Sikarsis and Scorched Chest: Difference between pages

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Faraban -
[[Image:Sikarsis.jpg|frame|right|300 px|Art by [http://shinsen.deviantart.com/art/Black-Trident-Imperial-Guard-39597394 Shinsen] ]]''Sikarsis is an [[race::assarai]] [[class::cleric]] in the [[campaign::Dissolution]] campaign, played by [[player::User:Wordman|Wordman]].''


==Personality==
I've had only mixed success with the technique we spoke of for using ''alchemists fire'' to enhance various magic items. It works, but the cost of producing the alchemists fire doesn't provide much savings over just producing a more powerful item without it. In any case, I've enclosed a few results of my tests, along with the remainder of the alchemists fire you sent me (60 flasks).


Sikarsis lives without regret and without planning, deriving all the happiness he can from the moment. He tries to get others to appreciate their present, get over the past and not worry about the future. He makes acquaintances easily, but neither asks for nor honors obligations to them, so has few true friends. He is completely unconcerned with appearance or fashion and only vaguely aware of prejudice against assarai.
The shield is a fairly standard magic shield with a minor defensive charm on it. When coated with a flask of the alchemists fire, however, its wearer can resist fire somewhat for the rest of the day.


==Appearance==
Similarly, the flail has a minor offensive enchantment, but when soaked in the fire, any time the command ''ignus'' is uttered, the ball will burst into flame. Repeating the command will snuff the flame out. One flask of fire lasts for a day, regardless of how many times the fire is turned on and off.


While fairly drab for an assarai, Sikarsis's bright yellow eyes stand out against his grey-green skin. He average height (5'11"), but with broad shoulders and a long tail. His armor and weapons are well maintained, but his clothing is usually tattered, often stained and occasionally mismatched. He doesn't see the point of jewelry, but wears a silver holy symbol of Engelan on a chain around his neck.
The wand is fully charged and casts ''burning hands''. When you dowse it in the alchemical fire, it restores about 20% of the total charge of wand. Also, for the rest of the day, you can use about five times the normal charge to launch a small ''fireball''.


==History==
The dagger has better offensive magic than the flail, and it uses the alchemists fire slightly differently. When it is soaked, for the next 24 hours, any really lethal strike with the dagger will cause a burst of flame to explode from the blade.


The necklace is a standard necklace of adaptation, providing a pocket breathable air around the wearer at all times. It is the nine charms of various sizes handing from the necklace that respond to the alchemists fire. When the whole necklace is soaked, for the rest of the day, if a charm is pulled from the chain and thrown while saying ''pyris'', when the charm lands it will explode into a ''fireball''. The size of the charms are proportional to the size of the explosion. (Be careful with the large one in the middle.) I tried, but was unable to get the charms to work alone. For some reason, they only worked when soaked on the chain.


==Affiliations==
The ring is a run of the mill ring of protection (though with better defensive magic than the shield). When soaked, it also bestows fire resistance on the wearer for the rest of the day.


Sikarsis worships Engelan, God of the Present, but while he often encourages other to follow the tenants of his god, rarely evangelizes for him by name. The clergy of Engelan has no structure whatsoever, with temples (usually run more like hospitals or shelters) being run by loosely connected individuals.
The six gems are slightly different, and a bit unstable. To use one, drop it into a flask of alchemists fire, shake slightly, then hurl it at a hard surface. A large fire elemental will arise at the point of impact, under your control. These seem to be slightly tougher than the standard summoned elemental and a good deal more vicious.


As soon as he arrived in Ptolus, Sikarsis became a guildsman in the [[Delver's Guild]], giving him access to guild information, library, maproom and waystations. He also gains a 10% discount at Ebbert's Outfitters.
Good luck, and be careful.


Having worked briefly in a brewery, Sikarsis was required to become a low-ranking member of the Brewer's Guild.
- Alestia
 
==Associations==
 
==Rumors==
 
==Future Development==
 
* 13th - [[pfsrd:feats/item-creation-feats/scribe-scroll-item-creation---final|Scribe Scroll]]. Exchange Precise Shot for [[pfsrd:feats/extend-spell-metamagic---final|Extend Spell]].
* 15th - [[pfsrd:feats/feats/general-feats/improved-counterspell---final|Improved Counterspell]] ?  Improved Initiative? Quicken Spell?
 
Pick up damaging wands. Maybe the Craft Wand feat? (cure medium at high level is better than cure serious baseline) Metamagic rod. [[pfsrd:feats/general-feats/alignment-channel---final|Alignment Channel]]
 
 
==Data==
 
*[http://rpg.divnull.com/ptolus/Sikarsis.pdf Character sheet]
*[[Sikarsis Tactics|Suggested tactics]]
 
[[Category:GPC]]

Latest revision as of 05:58, 13 September 2007

Faraban -

I've had only mixed success with the technique we spoke of for using alchemists fire to enhance various magic items. It works, but the cost of producing the alchemists fire doesn't provide much savings over just producing a more powerful item without it. In any case, I've enclosed a few results of my tests, along with the remainder of the alchemists fire you sent me (60 flasks).

The shield is a fairly standard magic shield with a minor defensive charm on it. When coated with a flask of the alchemists fire, however, its wearer can resist fire somewhat for the rest of the day.

Similarly, the flail has a minor offensive enchantment, but when soaked in the fire, any time the command ignus is uttered, the ball will burst into flame. Repeating the command will snuff the flame out. One flask of fire lasts for a day, regardless of how many times the fire is turned on and off.

The wand is fully charged and casts burning hands. When you dowse it in the alchemical fire, it restores about 20% of the total charge of wand. Also, for the rest of the day, you can use about five times the normal charge to launch a small fireball.

The dagger has better offensive magic than the flail, and it uses the alchemists fire slightly differently. When it is soaked, for the next 24 hours, any really lethal strike with the dagger will cause a burst of flame to explode from the blade.

The necklace is a standard necklace of adaptation, providing a pocket breathable air around the wearer at all times. It is the nine charms of various sizes handing from the necklace that respond to the alchemists fire. When the whole necklace is soaked, for the rest of the day, if a charm is pulled from the chain and thrown while saying pyris, when the charm lands it will explode into a fireball. The size of the charms are proportional to the size of the explosion. (Be careful with the large one in the middle.) I tried, but was unable to get the charms to work alone. For some reason, they only worked when soaked on the chain.

The ring is a run of the mill ring of protection (though with better defensive magic than the shield). When soaked, it also bestows fire resistance on the wearer for the rest of the day.

The six gems are slightly different, and a bit unstable. To use one, drop it into a flask of alchemists fire, shake slightly, then hurl it at a hard surface. A large fire elemental will arise at the point of impact, under your control. These seem to be slightly tougher than the standard summoned elemental and a good deal more vicious.

Good luck, and be careful.

- Alestia