Post by Cole Deschain on Feb 8, 2012 1:31:37 GMT -5
Name: Kulbir
Alignment: Lawful Good
Class: Wu Jen
Race: Human
Age: An extremely weathered 30
Height: 5'8"
Weight: 140 lbs.
Hair Color/Type: Black (shaved bald)
Eye Color: Hazel
Place of Birth/Nationality: Tenzin
Current Residence: Wandering
Physical Description:
Personality: Kulbir is a peaceful, gentle man, dedicated to respect for life in all of its forms- he will willingly undergo considerable discomfort, humiliation, or even danger to spare another. However, there is another side to this- he is utterly implacable against those who would harm innocents, as he feels the kindest mercy he can show them is kicking them back into the Kharmic cycle for another chance in a new incarnation as swiftly as possible. A man who will not swat mosquitoes has utterly incinerated more than one bandit who made the mistake of threatening a child in his presence.
Positive Characteristics: Peaceful, serene, compassionate.
Negative Characteristics: Passive, More interested in Enlightenment than worldly success.
Adventurer Strengths: Magically adept, favors diplomacy
Adventurer Weaknesses: Will not initiate violence, uninterested in material rewards
Weapons: None.
Clothing/Armor: Kulbir never wears more than his monastic robes.
Power Source: Arcana
Common Spells/Powers:
Precognition
Fireball
Ray of Strength-Draining
Polymorph Other- Kulbir can transform a single target into another form of life of the same or smaller mass.
Abilities:
Internal Reservoir- While most spellcasters channel magic through the leylines around them, you channel from your own personal well. You can cast spells without the need for meditation, but you are capable of expending yourself of magical energy with you do not take time to rest.
Codes- Using a form of autohypnosis, you can unlock greater wells of magic and cast more powerful spells thanks to the adhering of your codes/taboos. The more you adhere to, the more powerful your spells. But if you break even one, your spells will become sloppy and less effective.
In Kulbir's case, he adheres to the following strictures-
-He cannot eat meat (including fish and poultry)
-He must shave his head every day.
-He cannot own more than he can carry
-He must give up anything he owns that might help another in need.
-He cannot initiate violence- he may only fight after someone else has struck the first blow
-He cannot consume alcohol
-He must pray for enlightenment every day
-He cannot ride upon an animal or in a cart pulled by an animal- anywhere he goes, he must go under either his own steam or by the power of wind or water current.
Usual Inventory: Prayer Beads, small knife for his daily shave, begging bowl
Tactics/Combat Style: While he doesn't start fights, Kulbir has no problem whatsoever with ending them, and will either try to shield others or subdue the enemy- unless, of course, the enemy has threatened an innocent in his presence, in which case Kulbir lashes out with the most destructive magic he can.
Origin/Backstory: Kulbir was born the son of a poor Yak herder in Tenzin, and was fostered to a monastery at a young age when his parents sorrowfully realized they couldn't support him. The Monks, a sect known as the Brothers of the Moon Lotus, practiced bizarre arcane rites, and Kulbir grew up surrounded by their traditions. An exemplary monk, he was given training by the High Lama of his order, and then sent forth to seek enlightenment in the wider world.
Thus far, his travels have been interesting-frequently dangerous and often uncomfortable.
Ability Scores::Modifiers
STR: 8::-1
CON: 10::0
DEX: 11::0
INT: 18::4
WIS: 18::4
CHA: 12::1
Hit Points
5
Attack Score
Close: 4
Range: 5
Magic: 16
Defense Score
5
Fortitude Score
5
Reflexes Score
5
Willpower Score
12
Wealth Score
0
Skill Ranks
Acrobatics (DEX) : 0
Adventuring (WIS) : 4
Athletics (STR) : -1
Bluff (CHA) : 1
Diplomacy (CHA) : 8
Endurance (CON) : 5
History (INT) : 12
Insight (WIS) : 12
Intimidate (CHA) : 1
Magic Theory (INT) : 12
Medicine (INT) : 12
Nature (WIS) : 10
Perception (WIS) : 8
Religion (INT) : 12
Stealth (DEX) : 0
Streetwise (CHA) : 1
Thievery (DEX) : 0
Alignment: Lawful Good
Class: Wu Jen
Race: Human
Age: An extremely weathered 30
Height: 5'8"
Weight: 140 lbs.
