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Fierach's Log
This is Fierach speaking. Here I chronicle the profiles and stories of my RPCs on their adventures.
Fierach Flamewhiskey, the Pandaren Grandmaster
The Pandaren Grandmaster
Fierach Flamewhiskey

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User Image - Blocked by "Display Image" Settings. Click to show. Earth!
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User Image - Blocked by "Display Image" Settings. Click to show. Fire!
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User Image - Blocked by "Display Image" Settings. Click to show. Storm!
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Age: 40+ years old
Height: 6 feet 11 inches
Weight: 300+ pounds


Scale- 1-10 with 1 being weakling and 10 being God-like
Strength: 8
Agility: 7
Wisdom: 7
Cuteness: 10


In the prestigious School of Pandaren Aleworks, there are five levels of mastery.

The first, being the head, Great Grandmaster,
The 2nd, being the council of eight Grandmasters,
The 3rd, being graduated Brewmasters
The 4th, the potential Brewtrainees
And the 5th, where all young Pandarens who enter start out as, Alechildren.

Fierach Flamewhiskey, is a extremely famous Pandaren who has studied and fought his way up the ranks of the Aleworks school. Rumored to be a friend of Chen and Mojo Stormstout, two brewmasters of great reknown, Fierach wields powers over the elements, and is a mighty and noble Pandaren, admired by friends and foes alike. He indugles in all manner of alcoholic drinks, (does not get drunk easily, at all, he can outdrink a bull elephant). With the natural strength, agility, and wisdom of his race, he is a fearsome opponent. One day, he was adventuring out with his friends, when he stumbled upon a strange shimmer portal.

Deciding to explore it, he ventured inside. Thusly ending up in the world of Gaia.

Racial Traits-
Pandaren are agile and physically tough.
Pandaren can see twice as far as human in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Pandaren are bipedal creatures, but their pseudo-ursine forms allow them to move at tremendous speed on four limbs.
Pandaren can fight effectively with their teeth and claws

Weapons/Equipments-

Claws and Teeth:
All Pandarens are born with claws on their hands and feet. Although short, they are nevertheless sharp and many a dedicated Pandaren warrior has been seen to slash into stone with ease. About the same goes for their teeth and powerful jaws. Pandarens are omnivores, having developed immensely from their panda ancestors.

Staff:
Beware when the Pandaren attacks you with his eight foot long staff staff. Made from 100 percent vintage vodka-dipped bamboo, these staffs have incredible resilency, and are slightly magic resistant as well, able to survive most normal fires. When swung by the mighty strength of the Pandarens, they hurt!

Keg Barrel:
The iron-ring bound barrels used to store fine alcholic drinks for the Pandarens also serve as great blunt objects to bash against people who might want to steal the contents. Fierach's keg contains a mystical substance thats designed to taste like the favorite beverage of the one drinking it.

Skin and Clothes:
Pandaren skin is tougher then those of most animals, but still susceptible to to attacks. Its like, hard leather. But the fur is really soft, no wonder people had once attacked the Pandarens for their hides. Fierach wears the typical Brewmaster/Grandmaster garb, a light, but sturdy mix of hardened leather interwoven with metal plates.

Forms- Pandaren Skills

Transform- Into a entity and form better suited for usage of those elements.
-1 mana.

Transform back! Turns back into the Pandaren Grandmaster's original form.
-1 mana

Cheers!!
-1 Mana, -1 extra mana each time he uses this skill again in one match
Fierach takes a swig from his ale keg.
Roll a dice from 1-10.
One of the following effects will happen:
Invigorate- 1, 2 Add +3 mana! Also refreshes the Pandaren.
Healing- 3, 4 Heals minor wounds, burns, and most poisons immediately.
Drunken Power- 5 Increases his strength.
Drunken Speed- 6 Increases his speed and agility.
Noxious Breathe- 7 Fierach can use a cone of breathe up to 10 feet away that'll cause headaches, and sinus pressure. Also very stinky.
Fiery Breathe- 8 Fierach can use a cone of fiery breathe up to 10 feet away. Basically breathing fire at one.
Gale Breath- 9 Fierach can use a cone of breathe up to 10 feet away. It is extremely powerful gale-force winds in a narrow cone, somehow, the effects end after 10 feet.
Vampire Breath- 10 Fierach gains the ability to heal himself if he takes a bite of out the opponent if the opponent is organic.

Drink!!
-1 Mana, -1 extra mana each time he uses this skill again in one match
Fierach dumps fluid from his keg at his opponent or forces them to drink his concoctions. Of course, the latter makes the effects more potent.
Roll a dice from 1-10.
One of the following effects will happen:
Drunken- 1- 4 Severe headaches and the inability to focus if the drink is ingested. Lasts for 1-2 posts depending on quantity ingested.
Retching- 5- 8 Severe vomiting and a bad taste in one's mouth if the drink is ingested. Lasts for 1-2 posts depending on quantity ingested.
Noxious- 1- 4 If the drink is splashed, it immediately sends a foul and mild headache causing odor to waft about the person. Of course the panda is immune.
Flammable- 5 -8 If the drink is splashed, it will linger on the person for 3 posts, being completely flammable in that time.
Invigorate- 9 Refreshes the target, cancels effects of Retching and Drunken.
Healing- 10 Heals minor wounds, burns, and all poisons immediately.

Pandamoneum-
-10 Charges
The Grandmaster splits into all three of his forms and attacks as one.
Lasts for 4 posts, each form starts with 2 charges.

Earth: A focus on massive physical strength and endurance. Earth form is the hardiest of them, but that strength and defense does not mean that he is slow, so watch out!

