Aurora Sky
Jebidiah Badash - Printable Version

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Jebidiah Badash - Jebidiah - 01-06-2016

Jebidiah Badash
Race: Human
Gender: Male
Age: 40s
Height: 6' tall
Weight: Average body type, slightly overweight
Strength: Average

Physical Description: Jebidiah is a tall man. He has a build that leaves him looking like a slightly portly fatherly figure. He has thick golden blonde hair. His skin is a naturally tanned color. He usually has a smile on his face.

Apparel: He wears a simple white set of robes. The material is a heavy cotton that keeps him warm in cold weather, but can breathe freely enough to keep him cool in warmer weather. He wears a large bag across his back that contains his possessions that don't fit in his robes pockets. He has a pair of glasses on a cord around his neck.

Backstory: After some family drama he went out into the world on his own. He started making his way as an adventurer, but soon realized that he had other callings. He found he had a good talent for using magic to aid him in healing. To that effect, he has managed to instill some of his magic into creating sentience that aids him in his cause. Now, he spends his time wandering and helping groups that need a healer.

The Story Of Jebidiah:
<a href="http://aurorasky.udocoded.com/showthread.php?tid=81">Meeting Sven</a>
<a href="http://aurorasky.udocoded.com/showthread.php?tid=56">Meeting Mora to begin their journey.</a>
<a href="http://aurorasky.udocoded.com/showthread.php?tid=80">Following Mora for some vengeance.</a>
<a href="https://aurorasky.udocoded.com/showthread.php?tid=186">Playing a Baron's Game.</a>
Affiliations and Contacts:

Skills and Abilities

Aspect: Water Borne

Leveled Talent:
Living Tide

Some people played with toys growing up. You played with water, and it played back. Effects that increase how much water your water spells effect (such as the benefits of Water Bound) also effect Living Tide.

Lvl 0 – Non-magical water tends to flow a just a little bit when you touch it (like a poked sleeping animal shifting position). Furthermore, you can sense the presence and rough location of any significant amounts (at least an ounce) of liquid water within 20' of you. This does not include water that is inside of a living creature.

Lvl 1 – You can, once per 10 posts, imbue a fragment of yourself into two gallons of water (4 gallons due to Water Borne), effectively allowing this gallon to freely move along the ground, shape itself, etc. This effect lasts until you imbue some other water, will it so, or if the water ever moves farther than 50' from you. Changing the form of the water does not end the imbuement. The water benefits from your senses but the reverse is not true. The semi-sapient fragment persists among multiple imbuements, and may develop its own personality over time.

Lvl 2 – You can extend you sense of touch into any body of water you are in contact with, to a maximum range of 30' (or less if the water is particularly impure). You can effect your imbued water with magic as though it were non-living.

Lvl 3 – Your imbued water can, once per post, shape itself into a weak-strength creature of solid ice and water (4 gallons is about enough for a medium-sized dog). While so shaped, significant damage dealt to the water's form causes the imbuement to end. Non-creature forms (whip, stool, etc) are also possible. It unshapes after a post unless it maintains this effect.

Lvl 4 – You can pull your imbued water into yourself, melding it with your body to gain the benefits of the heal spell (and ending the imbuement).
Lvl 5 – Your imbued water now possesses average strength while formed into a creature, and it can temporarily split into two separate forms.
Lvl 6 – Your water spells that effect gallon(s) of mist/liquid can effect 50% more mist/liquid. This stacks with the benefits of similar abilities
Lvl 7 – Your water sense improves, allowing you to also sense the water within all things within 20' and identify different concentrations (Living creature Vs wood Vs pure water Vs polluted water, etc).
Lvl 8 – Your imbued water now possess Strong strength when formed into a water/ice creature and can also take flying forms made of insubstantial mist.
Lvl 9 – You can temporarily join with your fragment while imbuing it, leaving your body comatose but allowing the living water to travel up to 500' from your person. You cannot see/hear normally while so joined, although the range of your water sense increases to 50'.
Lvl 10 – You develop a custom, staff-approved ability involving your connection to water and your fragment's personality (if any).


Aspect: Transcendent Body

Leveled Talent:
Flesh Golem - Using your body magic and a donation of physical material from either yourself or some other being, craft yourself a living servant. The golem cannot learn new skills and abilities beyond those this talent gives them.

Lvl 0 - The flesh golem is a weak strength, mindless creature that looks like a mostly featureless humanoid child. You can mentally control it with 50’ of you, if farther than that it will continue to repeat its last command (it can only handle simple, direct commands – “punch X” not “fight X”). The golem can only be farther than 50’ from you for about an hour before it stops moving.

Lvl 1 - If the flesh golem “dies”, you can revive it with a few hours of effort. You may remake any choices you made for this talent, provided you have new materials. You may also remake those choices without the golem “dying”, if you so desire.

Lvl 2 – You can add a pound of flesh taken from a humanoid, non-fey (half fey okay) creature to grant the golem strength. The golem's strength is one level weaker than that of the flesh. The donor flesh must be fairly fresh – either from a living volunteer or a recently dead subject.