Hair Color/Type: Black (shaved bald)
Eye Color: Hazel
Place of Birth/Nationality: Tenzin
Current Residence: Wandering
Physical Description:
Personality: Kulbir is a peaceful, gentle man, dedicated to respect for life in all of its forms- he will willingly undergo considerable discomfort, humiliation, or even danger to spare another. However, there is another side to this- he is utterly implacable against those who would harm innocents, as he feels the kindest mercy he can show them is kicking them back into the Kharmic cycle for another chance in a new incarnation as swiftly as possible. A man who will not swat mosquitoes has utterly incinerated more than one bandit who made the mistake of threatening a child in his presence.
Positive Characteristics: Peaceful, serene, compassionate.
Negative Characteristics: Passive, More interested in Enlightenment than worldly success.
Adventurer Strengths: Magically adept, favors diplomacy
Adventurer Weaknesses: Will not initiate violence, uninterested in material rewards
Weapons: None.
Clothing/Armor: Kulbir never wears more than his monastic robes.
Power Source: Arcana
Common Spells/Powers:
Precognition
Fireball
Ray of Strength-Draining
Polymorph Other- Kulbir can transform a single target into another form of life of the same or smaller mass.
Abilities:
Internal Reservoir- While most spellcasters channel magic through the leylines around them, you channel from your own personal well. You can cast spells without the need for meditation, but you are capable of expending yourself of magical energy with you do not take time to rest.
Codes- Using a form of autohypnosis, you can unlock greater wells of magic and cast more powerful spells thanks to the adhering of your codes/taboos. The more you adhere to, the more powerful your spells. But if you break even one, your spells will become sloppy and less effective.
In Kulbir's case, he adheres to the following strictures-
-He cannot eat meat (including fish and poultry)
-He must shave his head every day.
-He cannot own more than he can carry
-He must give up anything he owns that might help another in need.
-He cannot initiate violence- he may only fight after someone else has struck the first blow
-He cannot consume alcohol
-He must pray for enlightenment every day
-He cannot ride upon an animal or in a cart pulled by an animal- anywhere he goes, he must go under either his own steam or by the power of wind or water current.
Usual Inventory: Prayer Beads, small knife for his daily shave, begging bowl
Tactics/Combat Style: While he doesn't start fights, Kulbir has no problem whatsoever with ending them, and will either try to shield others or subdue the enemy- unless, of course, the enemy has threatened an innocent in his presence, in which case Kulbir lashes out with the most destructive magic he can.
Origin/Backstory: Kulbir was born the son of a poor Yak herder in Tenzin, and was fostered to a monastery at a young age when his parents sorrowfully realized they couldn't support him. The Monks, a sect known as the Brothers of the Moon Lotus, practiced bizarre arcane rites, and Kulbir grew up surrounded by their traditions. An exemplary monk, he was given training by the High Lama of his order, and then sent forth to seek enlightenment in the wider world.
Thus far, his travels have been interesting-frequently dangerous and often uncomfortable.
Ability Scores::Modifiers
STR: 8::-1
CON: 10::0
DEX: 11::0
INT: 18::4
WIS: 18::4
CHA: 12::1
Hit Points
5
Attack Score
Close: 4
Range: 5
Magic: 16
Defense Score
5
Fortitude Score
5
Reflexes Score
5
Willpower Score
12
Wealth Score
0
Skill Ranks
Acrobatics (DEX) : 0
Adventuring (WIS) : 4
Athletics (STR) : -1
Bluff (CHA) : 1
Diplomacy (CHA) : 8
Endurance (CON) : 5
History (INT) : 12
Insight (WIS) : 12
Intimidate (CHA) : 1
Magic Theory (INT) : 12
Medicine (INT) : 12
Nature (WIS) : 10
Perception (WIS) : 8
Religion (INT) : 12
Stealth (DEX) : 0
Streetwise (CHA) : 1
Thievery (DEX) : 0