Archanex Jotham
04-26-13, 11:10 PM
(I discovered that this guy recently hit level 1 so I am bringing him back. Thanks for understanding. Updates and changes in bold. And Letho, just so you know, it's me, Elthas. Let me know if I did everything correct for you. Also I am updating Jotham for 3.1 rules.)
~Character Info~
~Name: Jotham Archanex
~Age: Immortal
~Race: Overmage
~Hair Color: Red (Like a fire)
~Eye Color: Black (Jotham's eyes have become onyx black)
~Job Class: Overmage/Artificer
~Psychological Profile:
Vice: Gluttony
Virtue: Faith (Follower of The Thayne)
~Alignment:Lawful Good (LG)
~Appearance and Description:
Appearance: Insofar as Magi go, Jotham is very slender. However, he is not skinny or boney by any means. He is physically fit, as Overmage training is extremely rough and demanding. The body needs to be as sharp as the mind. Jotham has a well defined physique. His chest is broad, and all his muscle groups are toned. He's not huge, however, and does not have the physique of a brute. His is more of a runner, or athletic physique. Jotham walks with a noticeable limp. Hence, why he is always seen with his wizard's staff by his side. Jotham keeps his long, slicked hair tied in a lengthy ponytail. It goes all the way to the small of his back. Jotham has tanned, copper color skin. He is a very clean individual. He keeps his face clean shaven. His eyebrows are bushy, and his eyes have developed an almost onyx like quality. They have become black in nature, no iris. Just a solid black color. Jotham is a hairy individual with hairy arms and legs, but surprisingly enough, no hair on his chest. Jotham's age is unknown even on to himself.
Attire/Manners of dress: Jotham wears the robes and attire of his people. His overmage robe is red in color, and embroidered with simple fabrics. It makes poor armor, but can be augmented quickly. Archanex wears a backpack to contain travel gear at all times. Furthermore, he carries his combat gear at all times with him. He wears leather gloves and matching pair of boots. He is always walking with his wizard's staff, and lately has started to wear the fancy and pointed hat of a wizard. It is also colored red. Jotham does not like to travel in large adventure parties, so is often seen alone. He currently carries a signet necklace he wears that is a marking of The Thayne, Khal'Jaren. Jotham has a famous limp in his walk. The causes for that injury remain unknown. Due to his chosen attire addition of a hat, Jotham no longer wears robes with hoods attached.
~Historical Grimoire: The meeting with the goblins of Scara Brae proved a costly one. The Hedge Magi had lost a terrible amount of resources in open conflict with a surprisingly large contingency of the green skinned little bastards. Jotham was sent with a small squad of soldiers and hedge magi hand picked by the elders of the faction. The squad of soldiers were amongst the best that the queen of Scara Brae herself often used for deadly jobs. Jotham, the only one present who wanted to seek the truth in the matter discovered an omen sent by The Thaynes during the course of the mission. Fearing imminent disaster would befall his companions and even, himself, Jotham attempted to reason with his superior officers. They would not see reason, and ultimately, would fall for their arrogance in the eyes of The Thayne. Jotham, kept his eyes darting at the shadows as he sought a way to escape the clutches of the group he knew was doomed to failure. He could not find one. Soon, the war had caught up with them.
Though normally peaceful, Jotham fought in self defense. Unfortunately, an incident caused Jotham to fall in battle. His superior officers were after a powerful Scara Brae artifact that was believed to have been "stolen" by the crafty goblin race. Some sort of a reaction from the object in question brought Archanex back to life. He sought out the goblins' leader and managed to secure the safety of his comrades' lives. In exchange, Jotham agreed to stay behind and educate the goblin barbarians in the name of Scara Brae. Jotham's story ended there. Many years later, a mysterious red-headed Sorcerer was spotted attempting a plea with the queen of Scara Brae. All goblin activity had ceased up until that point in history. Then, it was revealed that Jotham now was attempting to gain rights and equal recognition of the seemingly "reformed" Goblin Nation. Would the queen accept such a deal? Or would she attempt to annihilate the remaining Goblin threat without knowing their new enemy? Only time would tell.
~Skill Grid:
Magus Sphere level 1: Jotham's accrued knowledge. Jotham currently has knowledge in Destruction, Restoration and one Augmentation (Enchant) ability. As Jotham has acquired power, this knowledge has slowly, but surely, begun to branch off in new direction. Jotham has acquired some new heights of power with his Overmage ability, and has begun their study and research. As of level, The Magus Sphere has evolved and allowed the capacity for Jotham to learn to new spells in each of his chosen schools of The Arkanos.