Lvl 3 - Through nurture the golem grows into a form more akin to an adolescent humanoid, capable of strenuous and more complicated activity (“Fight X”, although it won’t be very smart about it if left on its own).
Lvl 4 - Add the flesh of a beast to grant the golem protection. The golem gains the protective skin or similar from the donated flesh.
Lvl 5 – Learning from your many procedures, you can add the flesh of another creature to your own body, giving you a custom (staff-approved) special ability based on that creature.
Lvl 6 - Add a pound of any creature’s flesh to grant your golem additional mental capabilities. The chosen flesh grants sapience and determines how intelligent the golem is. The golem’s personality is of your own design, but usually reflects the donor (in some cases the golem may even think it is the donor, albeit with distorted/countless missing memories). The golem gains a custom (staff-approved) skill based on the donor. The golem can act on its own, but still needs to stay near you most of the time. It can’t ignore your orders.
Lvl 7 - Your constant bond with the golem allows you to convey messages back and forth with silent gestures, each felt by the other over any distance.
Lvl 8 - Add the flesh of a creature with spellcasting capabilities to grant magic to the golem. The golem learns and is able to cast a single spell no higher than level 6 that the flesh knew.
Lvl 9 – Add the flesh of a creature with non-spell magical abilities. The golem gains a (staff-approved) magical ability based on that creature.
Lvl 10 - Choose one of two paths, The Parent or The Puppeteer. The Parent imparts life and love into their golem, allowing them to learn new skills as any other being in Avarka can. The Puppeteer switches bodies with the golem, discarding their own body (which dissolves into dust) in order to directly control the golem’s body forevermore. The Puppeteer retains their skills and abilities, applying them to the new body. The golem is always “within 50’” of the puppeteer.


Medical and Anatomy Training
Lvl 1. Learn the position and location of the various non-fey races' major muscle groups, blood vessels. etc along with some basic first aid techniques. Half-fey are similar enough to humans/elves for this to cover them as well. Can be taken additional times to learn the anatomy of wildly different species/races. [Minor .5]
Lvl 2. Master the art of keeping your hands steady and the making of very small, very precise surgical motions with them.
Lvl 3. Master a specific type of procedure. Can be taken multiple times. (Sutures)

Innate Surgeon: Jebidiah has an intense ability to focus. If he chooses to, he may focus on a medical task and ignore all other stimuli until the task is completed. This focus can not last longer than 5 consecutive posts and may only be used once per encounter. This focus also allows him to perform any of his Medical and Anatomy Training skills faster than normally possible. [Minor 1]

Caregiver's Touch: Jebidiah's connection to his patients extends more than usual. He is able to share the effects of body spells, including passive spells, with those he is in contact with. This effect lasts for as long as the target is in contact if they are willing or unconscious and for a post thereafter. Unwilling targets may resist this effect without effort. [Minor 2]

Weapons and Armor

Shield of Recrimination - An iron shield with an agate affixed in the center. Impacts by/against this shield cause pain in the mind of the attacked/attacker equal to the blow dealt by/to the shield. [Minor 3]

Surgeon's Gown: Jebidiah's robes are of a slightly enchanted material. This has little effect beyond being able to emit a soft white glow that can clearly illuminate about 10 feet from the robes at will, as well as being as tough as stone (modifier 2) while remaining as flexible and lightweight as cotton. Additionally, any dirt, grime, viscera, etc. doesn't stain the robes and is easily cleaned off leaving no trace. [Minor 4]

Surgeon's Spectacles: The glasses are a soft oval shape that compliments Jebidiah's face. Their lenses have an enchantment on them that allows the wearer to zoom in their field of vision on anything they are physically touching. This zooming effect only extends to objects touched, or objects that have been touched by the wearer within the last 2 posts. [Minor 5]

Spells

Water

LEVEL 1
Scour- Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches.

LEVEL 2
Soak - Draw moisture from the air to soak a target in water.

LEVEL 3
Flow - Passive. You can control and shape up to a gallon of liquid water/ gallon's worth of mist at a time as though it were an extension of yourself. Control is limited to sight and guided by hand and arm movements.


Body

LEVEL 1
Itch - Target experiences strong, persistent and annoying itchiness.

LEVEL 2
Numb - Cause a target to reduce blood flow to their extremities, soothing surface pain and bleeding but also reducing manual dexterity.



Other Possessions

Bedroll
Canteen
100' rope
Detached grappling hook
Unlit Torches
Flint and steel
Lots of gauze, sterile needles (in a case), suture string, scalpels and other small and simple medical tools (in a case).

Gold: 10


RE: Jebidiah Badash - Magikeeper - 01-06-2016

Looks fine to me.

Some comments, though:
> Shield of Recrimination can be resisted by humans, although the first time might briefly catch them off guard.
> Being stone-strength helps protect against slashes, and being thick offers some protection against stabs and such, but being not-stiff limits how useful the cloak will be against attacks with more force behind them (the cloak may remain undamaged even as the wearer is cut / bludgeoned).

It's interesting that he isn't going Forged Road(Surgeon/Physician) nor working towards the Vital healing spells.

Anyway, with that in mind, approved! *STAMP*


RE: Jebidiah Badash - Udo - 01-07-2016

Yeah, went with a different route. Need to edit into the pet rock that it is a humanoid shape. I was considering that, but thought having two helpers, one that can turn into specialty things and the other an extra pair of hands, would be an interesting shift.


RE: Jebidiah Badash - Magikeeper - 01-07-2016

..oh crap, nothing in pet rock says you can't give it several arms/hands. That.. that could be a problem. I will need to try to figure out a way to prevent that from happening.

Oh, wait, it moves real slow if you aren't touching it. I suppose riding the beast of seven ha..no, that's still probably going to end up too strong. At least once you put a magic weapon in every hand.

I suppose I could wait and see what happens though? Maybe?


RE: Jebidiah Badash - DarkAbyssKeeper - 01-07-2016

Man, if you want to go for a surgical assistant, may I recommend the recently added Flesh Golem?

Throw in a minor that lets you cast Body spells on your patients and you've even got some extra magical help in that area, too.