Kallath

Character Description
Height: 5'4'' Age: 147 Eyes: Blue
Weight: 130 lbs Race: Moon Elf Hair: Black
Languages: Arcane Elven Blood Type: B+ Body Frame: Lean
Alignment: Good Profession 1: Wizard (wind & lightning) God: Jenia
Sex: Male Profession 2: Enchanter  

Armory

Weapon1: Dirk 2d2 Weapon2: Wand 2d2 1 Free Skill: Ride (horses)
Shields/Helm: L. Band 7% Armor: Cloth Robes 5% Cloaks: Decent +3 M. Def

Game Mechanics

Level: 1/1 Exp.: 100/100 GP: 2000 gp
HP: 107 MP: 70 Vp: 60
D.Hp: 7 Ability Points: 50  
 
Hit:   30% Defend: 33% Armor: 12%
Accuracy: 32% Magic: d60 39% Skills: d60 34%
Magic Defense:  18%    

 

Biography:

After learning all that could be learned in his home, Kallath decided to travel the rest of the realm to strengthen the knowledge he possessed. Hearing of the libraries of Camille, he came in search of books and adventure.

 

Stats:

+2Hit/Acc/Evade/+5Mp/+5Vp, +2Str / Dex / Wis, -2 Charisma

STR DEX CON INT WIS CHA
17 22 17 20 19 15



Property:

 

Race Abilities:

Acute Hearing: You have sensitive sense of hearing due to special race or training. You can hear the faintest of sounds even the smirking and heart beats of creatures around you. By rolling D30 Charisma you can see if you hear the target or anything around in noise surrounding. Elves Receive a +5 to Acute Hearing and automatically can hear targets. Due to their acute hearing loud sounds causes them much harm a d5 no soak and 2 turns confused.

Sensitive Touch: No matter what you can tell each and every detail of an item, object, or person. This Sensitive touch all works as an extra sensory when the Elf is touched sensing if the mind is focus the touch of the individual or object. This works as an automatic ability.

Exceptional Sight: Elves due to training of Archery and their natural ability have exceptional sight. As where a human has a limit sight and can see barely over the horizon an elf can see at that horizon clear as day and 5 feet ahead of it gets blurry for them making them very accurate archers. This sight is automatic when targeting long distance, and grants elves a +5 to Accuracy.

Quite Healthy: This tells of a person whom has been healthy since the day they were born and tends to mean of their extra rate of health. +10Hp

In tuned to the Moon: Magic used on the full moon for a Moon Elf is half manna cost yet double the effect of the spell. They also gain a +10Hp/Mp as long as there is a moon outside.

Heightened Awareness: Moon Elves are trained to a point to be alert and in any time of the day. When a Check is made to alert the Moon Elf they receive a +2 to that check.

Heightened Senses: The normal Elven trait for heruleans is a bit more trained than the others of Elvin kind. They receive a +2 to any Sense Check that uses their natural senses.

Move Silently: Soft steps and easy movement helps preventing from being detected. On a successful Dex or Body check your character gains a -3 to the opponents’ detection. However if screwed up the character may alert his presence to the opposing targets.

Hiding: Skill at not being detected or not being spotted. Great for not being detected by targets when you are trying to sneak up on them or hide from them. (Classification: Skulking <Hiding behind objects>) roll d30 Dexterity if you are detected to hide behind objects before being seen.

Nature In tuned: Any Moon Elf whom learns the Druid profession receives +20Mp/Vp and +2 to Casting when in a Forest or Nature Environment. This gives them a distinct home advantage.

Jump Prowess: A Moon elf is strangely highly skilled at jumping, especially from tree branch to tree branch. The jump twice the normal Distance and are able to bound from limb to limb by using a Dex Roll. They also get a +3 to Dex Checks when leaping from branch to branch.

Abilities:

 

Level Name of Ability Effect of ability Dmg/ Rnds effect Cost for ability used
Wizard
Lv.1 Element Speech Talk with Elemental Base d30 Int check 0 mp
  This ability will allow you to talk to Wind base creatures as well as the elements themselves. Just be aware that some creatures may not respond to you due to behaviors or even age differences. For even a Wizard can speak with the sylphs and even send words through the winds themselves. “Carry my voice Sylphia so others may hear me.”
Enchanter
Lv.1 Cantrips Harmless Spells 1 dmg if any 1 mp
  These small spells are minor Cantrips small harmless spells that can be useful at points or a little fune. These are trick spells learned while learning to be an Enchanter. You may cause some one to Hiccup, Giggle, Become Ticklish, Change Hairs, Eye, Skin color, cause Statis electricity and Zap people by touch. Cause small winds, Magic Tricks, a fire in the palm, dancing spirits, etc.. These are harmless spells that can be though of to entertain or offer some form of amusement. These deal no real dmg and significantly deal just 1 dmg point.

Skills:

 

 

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