Elemental Manna Pool level 1: Jotham, upon reaching new heights of power, is capable of accessing ~sixty~ units of Elemental Manna.
Grimoire Pages level 0: (Skill/New) An Overmage's ultimate weapon is their mind. The mind evolves and expands as new heights of power are obtained. As a result, Jotham has begun to slowly access The Grimoire in his soul. Each Overmage potentially can become a living Grimoire of potentially more powerful spells over time and training. Grimoire pages are the mental catalog of every spell that Jotham currently has access to. No matter how hard someone tries, an Overmage can never "forget" a spell that he has learned. He might choose to alter the meaning of the spell with proper training, neglect it's training for a while, but never forget it. Overmage's spells are written in their very D.N.A. Once an Overmage learns a spell, it is never forgotten, and it is written in the mental pages of The Overmage's memory.
~Ability Grid:
(Destro) Dynamic Explosion level 0- (No Change from level 0) (Original description) -Cost: Ten Units of Manna.
This Spell, acquired through years of study and practice, allow the Overmage to manipulate Elemental Fire. Elemental Fire is not the same as "normal" fire and appears as a blue-colored fire. This Elemental Fire has an extremely destructive capacity. It can spread across normal surfaces (Such as cloth, leather, hide) quickly and is chemically adhesive to most types of materials. Especially common and low-tier materials. Against materials like Iron and Steel, the Spell can burn hot enough to Melt Iron. Against Steel it is hot enough to Super-Heat Steel. These effects require Player Permission to work on their valued Items and weapons. It is assumed that without Player Permission, the special effects of this Ability will NOT work. Note: Whilst Jotham is casting Dynamic Explosion, he can perform NO other actions. He MUST concentrate on casting this and any other Spells.
On flesh, the Dynamic Explosion casts quite a punch. It can cause up to Moderate damage with the equivalent damage potential of a strike of an -Iron- weapon. It is important to note that whilst Jotham is casting -ANY- Spell, he is vulnerable to attack. This Spell can currently be cast three times a Day.
Note: The Dynamic Explosion takes 1-3 -full- Turns to Channel before they are summoned. This length of time depends on the size of the Dynamic Explosion being used.
(Restro) Lay on Hands- (No Change from level 0) (Original description) Cost:Twenty Units of Manna.
This Spell, acquired through years of study and practice, allow the Overmage to manipulate the Elemental Light. Elemental Light has many purposes, primarily curative and buffing purposes. This is Jotham's only acquired Spell with the Healing Arts. Eventually he will obtain more. The Spell requires focused concentration of the healing energies located within The Light. When this is done, the Overmage must place his hands upon an -basic- Injury to mend it. Lay On Hands functions just like a bandage might. It heals the Injury. Whilst the Overmage is casting this Spell, he can perform no other actions.
Can be cast once a day.
Note: Lay On Hands takes -between- 1-5 -full- turns before it is prepped. It depends on the severity of the Injury.
(Enchant) Spell Sword level 1-(COST-22 Units of Manna) (Dramatically changed from level 0!!!) Through years of study, Jotham has learned how to fine-tune his mastery of this spell. Now, Jotham can augment the properties of a ~single~ object even further. Initially, a single object could take on the elemental properties of Jotham's choosing. Though not permanent, the enchanting process has been refined so that he can augment something for longer periods of time. Whereas things lasted a mere five turns per enchant, the increase allows Jotham to enchant for up to ~two hours.~ on one solid object. In this fashion, one piece of augmented armor will absorb elemental properties of that type for that set amount of time. An augmented weapon item will deal elemental damage of that type. The possible elements are Earth, Air, Fire, Water, Light and Dark. (And combinations therein once Jotham unlocks the ability to do so.) Spell Sword can be used ~five times a day~.
Edit: Each SUCCESSFUL cast of this spell last an hour. On top of the casting cost for the spell, the spell takes three full turns of preparation to prepare. Note. The spells effects are only castable upon low tier items. Further note, the effect of the spell is ~minor~ compared to other spells of that same rank. (Thanks Letho!!!)
