Monday, February 28, 2011

Raised Character Theme

You've come back from the darkest corners of the cosmos, and you've taken a piece of it back with you.

It's a fairly common occurrence for a wealthy or important individual to be raised from the dead if he or she is killed by unnatural causes.  For assassinated kings and murdered generals, this usually happens as quickly as possible.  For the less important, they might not get the chance to be raised until it's too late.

You were once dead.  You were raised from the dead, but you had been dead for almost a full month before you were brought back.  That time in the realm of the dead gave your soul the chance to explore and discover new things in the dark shadows of the afterlife.  When you were raised, you brought back some of those new powers.

You don't exactly have a memory of what happened to your soul while you were dead.  Since your soul wasn't in contact with your brain, it couldn't store its experiences as memories.  However, you do have residual emotions.  You could feel angry at your friends for bringing you back, because you know that you were experiencing a pleasant afterlife.  You could be frightened, because you came back with the feeling of being cold and alone.  The events of your life before you were raised probably affected whatever happened while you were dead.

Now that you're back, maybe you've changed your ways.  Some raised people come back with a newer, more positive outlook on life.  Some come back after being betrayed with the intention of getting revenge.  The only sure thing that you share with other late raised ones is the new perception you have.

You can sometimes see the souls of others.  Perhaps being just a soul for so long gave you this emotional ability.  However it happened, you can use this perception to manipulate others in certain ways.  With practice, you might even be able to return yourself, body and soul, to the afterlife.  Would you even risk cheating the universe like that?  And if you do, are you doing it to experience a happy afterlife...or to exploit it?

BUILDING A RAISED

Anyone can be raised from the dead if they didn't die from natural causes, but it's more likely to be someone who sees a lot of combat but isn't important enough to raise as soon as possible, such as fighters and warlords who are mercenaries or only in charge of small teams.  In addition, the abilities that can be obtained from being raised late only function within a short range, so melee combatants benefit from them more than ranged ones.  You could be anything from a tough defender to a stealthy rogue or assassin who uses daggers.

RAISED TRAITS
- Secondary Role: Defender
- Power Source: Shadow
- Granted Power: You add the Insight skill to your class skills list and gain the soul share power.

RAISED POWERS

The following powers are available to any character who has chosen the raised theme.

Soul Share - Raised Feature
Your enemy's moment of weakness allows you to stretch your soul towards theirs and share your pains.
Encounter * Necrotic, Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier damage, and you mark the target until the end of your next turn.  While the target is marked by this power, whenever you take damage, the target takes necrotic damage equal to half the damage you took.
- Level 11: 2[W] + ability modifier damage.
- Level 21: 3[W] + ability modifier damage.

LEVEL 2 UTILITY HEX

Precognitive Action - Raised Utility 2
Souls twitch before their owner's bodies, so you can tell when an enemy is about to make a move and plan accordingly.
Encounter * Shadow
Immediate Interrupt - Personal
Trigger: An enemy within 3 squares of you that you can see moves willingly.
Target: The triggering enemy
Effect: You shift half your speed to a square adjacent to the target.

LEVEL 3 ENCOUNTER HEX

Soul Crush - Raised Attack 3
Your attack crushes bone as well as morale.
Encounter * Necrotic, Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Primary ability vs. Will
Hit: 2[W] damage + ability modifier necrotic damage, and the target takes a -2 penalty to AC and Will until the end of your next turn.
Level 13
- Hit: 3[W] damage + ability modifier necrotic damage.
Level 23
- Hit: 4[W] damage + ability modifier necrotic damage.

LEVEL 5 DAILY HEX

Essence Implant - Raised Attack 5
Your attack leaves some of your own soul on the target, so the target thinks that some of your instincts are its own for a while.
Encounter * Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage.
Effect: The target is affected by your essence implant (save ends).  While under this effect, the target takes a -4 penalty to Will.  In addition, whenever a creature other than the target makes an attack against you, you can have the target make a basic attack against that creature as an immediate interrupt.

LEVEL 6 UTILITY HEX

Essence Sense - Raised Utility 6
Even when you can't see a creature, you can sense the presence of its soul and see what it's true motives are.
Encounter * Shadow
Minor Action - Personal
Effect: Until the end of your next turn, you know the location of all living creatures within 5 squares of you.  Until this effect ends, you don't grant combat advantage to those creatures, and if they have partial or total concealment when you attack them, you don't take the penalty to attack rolls against them.  In addition, you gain a +2 power bonus to Insight checks until the end of your next turn.

LEVEL 7 ENCOUNTER HEX

Envisioned Strike - Raised Attack 7
You use your ability to sense souls in order to accurately strike your foe.
Encounter * Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Primary ability + 2 vs. Reflex
Hit: 2[W] + ability modifier damage.
Level 17
- Hit: 3[W] + ability modifier damage.
Level 27
- Hit: 4[W] + ability modifier damage.

LEVEL 9 DAILY HEX

Soul Void - Raised Attack 9
Your soul becomes a void that draws in all others.
Daily * Necrotic, Shadow, Stance, Weapon
Standard Action - Close burst 2
Target: Each enemy in burst
Attack: Primary ability vs. Will
Hit: 1[W] + ability modifier necrotic damage, and the target is dazed (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You assume the stance of the soul void.  Until the stance ends, you are immobilized and enemies within 2 squares of you cannot willingly move away from you.  You can ends the stance as a free action.
Level 19
- Hit: 2[W] + ability modifier necrotic damage.
Level 29
- Hit: 3[W] + ability modifier necrotic damage.

LEVEL 10 UTILITY HEX

Half Dead - Raised Utility 10
You learned how to partially return back to that realm of death so you can travel through the mortal realm faster.
Daily * Polymorph, Shadow
Minor Action - Personal
Effect: Until the end of the encounter, you are phasing and weakened, and attacks against you deal half damage.  In addition, you gain a +1 power bonus to attack rolls until the end of the encounter.

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