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Aurelianus Drak'shal
08-16-13, 07:06 AM
Name: Aurelianus Drak'shal

Alias('s): Aurelius, to his friends; 'A friend of Aran Sicht' to his allies, and employers; Je'hal, in Fallien (translates loosely as 'The Viper'); Iharkav, in Salvar; Redin Coran, in Serenti

Age: 26 years

Alignment: Neutral Evil

Race: Tiefling

Hair: Aurelianus' hair is kept in an.. unusual style; he keeps the sides of his head shaved down, his quills forming a high red crest down the centre of his head. The only other exception are the patches he has left (for no particular reason) in front of his ears- he has a bad habit of chewing on these spikes without realising. With this outlandish mohawk, he cannot help but resemble a demonic hedgehog.

Eyes: Aurelius' eyes are definitely not those of a normal human. In fact, they are decidedly serpentine. With orbs of purest black, broken by glowing, golden irises, and slit pupils, the tiefling's eyes mark him out as one of the plane-touched.

Height: 5' 9''

Weight: 172 lbs

Occupation: Warlock, Seeker of Knowledge, Planewalker, Anarchist

Skills:
Knife-fighting (master)
Ambidexterity (master)
Dirty fighting (master)
Unarmed combat (master)
Deception and subterfuge (master)
Emotional manipulation (master)
Lockpicking (experienced)
Lore
Linguistics (written and spoken: Planespeak, Sigil common, Althanas common, Raiaeran elvish, Infernal, Aleraran, Githzerai, dwarvish, Salvaran)
Literacy
Tracking (experienced)
Harmonica playing (master)
Sleight of hand (master)
Study of portals and transdimensional gateways
Artifact restoration (documents, fetishes, totems, jewellery, etc.)
Weapon and armour maintenance
Trap-detection
Stealth (experienced)
Surgery (practiced)
First aid (practiced)
Pickpocketing (practiced)

Abilities:

Invocations

Shahab's Lash- This invocation summons a cone or ball of black flame from the palms or mouth, which Drak'shal can then launch at his enemies. Lately, the warlock has even learned how to form the flames into a roaring cyclone given a few moments to gather the power; the cyclone itself is only six feet by two feet, and due to the inherit difficulty of shaping Hellfire like this, Aurelius can only perform this trick twice a day. If any unfortunate is caught in these flames, the white-hot Hellfire will cling like tar, rather than normal fire- The warlock can extinguish these flames with but a thought. Aurelius himself is immune to the flames conjures forth, as long as he wishes it; though he can still use it to cauterise wounds, etc should the need arise. To those who manage to extinguish the flames in time, Shahab's Lash only causes severe burns. If not, they will continue to burn, causing excessive damage. With understanding of the nature of this Hellfire, Aurelius has learned how to use it to sear not only a body's flesh, but also it's soul. Against those of a good disposition, the effects are more impressive, bringing about an agony that can last for much longer than the actual burns. This invocation has become as much a sickness of the soul as it has a tool of brute destruction- admittedly, this effect is lessened against those with darker souls. Against those of a "good" nature, Shahab's Lash is one-and-a-half times as effective.

Freki's Shield- This spell allows Aurelius to summon forth a protective bubble of magickal heat, which can deflect missiles, blades, and even other spells. Like the Lash, Aurelius is immune to the heat he creates. He can keep it active long enough to stave off a few powerful attacks, though a significantly strong one can shatter it. (Usable- thrice per thread)

Eldritch Blast- This is a simple invocation all warlocks know- essentially just a blast of pure arcane energy visible only as a heat haze in the air, which Aurelius has learned to use both defensively and offensively; either blasting at his foes with the force of a strong punch at triple human strength, or smashing aside an incoming blade. Again, his near mastery of this invocation allows the warlock to control the size of the blast- from focused bursts for targeting weapons, specific limbs, etc. to walls of force that can smash opponents from their feet. With a supreme effort of will, the warlock can use an Eldritch Blast to hit multiple enemies at once

Merihim's Breath- picked up from a demonic servant of Merihim, a Demon Lord of plague and disease, this invocation allows Aurelius to open his mouth impossibly wide and vomit forth a huge swarm of angry insects; the little vermin will proceed to attack anyone in range of ten feet(other than Aurelianus himself), stinging, biting and burrowing into their flesh in a thrashing cloud. The effects of this spell last for half a minute, after which the swarm falls to the ground, all dead. But the various infections and larvae they leave in their victims will last long after the swarm has died.