(Destro) Ignition Sphere level 0- (New!!!) (Cost-15 Units of Manna) A newly acquired Spell. Ignition Sphere causes the manifestation a simplistic seeming sphere made of pure elemental fire. The sphere contains terrible heat and burns hot enough to burn through flesh, leather, and iron materials. With adequate preparation it can burn through average quality steel. If it connects on a target, a basic Ignition Sphere will cause burn over time damage. These burns cannot be healed by use of normal means, the burns must be healed through magical means as the damage over time quality is magical in nature. The burns persist until the target dies, or the spell is warded. The Ignition Sphere deals ~double fire damage~ on targets weak to fire. The spell fizzles itself out if no target gets hit by it after it is launched. The initially burn over time effect only occurs on sentient, organic targets. Currently, it cannot be used against spectral or phantasmal targets. (Ghosts and Phantoms and such.)
(Edit Damage over Time lasts approximately one full I.C. minute. Note: It CANNOT burn people to a crisp. (Thanks bro.) The damage simply effectively persists as a burn that won't naturally go away. The full burn effect lasts for approximately one full minute, or, two I.C. turns.
~Inventory: (Nothing new, but old items will be listed.)
1-Battle Staff-A long, seven foot staff outfitted for battle. This staff is basically a thick, seven foot oak stick that is quite sturdy. It packs quite a wallop. It doubles as a walking stick and is surprisingly light in the hands of the Overmage.
2-Pair of Masterwork Iron Daggers-These are two simple make Daggers made of Iron that are masterwork in nature. They each have a scabbard. Jotham is good enough to use these daggers simultaneously in battle.
3-Padded combat gloves-A pair of leather gloves that are padded with Iron. This makes getting punched by Jotham very painful.
4-(Items) Large Backpack with many pockets (1x), Belt with rings to attach pouches (1x), 10 large pouches, 5 small pouches, Personal Grimoire, Pigments and Inks for writing Spells, Parchment Paper for Scrolls.
~Overmage Weaknesses/Exploits:
1-Dynamic Strength. Warriors that are gifted with this power of Super-Strength can be lethal to the Overmage. Overmages are about cunning, speed, and intellect and Strength can devastate a single or many Overmages. Attacks performed with Dynamic Strength buffs do double-lethal damage.
2-Mute Effects. Overmages are extra vulnerable to any effect, or artifact, or spells that cause the Mute status. Mute Spells are -twice- as effective on an Overmage as they would be on any other Mage. Mutes take about a day or two longer to wear off than normal, and as such, Overmages are weary of the Mute Spells.
3-Dragon's Fire. Breath Weapons from Dragons and other ancient races can instantly Kill an Overmage outright.
Elemental Weakness: Elemental Water does Double-Lethal Damage.
New: Elemental ~ICE~ magic deals double-lethal damage.
~Character Info~
~Name: Jotham Archanex
~Age: Immortal
~Race: Overmage
~Hair Color: Red (Like a fire)
~Eye Color: Black (Jotham's eyes have become onyx black)
~Job Class: Overmage/Artificer
~Psychological Profile:
Vice: Gluttony
Virtue: Faith (Follower of The Thayne)
~Alignment:Lawful Good (LG)
~Appearance and Description:
Appearance: Insofar as Magi go, Jotham is very slender. However, he is not skinny or boney by any means. He is physically fit, as Overmage training is extremely rough and demanding. The body needs to be as sharp as the mind. Jotham has a well defined physique. His chest is broad, and all his muscle groups are toned. He's not huge, however, and does not have the physique of a brute. His is more of a runner, or athletic physique. Jotham walks with a noticeable limp. Hence, why he is always seen with his wizard's staff by his side. Jotham keeps his long, slicked hair tied in a lengthy ponytail. It goes all the way to the small of his back. Jotham has tanned, copper color skin. He is a very clean individual. He keeps his face clean shaven. His eyebrows are bushy, and his eyes have developed an almost onyx like quality. They have become black in nature, no iris. Just a solid black color. Jotham is a hairy individual with hairy arms and legs, but surprisingly enough, no hair on his chest. Jotham's age is unknown even on to himself.
Attire/Manners of dress: Jotham wears the robes and attire of his people. His overmage robe is red in color, and embroidered with simple fabrics. It makes poor armor, but can be augmented quickly. Archanex wears a backpack to contain travel gear at all times. Furthermore, he carries his combat gear at all times with him. He wears leather gloves and matching pair of boots. He is always walking with his wizard's staff, and lately has started to wear the fancy and pointed hat of a wizard. It is also colored red. Jotham does not like to travel in large adventure parties, so is often seen alone. He currently carries a signet necklace he wears that is a marking of The Thayne, Khal'Jaren. Jotham has a famous limp in his walk. The causes for that injury remain unknown. Due to his chosen attire addition of a hat, Jotham no longer wears robes with hoods attached.
