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Hit List
It is here that Entreri keeps his current thoughts of life. He only started after appearing here in this strange land. While at first it appears to be a list of people he has a desire to kill, it in acuality, might hold some deeper secret...
Updated Profile
~The Deadly Assassin~


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Name: Artemis Entreri
Age: Unknown (last known to be in mid to late 50s)
Gender: Male
Race: Calishite (part hume, part shade)
House: Gemini
Position: Arbiter
Job: Assassin/Bounty Hunter

Weapons
Charon's Claw: The sword is a sentient artifact, strong of will and possessed of arrogance. Anyone who touches the blade or handle of this sword unprotected must compete with it in a battle of wills. Failure means it burns away the flesh and skin of your head, leaving nothing but a corpse with a skull. This ability can be used by the bearer of the sword, but it requires prolonged contact with the enemy, at least several seconds. Charon's Claw can be willed by its wielder to leave trails of ash in the air, creating temporary opaque walls to give an edge in battle and also to produce a strange black glow to act as a light in the darkness which renders the wielder invisible to infravision. The sword is also enchanted so that even a small nick or cut will prove eventually fatal, as the wound will fester and eventually poison the victim. During his travels before coming to Ivalice, Entreri learned it was a Netherese (shade) artifact. The sword has a strong loyaltly to Entreri as the man is part shade now and had beaten it in the contest of will.

Vampiric Jeweled Dagger: This emerald-studded dagger is Entreri's signature weapon, and is the most recognized and feared weapon in Calimport. With a single strike, the magical weapon could suck the life force of the victim and use it to heal the wielder. The blade can also emanate a white, fiery light.


Armor
Mithral Armor: Strong armor forged by Dwaves of Mithrial Hall.

Piwafwi: A mysterious cloak made by the Drow. When the hood is drawn over the head, the wearer becomes almost invisible to normal sight, akin to an invisibility spell, and infravision, thanks to the heat-shielding properties of the cloak. A small red rune is seen on the back. The rune makes sure it does not fade nor "dissappear" under sunlight or just being on the "surface realm."

Charon's Claw Gauntlet: The black, red-laced gauntlet is worn on the right hand. The red stitching runs through the gauntlet like veins of blood. It's laces pulse warning the wearer of magical scrying. The wearer can even detect, whether the scrying is of magical, priestly or psionic nature. By wearing the gauntlet, the owner can catch magic directed at him within the magical netting of the gauntlet and turn them back against the initiator or just dispel such magic.


Accessories
-'Artemis's Hat': A small-brimmed black hat from Jarlaxle. Though looking inconspicuous, it has the ability to chill it's wearers body temperature to better help hide from eyes seeing in the heat-sensing spectrum and it has a wire inset into the band that holds the hat in place on top of Artemis' head even when falling off a horse.

-Ribbon: A ribbon that is black and is wrapped around his wrist in order to try and conceal it. Claims its a memento of his former lady love. Immune to all negative status effects.

-Sage's Ring x2: A pair of rings that sits on his ring fingers and appears normal but closer inspection reveals that the gem has a small piece of the Gemini Stone, though the one Artemis guards is not chipped at all. How he obtained such rings remains a mystery. Immune to all elements, boosts all elements.

-Septieme: A perfume with an otherworldly aroma. Claims it reminds him of his former true love. Auto-Haste, Start Invisible.

-Chantage: A perfume with a soothing scent. Claims it reminds him of his former true love. Auto-Reraise, Auto-Regen


Extras
-Katana, name unknown: A double sided Katana for his Iaido Technick. He claims to have received the gift from a merchant he 'saved'.

-Nightmare: The black figurine of a horse was given to him by Jarlaxle. When summoned from the Lower Planes it turns into a Night Mare with flaming hooves. Smoke and fire also emits from the horse's mouth, nostrils and eyes. The summoned horse never tires and is resistant to most non-magical attacks. The Night Mare can be dispelled by powerful counter magic and temporarily sent back to the Lower Planes. The steed is fearless and charges forward with reckless abandon.

-Gemini Stone: Able to summon forth Zalera.

-Idalia's Flute: A instrument from the dragon sisters Tazmikella and Ilnezhara. It is a small and rather ordinary-looking flute made of wood. It is said, that Idalia put a key inside this flute to unlock any heart. For Artemis, playing the flute helps to clear his thoughts.


Innate Abilities
-Shadow Jump: Leap from one shadow to another. It can range from the shadow of a lamppost to behind an enemy.
-Shadow Clone: Able to create clones of self. It can range from 1 to 10, perhaps hundreds. It relies heavily upon blood and shadows. The more shadows there are in the room, the more clones a shade can create. Blood is what fuels the clones. The shade may not use this if he is badly injured, raged, recently ate or something prevents him from doing so.
-Darkness: A name taken from the dark knight class. It absorbs all light within a room and leaves just as it states; darkness.
-Shadow Vision: Automatic. Can see in the dark.
-Unhinge: A shade can unhinge his/her jaw and devour anything from a small animal to something twice their size. Depending on what they eat will depend on what they are able to absorb into their own being.
-Shield of Shadow: A shade can create a sphere of shadows that provides protection and concealment against enemies. The room must have at least a shadow beside the shade's own.
-Death Knell: A necromancy spell. A shade can use it to finish off a dying opponent and saps their energy to strengthen them further.
-Phoenix Fire: A powerful and often used as a last resort necromancy spell. The shade immolates himself, consuming his flesh in a cloud of flame 20 feet high and 30 feet in diameter, killing himself. After 10 minutes, he rises from the ashes as if restored to life by a resurrection spell. Deals double damage to anything considered evil save for the shade himself and normal damage to others.
-Wail of the Banshee: You emit a terrible scream that kills creatures who hear it, except for yourself. The more powerful the caster, the more creatures that can be effected by the wail. Does not rely on magic nor shadows. It relies on the shade's ability to speak.