[u]Miscellaneous

Natural Born Cager- In the Hive, the deadly slums of Aurelianus' home city, everyday is a constant fight for survival. Generally, there are two types of cutter in the worst areas, where the tiefling grew up- fast sods or tough sods; those fast enough to get the first attack in, or those hard enough to survive a knifing and still retaliate. The canny plane-touched realised young there was only one way to guarantee survival in a place like that- be both. Aurelius has 4x the speed and endurance of any normal human.

Iron Will- over the years, the tiefling has learned there are many sources of power in the multiverse. His personal favourite is sheer willpower; it is this drive, this force that powers his warlock invocations, and that allows him to traverse the planes and keep his sanity intact. Without it, the half-breed would have been dead many times over- Aurelius possesses 4x the willpower of the average human. This level of inhuman focus grants the half-demon a high resistance to fear, panic, confusion and all manner of things that would cow the average mortal, as well as almost impenetrable mental barriers to keep out unwanted psychic assaults and intrusions- these defences can still be breached by those with higher willpower than Aurelius, though what they will find there will no doubt test their composure; after seeing Hell itself, most people tend to stay out of the plane-touched's mind.

Appearance: His heritage is not as apparent as some of the denizens of his home city, but to most in the many planes he has visited he is a foul half-breed. With his snake-like eyes, a long, black fork-tongue, pronounced fangs, and pointed ears, the tiefling is met with outright hostility by some. But, the most obvious sign of his "tainted" blood are the four black, slender horns rising from his brow like a crown of thorns. Though not as huge, or elaborate as the horns of some others of his kind, they nonetheless set alarms bells ringing with most.

More often than not, Aurelius looks rather weather-worn and roughed up; his unsettling eyes are ringed by bluish circles, a pale contrast to his alabaster flesh; his jaw is usually lined with rough stubble, until he can bother himself shaving; and Aurelianus is usually bruised or cut from some altercation or other. But, if not for all of these, the tiefling might almost pass as handsome. His features are oddly regal-looking, and charming. This, coupled with his mesmerising eyes, makes it quite easy to charm women: a common hobby for Aurelius.

His physical fitness makes this easier as well. The warlock, despite his magickal ability, likes to keep his body toned, and ready for physical combat. He may look slight, but Aurelianus' muscles are toned and well-trained. He's no barbarian, but the tiefling is more than ready for a vicious little knife-fight.

After a lifetime of hard-living, first on the streets of the Hive (Sigil's deadly slums), then later on his travels through the planes, even so far as Baator, and finally to Althanas, the warlock's body is marred with countless scars. Some are from simple knife-fights, back-alley shivs or battle with fiends; while others are products of Drak'shal's Art- burned by the Hellfire he summoned, before mastering his powers. The most noticeable of his scars are the burn marks on his arms, faint from the elbow, getting more noticeable towards his hands. The tiefling's palms are marked from old fires, despite his demonic heritage.