~Historical Grimoire: The meeting with the goblins of Scara Brae proved a costly one. The Hedge Magi had lost a terrible amount of resources in open conflict with a surprisingly large contingency of the green skinned little bastards. Jotham was sent with a small squad of soldiers and hedge magi hand picked by the elders of the faction. The squad of soldiers were amongst the best that the queen of Scara Brae herself often used for deadly jobs. Jotham, the only one present who wanted to seek the truth in the matter discovered an omen sent by The Thaynes during the course of the mission. Fearing imminent disaster would befall his companions and even, himself, Jotham attempted to reason with his superior officers. They would not see reason, and ultimately, would fall for their arrogance in the eyes of The Thayne. Jotham, kept his eyes darting at the shadows as he sought a way to escape the clutches of the group he knew was doomed to failure. He could not find one. Soon, the war had caught up with them.
Though normally peaceful, Jotham fought in self defense. Unfortunately, an incident caused Jotham to fall in battle. His superior officers were after a powerful Scara Brae artifact that was believed to have been "stolen" by the crafty goblin race. Some sort of a reaction from the object in question brought Archanex back to life. He sought out the goblins' leader and managed to secure the safety of his comrades' lives. In exchange, Jotham agreed to stay behind and educate the goblin barbarians in the name of Scara Brae. Jotham's story ended there. Many years later, a mysterious red-headed Sorcerer was spotted attempting a plea with the queen of Scara Brae. All goblin activity had ceased up until that point in history. Then, it was revealed that Jotham now was attempting to gain rights and equal recognition of the seemingly "reformed" Goblin Nation. Would the queen accept such a deal? Or would she attempt to annihilate the remaining Goblin threat without knowing their new enemy? Only time would tell.
~Skill Grid:
Magus Sphere level 1: Jotham's accrued knowledge. Jotham currently has knowledge in Destruction, Restoration and one Augmentation (Enchant) ability. As Jotham has acquired power, this knowledge has slowly, but surely, begun to branch off in new direction. Jotham has acquired some new heights of power with his Overmage ability, and has begun their study and research. As of level, The Magus Sphere has evolved and allowed the capacity for Jotham to learn to new spells in each of his chosen schools of The Arkanos.
Elemental Manna Pool level 1: Jotham, upon reaching new heights of power, is capable of accessing ~sixty~ units of Elemental Manna.
Grimoire Pages level 0: (Skill/New) An Overmage's ultimate weapon is their mind. The mind evolves and expands as new heights of power are obtained. As a result, Jotham has begun to slowly access The Grimoire in his soul. Each Overmage potentially can become a living Grimoire of potentially more powerful spells over time and training. Grimoire pages are the mental catalog of every spell that Jotham currently has access to. No matter how hard someone tries, an Overmage can never "forget" a spell that he has learned. He might choose to alter the meaning of the spell with proper training, neglect it's training for a while, but never forget it. Overmage's spells are written in their very D.N.A. Once an Overmage learns a spell, it is never forgotten, and it is written in the mental pages of The Overmage's memory.
~Ability Grid:
(Destro) Dynamic Explosion level 0- (No Change from level 0) (Original description) -Cost: Ten Units of Manna.
This Spell, acquired through years of study and practice, allow the Overmage to manipulate Elemental Fire. Elemental Fire is not the same as "normal" fire and appears as a blue-colored fire. This Elemental Fire has an extremely destructive capacity. It can spread across normal surfaces (Such as cloth, leather, hide) quickly and is chemically adhesive to most types of materials. Especially common and low-tier materials. Against materials like Iron and Steel, the Spell can burn hot enough to Melt Iron. Against Steel it is hot enough to Super-Heat Steel. These effects require Player Permission to work on their valued Items and weapons. It is assumed that without Player Permission, the special effects of this Ability will NOT work. Note: Whilst Jotham is casting Dynamic Explosion, he can perform NO other actions. He MUST concentrate on casting this and any other Spells.
On flesh, the Dynamic Explosion casts quite a punch. It can cause up to Moderate damage with the equivalent damage potential of a strike of an -Iron- weapon. It is important to note that whilst Jotham is casting -ANY- Spell, he is vulnerable to attack. This Spell can currently be cast three times a Day.
Note: The Dynamic Explosion takes 1-3 -full- Turns to Channel before they are summoned. This length of time depends on the size of the Dynamic Explosion being used.
(Restro) Lay on Hands- (No Change from level 0) (Original description) Cost:Twenty Units of Manna.