Technicks
Steal
-Weapon
-Armor
-Accessory

Darkness
-Infernal Strike: Absorbs MP with the power of darkness.
-Sanquine Sword: Absorbs HP with the power of darkness.
-Crushing Blow: Deals damage and may inflict Stop.
-Abyssal Blade: Consumes users life to deal damage to a certain amount of enemies.
- Unholy Sacrifice: Consume users life to deal damage to all in the surrounding area.

Iaido
-Spirit Blade: A technique that releases the spirit in the user's katana, causing an unseen specter-sword to slash at the target.
-Binding Darkness: A technique that releases the spirit in the user's katana, loosing a wave of howling dark spirits.
-Verse of Oblivion: A technique that releases the spirit in the user's katana, sending the whispering dead to feed on the target's MP.
-Rain of Wisdom: A technique that releases the spirit in the user's katana, raining tears of an enlightened soul to restore HP.
-Cloudsea Curse: A technique that releases the spirit in the user's katana, releasing a phantom of pure mist to attack the target.
-Purifying Breeze: A technique that releases the spirit in the user's katana, bestowing the protection of its effervescent life force.
-Doomed Aspirations: A technique that releases the spirit in the user's katana. Only a living soul will quell its tumult.
-Ethereal Embrace. A technique that releases the spirit in the user's katana, bestowing physical healing and increased speed.

Break
-Power Break: Lowers opponent's Strength
-Magic Break: Lowers opponent's Magic
-Armor Break: Lowers opponent's Defense
-Mental Break: Lowers opponent's Magic Defense
-Zombie Attack: Inflicts Zombie status
-Guard: Allows Entreri to take damage for an ally
-Sentinel: Allows Entreri to guard allies while in defensive stance
-Threathen: mmobilize an enemy with fear; has a chance to inflict Stop

Subdual Arts
-Seal: Turns target into stone by sealing their spirit.
-Shaodow Stitch: Stops target's movement by anchoring its shadow to the ground.
-Suffocate: Chokes target to death.
-Ultima: Ultimate Magic.
-Allure: Charm an enemy, causing them to lose judgment and luring them into becoming an ally.

Corner
-Shadow Bind: Inflicts Stop
-Last Breath: Instant KO
-Aphnoia: Inflicts Silence
-Nightmare: Inflicts Sleep and Doom
-Ague: Inflicts Slow
-Rockseal: Inflicts Petrify
-Oblivion: Inflicts Confuse/Addle
-Ultima Masher: Triple Damage Attack



Magicks
Black Magic
-Fire
-Fira
-Firaga
-Poison/Bio
-Stone
-Quake
-Quakea
-Quakeja
-Osmose
-Rasp
-Hold/Paralyze
-Flare
-Scathe

Green Magic
-Protect
-Shell
-Bravery
-Oil
-Silence
-Bubble
-Reverse

Time Magic
-Haste
-Slow
-Invisible
-Gravity
-Graviga
-Reflect


Appearance: Artemis Entreri is not very tall but compact with wiry muscles. He is possessed of angular features, striking high cheekbones, and prominant sideburns.Though he is usually clean-shaven, Artemis always seems to need a shave. His skin is a grayish hue but it has come to light that sometime in his adventures he battled a shade and thanks to his jeweled dagger, managed to absorb some its life force. His raven black hair is thick and full, but his eyes are gray and lifeless, portraying the emptiness of his life and his soul. Though being about 40 years old, Artemis has the lean athleticism of a man half his age.


Biography: A man from another world that has appeared recently in the world of Ivalice. Confused, Artemis has wandered around, in search of a way home. However, he was approached by a man named Chris Wytehowse who was in need of someone to man the House of Gemini. While Chris hates assassins, he has decided to see if Gemini would thrive under Artemis's careful eyes. Artemis Entreri decided it would do no harm to become the Arbiter and figures it would be a good way to receive information about this new land and perhaps a way back home.

Since then Artemis Entreri has been part of many adventures and learned much about his new homeland. He's quick to catch on to the many technicks and magics around Ivalice, though he hates magic and uses it as a last resort.

He had disappeared from his role of Gemini Arbiter and wandered around as a Bounty Hunter. It was his own way of getting to know his new homeland and to further study his abilities.

After a long and grueling fight between Kris and his allies, Artemis has grudgingly let Alundra go and moved on with life.

However, Artemis is starting to give in more to his darker self. He disappeared for another month and came back with odd powers that thrive on being a shade.





Assassin_Entreri
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Assassin_Entreri
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