Still, it is in his minor self-mutilation that the masochistic warlock finds pleasure. Aurelius has a liking for piercings and tattoos, his body decorated with plenty of both. He has his right eyebrow pierced with three obsidian rings, volcanic glass from the Hellish realm of Avernus, as well as a steel nose ring, simple steel bars through his nipples and several small fangs and bones hanging from rings through his elf-like ears. In addition, hanging from his left ear is a handy little item; upon closer examination it can be seen that these thin metal earrings are actually a series of well-crafted lockpicks - with the proper movements, these can be detached and used. But, nestled among these other earrings is a small gold glyph- one of the four marks of the Anarchists, dangling from his left ear. The other three are hidden about his person, one on a leather cord round his neck, one disguised as a buckle on his right wand-bracer, and the final one has been worked into a ring, worn on his left forefinger: All of these bear minor enchantments, to aid the Anarchist in his faction's work. As for tattoos (http://i636.photobucket.com/albums/uu84/Anarchist147/AurelianusDrakshal.jpg), these range from kabalistic sigils, to mystic runes, to demonic seals and glyphs, all encircled by unholy litanies and wards of binding. They reach over his shoulders, his back, his torso, and arms, and he even has a pair of three-headed hydras inked along the sides of his shaved scalp- all done in ink, mixed with Aurelianus' own blood- the exact purpose of these is unknown to all but the plane-touched himself. The demonic glyph (http://s636.photobucket.com/user/Anarchist147/media/Tieflingglyph_zps67d15280.png.html?filters[user=100255348&filters[recent=1&sort=1&o=0) branded on his left forearm is the mark of the Demon Lord, Skar'am'Bhuls- the source of Drak'shal's warlock abilities.

Personality: Aurelius believes whole-heartedly in chaos and is as likely to break someone's nose as he is to say "good morning" to them. This volatile nature has, from an early age, brought the tiefling into trouble with law enforcement of every stripe and creed, giving him an almost palpable hatred of authority, and their perverted idea of justice. He would like nothing more than burning every gods-damned court to the ground, preferably with the self-proclaimed "Judges" still inside.

Now, while he may hate those who believe in "law and order" passionately, the Anarchist is not some simple-minded killer. He has many friends and companions across several planes, and has even managed to make some since arriving in Althanas a few years ago. While rather.. misanthropic at first, once you get through his shell, you'll find a womanising, arrogant, paranoid, power-hungry, young half-fiend with a love of knife fights, and a penchant for burning people and things... it is understandable why many people agree you're safer not penetrating Aurelianus' shell. But, if that's the course you're set on, alcohol does help a great deal.

While the warlock may try to kill guards and tax collectors on sight, he can be very open and friendly when he needs to appear that way. But, not far under the surface still lives that hive-ganger child who trusts no-one, and killed daily to survive- and that kid has a cruel-streak a mile long. If one were to rouse his ire, they would soon meet the sadistic bastard that inhabits Drak'shal's blood- his demonic side, so to speak. It is better not speaking of the atrocities committed on those who cross the warlock. Suffice it to say, when your enemy trafficks with demons, your soul is not even safe in Hell.

Earning Aurelius' respect isn't easy as he views the majority of people as idiot whoresons. His exact words on the subject were, "Wouldn't piss on them if they were on fire." And if Aurelius had his way, many of them would be. Always looking for a thrill, or a decent fight, the tiefling is brave to the point of recklessness and never backs down; while this may seem almost heroic to his comrades, it has left the warlock closer to death than he would like, on more occasions than he would care to recount.

Usual Garments and Armour: The eclectic mix of clothing and armour the warlock wears mark him out as not being a local of Althanas. Many of the pieces hail from different planes entirely.

His basic clothing consists of a simple leather tunic, leather breeches, fingerless leather gloves and a pair of hobnailed boots. Occasionally, Drak'shal will also be seen wearing his knee-length coat- the dark leather being modified with studded, armoured plates, and, like his armour, many straps and buckles. The inside of the coat has been sown with dozens of extra pockets and pouches for storing the multitude of things Aurelius usually has stashed about his person.

Along with these are the collection of fetishes, tokens, fangs, claws, locks of hair (or fur) and mystic knick-knacks the plane-traveler always wears. Round his neck hang many cords, all bearing some form of curious talisman or amulet. The same goes for his wrists and forearms. Some of these could pass for simple jewellery, while others are obviously arcane in nature.

