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Quests Of Change
Quests Of Change

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Seraph Of Unity (Alpha 0.2)

Known for their distinct lavender hair and the twin scepters they wield; one of ebony and jet, and one of platinum and silver, a Seraph of Unity is a type of angel that seeks to bring others together. It is said that by bringing out strengths of united peoples, a Seraph of Unity can both provide greater power to mortals than they would have if separate, while allowing others to appreciate their differences. 

Though they are capable of wielding a wide variety of magics, these angels are most well known for their ability to temporarily fuse two humanoid creatures together, causing them to inhabit a single body. While the Seraph of Unity can potentially force this temporary transformation upon two creatures, often in an effort to force them to work co-operatively, they are capable of teaching creatures with particularly strong bonds a ritual that allows them to temporarily join their forms by choice. 

There is little that a Seraph of Unity loathes more than betrayals, treachery, and battles held between former friends, and they work tirelessly to destroy demons that seek to bring about such corrupt ends

Seraph of Unity

Movement: 5

Combat Stats:

HP: 100

Will: 115

MP: 125

Strength: 5

Mind: 11

Defense: 7

Resolve: 13

Finesse: 6

Evasion: 8

Speed: 7

Utility Stats:

Awareness: +2

Diplomacy: +5

Knowledge: +5

Physicality: +0

Subtlety: +0

Resistances And Weaknesses: Seraph of Unity is resistant to damage dealt by Demons. Additionally, it is immune to the charmed and hypnotized status effects.

Inventory:

Holy Garb

Twin Scepters of the Unified Whole

Two Potions of the Uncommon Rarity.

Abilities:

Flight: The Seraph is capable of flying. It can fly a distance equal to its grounded movement.

Angel Casting: The Seraph of Unity knows 6 spells from the Priest spell list. One of these spells may have an MP cost of 35 or less, two of these spells may have an MP cost 15 or less while each other spells it knows must have an MP cost of 10 or less.

Corruptor Slayer: The Seraph of Unity adds +5 to all rolls made to hit any creature it has seen afflict another creature with any form of corruption since the end of its last turn. If the Seraph hits a creature this way, it sustains an additional 5 Light damage.

Silver Scepter of the Unified Whole:

Action: One-Handed

MP: 10

Range: 1-3

Accuracy Dice: 1d12

Damage: 2d12 + Mind

Damage Type: Light

Additional Effects: The Seraph adds +3 to an attack made to hit a creature that has already been hit by the Ebon Scepter of the Unified Whole this turn. Additionally, when a creature is hit by this weapon, the Seraph hits a creature with this weapon, it may push it up to three spaces.

Ebon Scepter of the Unified Whole:

Action: One-Handed

MP: 10

Range: 1-3

Accuracy Dice: 1d12

Damage: 2d12 + Mind

Damage Type: Ice

Additional Effects: The Seraph adds +3 to an attack made to hit a creature that has already been hit by the Silver Scepter of the Unified Whole this turn. Additionally, when a creature is hit by this weapon, the Seraph hits a creature with this weapon, it may pull it up to three spaces towards itself. 

Unify: As a two-handed action, the Seraph targets two humanoid creatures within 5 spaces of it. Each of those creatures must roll 1d8, adding their resolve. If the combined total rolled by these two creatures is less than 25, the Seraph chooses an unoccupied space within five spaces of it. If affected, the two creatures are combined, forming a single humanoid creature in the chosen unoccupied space. 

The Seraph chooses five combat stats of one of these creature and five of the other creature. This combined creature has combat stats equal to the chosen stats, it has two hands worth of actions it can take in combat, and it has all spells and abilities of the two creatures. The seraph chooses one of the fused creature's movement to use and randomly assigns Utility Stats from among those of the fused creatures for the fused creature to use. The creature possesses the consciousnesses of the two unified creatures, allowing each both halves of the fused creatures to speak, and causing the fused creature to retain all personality traits of both creatures. Each of these creatures can control one hand worth of action during the fused creature's turn, though they can choose to take a two-handed action on their turn if they can agree on the same action to take. If the fused creatures are of different races, the fused whole has the racial abilities of both creatures. When moving, the fused creatures can only move if they agree on how to use their movement. The fused creature visually maintains elements of both creatures. If the creatures are different genders, the Seraph determines the fused creature's gender. The fused creature's proportions are chosen at random from among the proportions of the two chosen creatures. While the fused creature has access to the inventories of both creatures, randomly select which creature's clothing and armor it wears upon becoming fused. While this fusion lasts one hour, it ends prematurely if the fused creature is defeated.

Ritual of Unity: The Seraph can spend one hour teaching a ritual to two creatures with a maximum bond level, allowing those creatures to fuse themselves in a manner comparable to the Seraph's Unify ability. Once this ritual is learned, the two creatures at hand can each spend a two-handed action while adjacent to each other to fuse into a single creature. This fusion features the same effects as that of the Seraph's Unify, but with the following differences.

-The fused creature has HP equal to the combined HP of the fused creatures and Will equal to the combined Will of the fused creatures.

-Rather than the stats of the fused creature being determined by the Seraph, the fused creatures determine four combat stats of one creature to maintain while fused and four of the other creature to use.

-While fused, this fused creature has access to three hands worth of action. The use of this third action must be agreed upon by the two fused creatures.

-In addition to using one of the fused creature's movements, it uses one of the fused creature's movements +1.

-Rather than determining traits such as Utility Stats and Proportions at random, the fused creatures can choose which of the two creatures specific Utility Stats and proportions to use.

-The Fused creatures determine which visual elements of the two creatures make up their form and the fused creature's gender if they have different genders.

-Rather than lasting one hour, this fusion lasts indefinitely unless the two fused creatures spend a one-handed action to end this fusion, or until the fused creature is defeated.


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