will not know who did it. Once the mentalist reaches circle 4, it is impossible for a non-mentalist to know if someone is in their mind unless they speak or reveal themselves.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill beyond second ( at third circle they'll be able to make two links, at fourth circle three, etc ). A roll must be made to establish it. A green roll is required for willing targets and yellow for unwilling.. Maximum range is 2 miles times the maximum circle known. At circle 2 this would be anywhere within the city of Oceandia itself.

Biography: Eldred was a young child when his father by blood took him in. His father had a child with a human woman, and she had hidden him from his father. The man was an established Necromancer and a very dark one at that. He ruled like a warlord from his castle, with no compassion for anyone. He only cared about more power, though had a soft spot for his daughter Dementia. She seemed to show promise in his eyes and he focused on teaching her how to run the kingdom in his stead. Eldred's father soon found that Eldred had no aptitude for the darker arts, and gave the 6 year old boy to the care of the older girl Dementia.
Dementia was a cruel sister, doing many awful things to Eldred and her own blood sister Valaine. Eventually when Eldred was old enough, he denounced the family and fled to another far off realm. He wandered for a bit before finding a woman he fell in love with. He renounced the art of necromancy and spent time creating a family. He only used his magic to help relatives contact their deceased loved ones. Then Dementia found him again. She killed his wife but then pulled her soul out to place in a blade. This blade was used to kill others, thus condemning her soul. That is what Eldred thinks at least. He fought back against Dementia and her soldiers but was eventually overcome. He was then made to be Dementia's minion, chained to her by astral magic and hurt if he failed his tasks. Hinoe rescued him and brought him to FI to live peacefully, and to recover what humanity he can.
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