When it comes to armour, though, his attire marks him to be a little different; the tiefling's armour (http://www.althanas.com/world/showthread.php?25504-Price-Check&p=208831#post208831) consists of hardened (yet still supple), black leather plates- reinforced throughout with thin strips of bone, held in place with dozens of straps and buckles. These plates are decorated with all sorts of blades, barbs, spikes and hooks. To get too close to Aurelius in a fight is an oft-times painful mistake. The suit protects his left arm thoroughly, with a series of interlocking plates, leaving the right bare for no apparent reason (with the exception of the special bracers worn), along with protecting the torso, thighs, shins, shoulders and knees. This asymmetrical armour is further modified with the addition of certain kill trophies, and collected mementos; numerous fangs, claws and even ears hang all over his frame. It provides excellent reistance against slashing and stabbing weapons, while the weight is minimal at best.

He does not always wear his trademark items, though. When it comes to his more.. subtle wardrobe fashion definitely takes a backseat to praticality; His usual attire in this guise consists of simple, heavy-duty clothing; mainly leather or rough-spun materials sourced from many different planes. The clothes themselves are basic, with neutral colours suitable for staying unnoticed in urban or woodland environments, but as a factotum of the Revolutionary League, he has many little tricks to change the appearance of the outfit; from removeable sleeves, to a collar that unpins to become a hood, to the the jacket that, if turned inside-out, has a different colour on the inside. These are only a few examples of the myriad tricks and trinkets Aurelius uses when he needs to give himself a fairly good disguise at short notice.

Without doubt, though, his bracers are one of the tiefling's favourite creations- a work of genius, if you were to ask him. Running down the centre of each bracer, held fast by steel rings, is a slim wand, each carved from the bones of dead mages, and intricately scrimshawed with glyphs of power. These wand-bracers allow Aurelius to augment his warlock invocations, adding that little extra kick to his powers. Although he is already a formidable magick-user, these implements allow him to tap into an extra little font of energy, improving their power and effectiveness, or range. And, as the old adage goes- a little bit can go a long way.

Weapons: Personally, Aurelius knows that his invocations are his most powerful weapon- while not as versatile as, say, a Sorcerer or Mage, the warlock can call upon his powers as often as he damn well pleases. But, he learned young, never go anywhere unless you're armed to the teeth, and old habits die hard. To this end, he has several weapons he carries about his person.

His first and foremost weapons are the twin knives (http://s636.photobucket.com/user/Anarchist147/media/BaatorianBlade_zpsdde8ea6b.jpg.html?sort=3&o=2) strapped to his lower back; these weapons are forged from the famed Baatorian Green Steel- this ore makes for strong blades, which keep their keen edges much longer than normal steel, and are considerably lighter. The blades themselves are slightly curved, their edges lined with vicious serrations, and the grips are wrapped in the tanned skin of a Cornugon- a general of Baator's armies. They were a gift from the fiend who granted Aurelianus his powers. Through some rituals and incantations he picked up from a Blood Mage in Dheathain, the tiefling has enchanted (http://www.althanas.com/world/showthread.php?25219-Enchantment!!&p=205620#post205620) these blades; the wounds they cause bleed for twice as long as they normally would, the magicks worked into the green-steel preventing clotting.

Always handy as a back-up, the warlock keeps a cleaver (http://www.nam.ac.uk/online-collection/images/480/98000-98999/98513.jpg) strapped to his right calf. This blade is simple steel, with a broad, machete-like blade and a saw-back edge. Drak'shal's other back-up blade is the wickedly curved and hooked blade (http://s636.photobucket.com/user/Anarchist147/media/NotchedDagger_zps5e543b7d.jpg.html?sort=3&o=42) hanging from his belt. Looking more like a surgical tool, than an outright weapon, it has been used as both many-a-time. Originally, it belonged to a friend of the tiefling, another plane-traveler, who died on their travels many years ago. Herzaa, may you rest in peace.

The final weapon in Aurelius' arsenal is the quarrel of steel shurikens holstered under his left arm. Each projectile is a three bladed disc, each with barbs and serrations aplenty. They may enter flesh easily, but will tear it to bloody rags upon removal. An Eldritch Blast behind one of these nasty little toys is enough to ruin anyone's day.. or internal organs.

Years of practice have left the tiefling quite adept in the use of all his weapons.

