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The Ra-Seru
The Ra-seru are a living creation of the heart of Panthoria. They exist to aid as protection for the world's life force and continued protection of the living creatures upon its surface. This serves as a second generation of Guardians for the world. Each is an individual being with its own spirit and life force, however they are tied directly to the Panthorian heart.
Every Ra-seru is unique to itself and grants special benefits to the person it is bonded with. Bonding causes no damage and links the Ra-seru mentally to the wearer. If the character dies, so does the Ra-seru and the Ra-seru requires an individual resurrection. No roll is made for the Ra-seru and resurrection is automatically a success.
*****The Ra-seru attaches itself to the primary hand of the player character. Any weapon profs or skills involving that hand are transferred to the off hand of the character. The character suffers no minuses for this and may attach as normal, or perform any other action involving the hand as normal.
*****The Ra-seru may be used to physically attack a target. The number off attacks around increases with the Ra-seru's level and a character may choose to become prof. With the Ra-seru as a weapon. Doing so however does not increase the number of attacks with the Ra.
*****The Ra increases the endurance of the character. Thus a character requires only 4 hours of actual sleep to be fully functional. Also mages and clerics require only six hours rest to regain spell slots.
*****A Ra-seru may absorb a magical weapon or item into its self and gain the powers there of. The Ra may perform this a number of times equal to 1+1 per 2levels of Ra exp. Note once a slot is filled with an item it may not be removed and is a permanent affect, unless the item has a number of charges or expiration date. Note only standard book items may be absorbed into a Ra, unless specified by the DM. Also the Item must be one that is normally allowable by character class.
Magical plusses do not stack, but if faced with a situation which drains the magical plus of a weapon previous magical weapon plusses may be sacrificed first. (Ie…plane shifting)… Also if used against a creature that suffers only the magical plus for damage, the combined total may be used.
*****Once a level with the Ra-seru's assistance a character may create a "Combo" maneuver. This maneuver consists of a preset series of attacks with a preset initiative. A combo maneuver consists of the characters total number of attacks (including extra, and the Ra-seru's). The character then chooses the sequence- (prof attack, Ra-seru attack, extra-attack), (3 total attacks or more).
IE. A character who wields a bastard sword could perform the following. (sword, sword, sword) to determine the initiative of the attack. Subtract the characters DEX from 20- the character's reaction adj. If more than three attacks are within the combo add one to the initiative number. Larger combos take longer to pull off. Once a combo is chosen it may not be changed.
*****Ra-seru use a very limited form of energy control.. Divide the characters CON by 10 rounding to the whole number. This will give a die value of 1-2. Then 2aday/+1 per 2 level the character may choose to use this to negate dice of damage from an energy attack. Note……This gains one additional die per 3 levels of the Ra-seru.
*****Ra-seru use a very limited form of Control animation to aid their hosts. 1 x day/+1 per 2 levels the Ra may double the characters move and attacks for one round of combat. The power requires one full round of concentration to activate. In addition the character gains one additional attack with the Ra and +1attack per 3 levels of the Ra. Once used the Ra requires a number of rounds to recharge this ability equal to 20 minus the characters con. (min. 1 round)
*****Ra-seru increase the amount of damage done by a character with weapons or the Ra. This value raises with EXP and is always applied after any multipliers. (pt-blank..ect.)
*****Ra-seru have the ability to "learn" certain creatures special innate attacks or healing abilities. (IE innate fire breath, acid attack or healing spells) After a character slays said creature the Ra has a 10%+5% per Ra level chance of acquiring that ability. The DM should make the roll. Only 2+1 per 3levels, abilities may be learned, and once learned may not be "forgotten" for new abilities. Also the base die effect for the ability is the damage die type for the Ra's current level. (3die6 hellhound fire breath, used by a 4th level Ra would cause 3die3+1 not 3die6.) A Ra-seru may only use a certain ability a number of times a day equal to its level, and only once a round. It does not count against the characters number of attacks in a round.
*****When the Ra-seru first bonds with a character the character must choose two colors. These colors are the primary and secondary coloration of the Ra's physical form. They also serve to individualize the Ra and determine its strengths.
Blue- +1 initiative
Red- +1 to hit (non-magical(
White- 1pt regeneration every other round.
Black- +1 damage
Green- +1 hitpoint per Ra level
Purple- 1 extra combo at first level
Violet- 1day per Ra level raise the Ra damage die type to the
next highest.
Orange- +1 attack every fourth round with Ra
Indigo- +1 all saves
Yellow- Energy control +1die
*****Ra-seru use the Magic user exp table for level
advancement.
Level Hp bonus Damage DMG+% Hit/dam+
1 1-2 1-3 10%
2 1-2 1-3 10% +1 +1
3 1-2 1die3+1 20%
4 1-2 " " +2 +2
5 1-2 1die4+2 30%
6 1-2 " "
7 1-2 " " +3 +3
8 1-2 1die4+3 40%
9 1-2 " "
10 1 1die4+4 50% +4 +4
11 1 " "
12 1 " "
13 1 " "
14 1 1die4+5 60% +5 +5
Ra-Seru attacks per round.
1st-3th 1/1
4th-7th 3/2
8th-11th 2/1
12th+ 5/2
Items absorbed by Ra-seru
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Powers learned
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Item Written by Kenneth Haun -- Based On the PS Game Legend of Legaia
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