Bleach: Online World is a fun and exciting way to exercise your creativity and escape into a world you help build! It is an expansive roleplay experience depicting the entire Bleach Universe, but this time we control what happens. This is a great place to meet new people, make friends, and come to have fun and relax for a few hours as you lose yourself in the mind of a character that you design!
Here, you decide your own destiny as you forge your way through Soul Society as a Shinigami, or through Hueco Mundo as a Hollow. Travel the world as a human, or corrupt it as a Bount. Hunt your prey and escape your enemies as a Quincy, or put on your mask and roar as a Vizard. Whichever path you choose, your role in this expansive, alternate Bleach universe is up to you! There are no canon characters to deter or impede you, and everyone can help each other build their story! So what are you waiting for? Hop on in, and get started!
As a Human, you get no boosts to any stat. To determine your scores, we will use the point buy system. If you spend no points in a stat, it has an 8. You have 28 points to spend, and the scores cost as follows:
Post by Myzaraphiston Synderfell on Dec 28, 2012 17:21:54 GMT -5
All right, stats are perfectly in order. Now, before we move onto Skills and Feats, there is one thing I have to get in place. You see, all of the Player Characters in this campaign are initially connected by one thing.
You all have been, at one point in your lives, wronged by a small-time crimelord by the name of Gaedren Lamm. He is a throughly vile man, and your character would ideally like to see him brought to justice in some way, whether it's by the courts or on the edge of a sword. What he did to you can affect the rest of your character creation process, and how you RP. The possible choices of what he did to change your life are as follows:
Drug Addiction - Someone you know has become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep f illed with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the one who got your friend addicted in the first place was a crimelord named Gaedren. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. (The Addiction could also alternatively involved your character himself.)
Framed - Someone you know and love was accused of murder. A supposed eyewitness account from a local fisherman seemed to be enough to seal the case, but the accused had enough alibis that sentencing wasn’t immediate. Someone confronted the fisherman and discovered he was intimidated into providing false witness and forced into planting the murder weapon by the actual murderer—a local crimelord named Gaedren Lamm. Lamm’s thugs killed the fisherman before he could recant his testimony. Although this removed the key witness and resulted in the accused being set free, the stigma was enough to badly damage his reputation. If you can find Gaedren, you’re sure you can find evidence that ties him to the murder and can clear the accused’s name. (It can either be a family member or yourself who was framed)
Love Lost - Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from the body. Whoever murdered your loved one stole that ring—you’re convinced of it. You’ve done some investigation on your own and recently found the ring for sale at a local merchant. Although, to your great frustration, you can’t afford yet to buy it back, the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed your loved one, or at the very least knows who did. The only problem is finding him. (Choices here are the sole surviving parent of your family or a lover)
Missing Child - You suspect that a child you know has been abducted by Gaedren. Whatever the relationship, you’ve heard rumors about Gaedren’s “Little Lamms,” and of how the old man uses children as pickpockets and agents for his crimes. You’ve even heard rumors that the child you’re looking for has been spotted in the marketplaces in the company of other known to be cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, yet it has its hands full with “more important” matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding? (Choices are a missing Sibling, or a missing Son or Daughter of your own or somebody you know)
Unhappy Childhood - You spent a period of time as one of Gaedren’s enslaved orphans. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of his “Little Lamms” before escaping. You’ve nursed a grudge for the old man ever since. (Options here are Tortured and left to die by Gadrean, or running off and joining an organized religion in the city)
Post by Myzaraphiston Synderfell on Jan 1, 2013 16:30:11 GMT -5
All right! Your selected background does not effect this next step, but will change you in a later one. Now we move on to Skills and Feats. As a Human Warmage, you get to select 3 skills and 2 feats.
The Reccomended feats are as Follows: Spell Focus (Evocation) Greater Spell Focus (Evocation) (May only be taken if you take Spell Focus first) Energy Substitution. (Metamagic Feat. Choose either Fire, Cold, Acid, or Electricity. You can change any damage from a spell to that type) Metamagic School Focus (May only be taken if you take Spell Focus first. Allows you to lower the level adjustment of a metamagic feat by 1 for Evocation spells) Piercing Evocation (10 points of damage from any evocation spell becomes untype, bypasing energy resistances)
Post by Francis Grin on Jan 1, 2013 22:18:54 GMT -5
All right, up next is Race/Class Features and Equipment.
As a human, you already received your main bonus in the skills and feats section. Humans are faster learning than most of the other races, and therefore receive an extra skill and feat. However, you must now choose an ethnicity from Chelexian, Varisian, or Shaonti. This will determine what language you get in addition to Common.
As a Warmage, you gain the following class features:
Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields.
Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the warmage spell list given below (See Link). He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage’s spell list. Essentially, his spell list is the same as his spells known list. To cast a spell, a warmage must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell’s level + the warmage’s Charisma modifier. Like other spellcasters, a warmage 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: The Warmage. (See Link) In addition, he receives bonus spells for a high Charisma score (Link Here: www.d20srd.org/srd/theBasics.htm#abilitiesAndSpellcasters) Unlike a cleric or a wizard, a warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Armored Mage: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A warmage’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.
Warmage Edge: A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class.
A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage’s choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.
Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage’s caster level but also gain the benefits of the warmage edge, if applicable.