Inventory: Harmonica, journal of portal locations and keys, assorted tomes and grimoires, ink, parchment, quills, small brushes, various vials and empty flasks, whetting stone, needle and thread, various bones and gems, chained earrings (lockpicks), flints, coil of rope, ivory flask of t'keela, silver cigarette case (always kept full)

Junior: During the ride in Ettermire (http://www.althanas.com/world/showthread.php?25044-Child-of-Darkness), Aurelius managed to "acquire" something out of the ordinary; an albino elf fetus.

Now, never one to waste anything, the warlock has taken a few incantations from the Nine Circles, and granted the little creature life... after a few modifications, of course; the creature's eyes have been stitched shut with mortuary thread- the senses it's dark awakening granted are beyond human comprehension, a preternatural other-sense; it's teeth have been replaced with steel fangs, like tiny needles, allowing the little parasite to feed on the blood of other creatures; it's fingers, too, have been replaced, with tiny scalpel blades; the final additions to the tiny familiar are the talon like feet, and more importantly, the pair of crow wings grafted to it's miniscule back. The extra musculature was exceptionally difficult to craft, but it was all worth it- now the abomination is able to fly, perching on the tiefling's shoulder when not flapping around him, chittering dark secrets into it's master's ear.

Why Drak'shal created this sin againt nature is unknown, but he has taken to the revolting little monster with genuine affection, dubbing it 'Junior'.

History: There is much to be said of Aurelianus' past. Too much, as it happens. It would take a lifetime and more to describe some of the things he has seen in his time travelling the Planes, and he has neither the time nor the inclination to do so.

So, he prefers to tell the short version of his history.

Born and (self) raised in Sigil, the City of Doors, Aurelius was always left to fend for himself. This, more than anything else, has made the tiefling a natural survivor. Now, while he didn't have to worry so much about racial prejudice (living among other tieflings, aasimars, Githzerai, and other, weirder creatures), he did have to worry about every other gutterspawn thug trying to knife him for their own gain.. or fun.

Like most Hive-dwellers, he eventually joined one of the marauding gangs, making murder, robbery, assault, and worse his favourite hobbies. Perhaps it was this corruption which paved the way to the Hells, but that will never be known for sure.

Like everyone eventually does, he grew up.

Moving away from the petty gangs of the Hive, Aurelius joined the Revolutionary League- the Anarchists. His near-constant brushes with everyone else's "law" had made him the perfect recruit for the faction, and in no time, the teen was an experienced orator, arsonist, and political agitator. And, for a time, it was good.

But, as the tiefling got older, he drew more and more attention to himself, and eventually drastic measures were employed to get rid of the young Aurelianus. The Mercykillers were called in. Now, for you Althanians, think of a marauding Mammoth with an axe and a head full of self-righteous zeal, and you're not far off.

Exit, stage right.

Aurelius fled, and rightly so, deciding to take one of the many portals out of Sigil, not particularly caring which. This was Drak'shal's biggest and smallest mistake of his life. The tiefling fled one herd of bloodthirsty butchers, just to end up somewhere infinitely worse.

Baator.

What torments Aurelianus suffered in the Lower Planes of Hell, he refuses to say (or possibly to remember...), but after two years, he emerged into another plane, a sigil burning on his left arm, and a new set of warlock powers to abuse. The secrets of what happened in the depths of that nightmare plane, he will take to his grave.

Fast forward another decade, and the warlock tiefling had traveled many of the planes, going where his feet took him, seeking out knowledge to increase his powers, tearing down governments and "ruling classes", visiting some of the most logic-twisting, and mind-bending places in existence, or simply getting blind drunk, and finding a whore-house. Whatever he had been up to, he enjoyed it immensely. His powers were rather formidable, and after his travels, the tiefling had a multitude of adventures (and misadventures) under his belt.