This Spell, acquired through years of study and practice, allow the Overmage to manipulate the Elemental Light. Elemental Light has many purposes, primarily curative and buffing purposes. This is Jotham's only acquired Spell with the Healing Arts. Eventually he will obtain more. The Spell requires focused concentration of the healing energies located within The Light. When this is done, the Overmage must place his hands upon an -basic- Injury to mend it. Lay On Hands functions just like a bandage might. It heals the Injury. Whilst the Overmage is casting this Spell, he can perform no other actions.
Can be cast once a day.
Note: Lay On Hands takes -between- 1-5 -full- turns before it is prepped. It depends on the severity of the Injury.
(Enchant) Spell Sword level 1-(COST-22 Units of Manna) (Dramatically changed from level 0!!!) Through years of study, Jotham has learned how to fine-tune his mastery of this spell. Now, Jotham can augment the properties of a ~single~ object even further. Initially, a single object could take on the elemental properties of Jotham's choosing. Though not permanent, the enchanting process has been refined so that he can augment something for longer periods of time. Whereas things lasted a mere five turns per enchant, the increase allows Jotham to enchant for up to ~two hours.~ on one solid object. In this fashion, one piece of augmented armor will absorb elemental properties of that type for that set amount of time. An augmented weapon item will deal elemental damage of that type. The possible elements are Earth, Air, Fire, Water, Light and Dark. (And combinations therein once Jotham unlocks the ability to do so.) Spell Sword can be used ~five times a day~.
Edit: Each SUCCESSFUL cast of this spell last an hour. On top of the casting cost for the spell, the spell takes three full turns of preparation to prepare. Note. The spells effects are only castable upon low tier items. Further note, the effect of the spell is ~minor~ compared to other spells of that same rank. (Thanks Letho!!!)
(Destro) Ignition Sphere level 0- (New!!!) (Cost-15 Units of Manna) A newly acquired Spell. Ignition Sphere causes the manifestation a simplistic seeming sphere made of pure elemental fire. The sphere contains terrible heat and burns hot enough to burn through flesh, leather, and iron materials. With adequate preparation it can burn through average quality steel. If it connects on a target, a basic Ignition Sphere will cause burn over time damage. These burns cannot be healed by use of normal means, the burns must be healed through magical means as the damage over time quality is magical in nature. The burns persist until the target dies, or the spell is warded. The Ignition Sphere deals ~double fire damage~ on targets weak to fire. The spell fizzles itself out if no target gets hit by it after it is launched. The initially burn over time effect only occurs on sentient, organic targets. Currently, it cannot be used against spectral or phantasmal targets. (Ghosts and Phantoms and such.)
(Edit Damage over Time lasts approximately one full I.C. minute. Note: It CANNOT burn people to a crisp. (Thanks bro.) The damage simply effectively persists as a burn that won't naturally go away. The full burn effect lasts for approximately one full minute, or, two I.C. turns.
~Inventory: (Nothing new, but old items will be listed.)
1-Battle Staff-A long, seven foot staff outfitted for battle. This staff is basically a thick, seven foot oak stick that is quite sturdy. It packs quite a wallop. It doubles as a walking stick and is surprisingly light in the hands of the Overmage.
2-Pair of Masterwork Iron Daggers-These are two simple make Daggers made of Iron that are masterwork in nature. They each have a scabbard. Jotham is good enough to use these daggers simultaneously in battle.
3-Padded combat gloves-A pair of leather gloves that are padded with Iron. This makes getting punched by Jotham very painful.
4-(Items) Large Backpack with many pockets (1x), Belt with rings to attach pouches (1x), 10 large pouches, 5 small pouches, Personal Grimoire, Pigments and Inks for writing Spells, Parchment Paper for Scrolls.
~Overmage Weaknesses/Exploits:
1-Dynamic Strength. Warriors that are gifted with this power of Super-Strength can be lethal to the Overmage. Overmages are about cunning, speed, and intellect and Strength can devastate a single or many Overmages. Attacks performed with Dynamic Strength buffs do double-lethal damage.
2-Mute Effects. Overmages are extra vulnerable to any effect, or artifact, or spells that cause the Mute status. Mute Spells are -twice- as effective on an Overmage as they would be on any other Mage. Mutes take about a day or two longer to wear off than normal, and as such, Overmages are weary of the Mute Spells.
3-Dragon's Fire. Breath Weapons from Dragons and other ancient races can instantly Kill an Overmage outright.
Elemental Weakness: Elemental Water does Double-Lethal Damage.
New: Elemental ~ICE~ magic deals double-lethal damage.