Fire: A focus on increased deadliness in melee combat, accented by powerful fire magic, Fire form is fast and is a capable dueler, and able to rouse himself up into a vicious frenzy, cleaving through all in his path.

Storm: A focus on spell-casting power, Storm form fights with his bare hands in a display of martial excellence, only bolstered by the powerful magics he has access to.

Forms- Earth Skills
Stone Skin: Passive: In Earth form, Fierach gains a supernaturally durable body and constitution. His skin becomes capable of deflecting most blades and most projectiles.
Great Strength 1: Fierach draws power from the Earth itself, and temporarily gains an even bigger boost to his strength, allowing him to shake the foundations of the earth itself! Fierach gains 1 less mana per turn while this is active.

Elemental Imbue 1: Fierach imbues himself or his weapons with the power of the earth, allowing him to mold the rock and earth to his will. Fierach gains 1 less mana per turn while this is active.

Giant Rock: Passive: Fierach's primary weapon in Earth form is a giant rock made out of granite, taking the place of his . This piece of rock is nearly invulnerable, but can be molded freely by Fierach's magics.

Earthquake 3: Calling upon the spirits of the Earth, Fierach creates a localized earthquake, capable of causing fissures, and heavily damaging anything on the ground. The Earthquake grows more powerful as it is channeled. Fierach gains 0 mana per turn while this is active.

Rolling Thunder 1: Fierach tucks himself into a ball-like form like an armadillo, gaining an increased amount of defense, and thunders toward his opponent like a giant wrecking ball. If Rolling Thunder met an oncoming semi, Rolling Thunder would win.

Slam Force 2: Fierach strikes a target with such force that he causes shockwaves, further disrupting and damaging the target and possibly anything near it. Can be targeted at the ground for a dangerous expanding nova of rocks.

Tremors 1: Fierach can cause small, localized tremors to erupt on the ground anywhere. This is useful for distracting his opponent, as tremors usually automatically accompany some of his other maneuvers.


Forms- Fire Skills
Elemental Imbue 1: Fierach imbues his weapons with the power of FLAME, allowing him to destroy his enemies with FIRE. Fierach gains 1 less mana per turn while this is active.

Fiery Armor: Passive: The standard garb of the Fire form is a suit of exquiste Pandaren armor, enchanted to resist heat to the extreme, and provides ample protection against most bladed weapons and some projectiles.

Dual Pandaren Warblades: : The standard weapons of the Fire form is a pair of wicked and huge blades which the Pandaren wields with ease thanks to his superior strength.

Immolation 1: Fierach sets his Fire form on fire, dealing additional fire damage to anything that comes in close contact with the Pandaren. Fierach gains 1 less mana per turn while this is active.

Breathe of Fire 2: The Pandaren emits a powerful cone of fire, stronger then anything he is capable of in his normal form, up to 20 feet away.

Bladestorm 2: Fierach sends his Fire form into a revolving bladestorm, decimating all within reach of his blades, and making the Pandaren himself extremely hard to hit in his whirling dervish of destruction. There is a 50 percent chance of becoming disorientated once the Bladestorm ends. Fierach gains 1 less mana per turn while this is active.

Song of the Volcano 3: Fierach starts dances, and calls upon the spirits of Fire to create a small volcano that spews molten lava and super-heated rocks at his opponent and at his surroundings. The volcano grows more powerful as it is channeled. Fierach gains 0 mana per turn while this is active.

Frenzy 1: Fierach sends himself into a fiery frenzy (Yay alliteration!), moving faster and reacting faster for 3 turns.


Forms- Storm Skills
Cyclone 1: Fierach creates a small cyclone on the ground, directing it, and is capable of catching his foe in the tornado. The cyclone strengthens as it is channeled. Fierach gains 1 less mana per turn while this is active.

Windwalk 2: Fierach goes invisible, and blends into the wind, gaining a marked increase in speed. Any other action breaks the invisibilty, but it is useful for setting up first strikes and ambushes. Fierach gains 0 mana per turn while this is active.

Ball Lightning 4: The Storm form becomes lightning incarnate, turning into pure energy and strikes a target with all of his might. Ball Lightning cannot change direction, and will keep going until it hits something or the Pandaren decides that it is far enough, turning back into his Storm form. Fierach gains 1 less mana per turn while this is active.

Elemental Imbue 1: Fierach ombues his fists and feet wit the power of either electricity, or frost (but not both), gaining the ability to shock or freeze his enemies over with each strike. Fierach gains 1 less mana per turn while this is active.

Polarize 3: Fierach creates a positive and negative charge on his opponent and a target, causing them to feel a magnetic attraction. Useful for binding his opponent to a place. Polarize grows stronger as it is channeled. Fierach gains 1 less mana per turn while this is active.

Chain Lightning 2: Fierach creates a bolt of lightning that he hurls at his target. This bolt of lightning has the ability to bounce several times from one target to another, dealing progressively less damage.

Frost Lightning 4: Fierach taps into the greater powers of his Storm form to create Frost Lightning. Acting very much like Chain Lightning in the way that it can bounce from one target to another, Frost Lightning deals damage by exploding on the enemy with a shower of razor sharp ice, limiting movement, damaging enemies close by, and hurting them with the force of the blast itself. Frost Lightning is extremely effetive at clearing out hordes of weaker enemies.

Storm Robes: Passive: Storm form's only defense is a set of light, and flimsy robes, designed to maximize agility and ease of movement. However! There is a 3/10s chance of the robes letting off a strong electrical discharge when he is attacked.


Fierach gains +2 mana per post in every form for a total of 10.





 
 
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