This was Aurelianus Drak'shal as he appeared in Althanas, over three years ago, now. This was not his first trip to the Prime Material Plane, but it was his first time on this world. While seeking out a repository of ancient demonic lore, he unwittingly triggered some form of ancient arcane alarm, and found himself catapulted through the planes. His journey may have taken days, or decades, it was impossible to tell- time became a relative concept in the swirling maelstrom of the ether between worlds. But eventually, he found himself hurled out of what he now knows to be the Nexus, landing in Althanas for the first time. Dusting himself off, the warlock turned to exit the portal behind him... only to find that when he stepped through, he was spat back out in Althanas. Irritated, he tried again. And again. And again.

Always with the same result.

Over the past couple of years, he has managed to make it to other planes via the Nexus, but after so long (a day, a week or a month, but never longer) he finds himself pulled back to Althanas, whether he utilises a portal or not, dumped back on the familiar soil of this world. What and why he has been shackled to this plane he doesn't know, but he does intend to find out. But, while he's here, Aurelius has decided he's taken a liking to Althanas.

So far, he has traveled as far afield as Salvar, Fallien, and Terrinore; he has met many people, made some friends, made many more enemies; he has slain many monsters; and (as he proudly admits) bedded many women. But, the tiefling always seems to be looking over his shoulder for something. Whether he still fears the Mercykillers finding him, or whether it is something.. else.. from his plane-travelling that has him so paranoid is unknown to anyone but him.

Drak'shal has been back to Baator a few times over the years, and after every visit seems to be just that little bit more powerful, or has a new invocation to master. What happens down in the fiery depths of the Hells is a mystery; Has he signed away more of his soul for greater power, or is he simply reaping greater rewards from the source of his abilities? As seems to be the pattern, only Aurelius knows for sure, and he seems to be keeping tight-lipped about the whole situation.

One thing is for sure, his master (or "patron", if you ask him) has the ability to break his deadlock on plane traveling- when the warlock is ready to advance his powers, Skar'am'bhuls tears the tiefling from wherever he is and brings him to the lower vaults of the Hells. Why he has not granted Drak'shal freedom from his binding, the warlock doesn't know, but he has the feeling the Demon Lord has plans in motion...

Nowadays though, the warlock still seeks out forbidden and lost knowledge, and manages to keep in touch with his Anarchist brethren, taking contracts, or simply instigating mayhem for laughs. Still, something seems to have happened to the plane-touched in recent years: His tastes seem to grow more depraved with every passing year, the tiefling always looking for something new, and more degenerate to satisfy his lusts. It seems his demonic blood is finally beginning to gain a higher foothold on Drak'shal. To what end, none can say.

So, as always, there's fun to be had and chaos to be sown...


Recent History

She Wolf (http://www.althanas.com/world/showthread.php?25196-She-Wolf-(Closed))- During yet another Citadel Battle, the half-demon warlock faces off against Leper and Rouge, of the Scara Scourge.

The Wandering Isle (http://www.althanas.com/world/showthread.php?25225-The-Wandering-Isle&p=205699#post205699)- Enjoying some down-time, Aurelius decides to pop in and torment two of his favourite rubes - Flint and Luned - as they adventure on the high seas.

The Prayer (http://www.althanas.com/world/showthread.php?25330-The-Prayer-(Closed)&p=210809#post210809)- Relishing the opportunity to cause some mayhem for the rhabdophobic Church of The Ethereal Sway, Aurelius teams up with Duffy Bracken to hunt down a few witch-hunters and generally wreak havoc in Salvar.

Puppeteer's Praxes (http://www.althanas.com/world/showthread.php?25630-The-Puppeteer-s-Praxes-(open))- Fleeing his status as a wanted man in Corone, after the events of Gaolhouse Rock (http://www.althanas.com/world/showthread.php?25156-Gaolhouse-Rock-(closed)&p=210812#post210812), Aurelianus arrives in Serenti and becomes entangled in the hunt for the reason behind a recent string of murders.

C*** Drunk Love (http://www.althanas.com/world/showthread.php?25662-C***-Drunk-Love-(Closed))- After the events of The Prayer, Duffy Bracken and Ruby Winchester hunt Aurelianus through the once-proud city of Knife's Edge, seeking to punish the tiefling for his.. crimes.

Letho
08-16-13, 01:23 PM
I'm afraid you've taken your abilities a bit too far for a level two character.

First, you have too many. You can have seven, and every enhancement to an attribute counts separately. That means Natural born cager counts as two, as does Iron Will that apparently not only allows you defense against mental attacks, but also allows you to attack someone. So that's four. Counting the rest, you have ten, so you need to trim it down.

Now, considering the abilities themselves, some of them are too strong or too vague. Let's start from the beginning:

Shahab's Lash - I need to know how big is this "cyclone" and how many times can you cast it. Given the nature of the fire, it cannot be very large nor should you be able to cast it too many times. On top of that, I need to know how much more effective it is against people with "good" souls.

Eldritch Blast - Shouldn't be able to knock multiple people down, not unless you can't fire it more than once or twice per thread. Also, I need to know is this attack visible to your opponent and as such blockable/dodgeable.

Merihim's Breath - You need to drop the duration to half a minute and I need to know how big the swarm is.

Bad Luck - shouldn't be 100% effective. Also, there should be some sort of duration to it. I know the effects aren't necessarily too significant, but it also doesn't mean it should last for days.

Natural Born Cager - the enhancements need to drop to 4x.

Iron Will - people with heightened willpower should be able to negate the mental attacks.


Looks like a lot of edits, I know, but I fear some things slipped through in your level one update, so now we both have some extra work. :P

Aurelianus Drak'shal
08-16-13, 01:56 PM
1- Shahab's Lash- Edited, hopefully to an acceptable level. If not, I can just remove the part about harming good-souled individuals.

2- Eldritch Blast- Again, edited. I usually specify in threads what Eldritch Blasts look like when used, but I have now put in a description, and a limit on the multiple person attack.

3- Merihim's Breath- both edits added.

4- Bad Luck- I planned to use this ability only as a story-based thing, but I have added the edits as requested.

5- Natural Born Cager- Changed to 4x enhancements.

6- Iron Will- This isn't meant to initiate attacks. It was intended more as a sort of booby trap for anyone trying to force their way into Aur's mind- he cannot actively attack another person's psyche with these mental images. But, I have removed the word pain, if that's an acceptable way to tone it down?

As for the problem of having too many, I added Iron Will, Merihim's Breath and Preysight this time round. I have since removed Preysight. This makes two added abilities - And I know you have stated Iron Will as two abilities, but I am wondering if the removal of the pain effect and the above information helps that any? (if not, I can go and remove that part for simplicity's sake).

I thought upon leveling up, you could improve all your existing abilities, as well as adding two new ones? (not trying to argue, just trying to clarify for future reference.)

Letho
08-16-13, 05:29 PM
I thought upon leveling up, you could improve all your existing abilities, as well as adding two new ones? (not trying to argue, just trying to clarify for future reference.)You can. However, as I mentioned before, unfortunately some things didn't get properly regulated the last time around. Sometimes these things happen and some abilities get overlooked. Apparently Sandstorm didn't count the separate attribute enhancements and the dual effect of Iron Will. So while you do get two extra abilities as you go from level one to two (to a total of seven, as the rules state), you were already over the limit with your level one profile which doesn't leave you much wiggle room I'm afraid.

So now, even if I count Iron Will as one (and I could if you remove any "offensive" part of the ability, because a bunch of nightmarish images flashing in your mind in a middle of a battle can be quite a distraction and thus an advantage), you still have one extra. The good news is, if you fix it now, you'll be back on track for the next update and free to add new abilities as per normal schedule with no hassle, so you can calculate the development of your character as you desire. (+2 at lv3, +2 at lv4, +1 at lv5 etc.)

Aurelianus Drak'shal
08-17-13, 07:36 AM
Okie doke, cutter.

I have removed Bad Luck entirely, and removed the offensive capabilities of Iron Will (the part at the end is merely for roleplaying what they might see in Aur's mind, and not actively used by Aurelius in any way).

Hopefully this will solve any problems. =)

Letho
08-17-13, 11:14 AM
Indeed it did. You are approved. Thank you for your cooperation and welcome to the next level.