Cle
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Kerr
| Character Description | ||
| Height: 6'0 | Age: 18 | Eyes: Green |
| Weight: 185 | Race: Shape Shifter | Hair: Black/w dark blue lowlights |
| Languages: Common (British) | Blood Type: A+ | Body Frame: Masculine |
| Alignment: Good | Profession 1: Healer | God: Celestine (Planet Creation and Protection) |
| Sex: | Profession 2:Druid (Nature Magic) | |
Armory |
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| Weapon1: Sword 2d3 | Weapon2: Magic Ring +1S.dmg | 1 Free Skill: Swimming |
| Shields/Helm: H. Band 5% | Armor: Cloth Robes 5% | Cloaks: Fine 4%M.Def |
Game Mechanics |
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| Level: 2/2 | Exp.: 241/241 | GP: 2,500gp |
| HP: 116 | MP: 76 | Vp: 68 |
| D.Hp: 9 | Ability Points: 0Ap | |
| Hit: 39% | Defend: 39% | Armor: 10 (20%) |
| Accuracy: 39% | Magic: d60 41% | Skills: d60 40% |
| Magic Defense: 26% | ||
Bio:
Kerr; Is in may ways one of the strangest personalities to arrive at Everlynn. He has; or at least claims to have seen the rise and fall of no less than six realms; an experience that he will freely admit has changed his outlook on Life for the better. He is gentle at heart; and despite his somewhat impulsive persona; is slow to anger, and would much rather talk his way out of a confrontation, than resort to physical violence. His trust, unalike his friendship is not easily bought, and once lost is near impossible to regain; and be warned; the longer the fuse; the bigger the bomb. An angry Kerr is by no means somebody to be caught on the wrong side of; as when enraged; he will bring the wrath of the gods upon any who stand in his way. <[More soon]> - OOC note - Whilst Kerr is in fact a shifter, he is very rarely caught using his ability. Shape shifting freaks him out
Stats:
+2dmg phys. / -2 Initial Roll
| STR | DEX | CON | INT | WIS | CHA |
| 15 (17) | 17 | 17 | 25 (22) | 18 (15) | 20 (22) |
Property:
Faerie Delight Snowglobe - A glossed cherry base supports this delicate crystal orb, the surface finely polished, seeming to catch the light like a pristine pool of water. Held within the globe is a ferfect and scaled representation of the Moonlight Tier that housed the Summer Solstice Ball, from the stairs leading up to it, to gothic buttresses that grace its form. When this globe is shaken, hundreds of little sparkling sprites and fae fill the fluid
Race Bonuses:
+3 Intelligence/Wisdom
Race Abilities:
Magic
Sense: This skill allows the person to sense the Magic of others and the
Strength of their Magic. This can be used to detect magical beings or objects as
well as to see how many lvls a Magic wielder has. It can also be used in various
ways depending upon you depends how useful it is. To perform roll d100 5xlvl to
gain percentage and when you are mastered in lvls it becomes an automatic
ability.
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. Receive a +5 to Acute Hearing and
automatically can hear targets. Due to there acute hearing loud sounds causes
them much harm a d5 no soak and 2 turns confused.
Dynamic
Magic: This skill of Arcane increases their dmg and Casting Rate by Plus Five.
Their Rate to cast increases as well as it's effective dmg in order to master
magic they can use an assortment of Magic skills to better their learning of
Magic complexity.
Race Penalties:
-2 Charisma/Strength
Bane: Deep rooted dislike of being watched/stared at uninvited by strangers or enemies
Phobia: Mild phobia of (the process of)shapeshifting. No fear of being in shifted form-just the processing of shifting
Abilities:
| Level | Name of Ability | Effect of ability | Dmg/ Rnds effect | Cost for ability used |
| Druid | ||||
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Lv.1 |
Animal Kinship | Talk to Animals | 0vp | |
| This skill is a form of speech and Druids can talk and understand animal speech. From Squirrels, Fish, and the Fuzzy Pooh Bear. Druids can converse with them. Druids are also known to have one Animal pet or contact to inform them of their home or woods. They usually posses a Large Fighting Animal, Small land animal, and an Air Animal in order to keep watch of them. | ||||
| Lv.2 | Nature Speech | Talk to Nature | 0vp | |
| Nature Speech allows you to talk to the plants and speak to them. You can even hear their cries in the wind and can gain valuable information from them of passer bys. You can converse with plants, trees, and even the faye that live in them. Since Nature is a Universal language among them. | ||||
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Lv.3 |
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| Healers | ||||
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Lv.1 |
Healing Wind | Healing type | 5d5 Heal Hp | 10mp |
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Raising thy hand to the air and chant. “ Wistful spirits in the air come fourth and heal thy wounds inflicted” A wind surrounds the target and seems to mend injured wounds |
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Lv. 2 |
Anti-venom Cure | Cures Poison | None | 10mp |
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Opening thy hand to the chosen target channel green energy in thy hand to remove illness to ones health. |
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Lv.3 |
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Healers:
Favorite Weapons: Bow Type and Knife type and Pole Arms (+5% hit/acu)
Best
suited Armors: Light and Medium Armors (No Penalties)
Best
suited Helms: Light and Medium (No Penalties)
Uses
Extra attack: Combos (Extra Melee hit) Every 5 lvls.
Druid:
Favorite
Weapon: Staffs and Pole Arms. +5%
Best
Suited Armor: Light Armors +5% Armor
Best
Suited Helms: Light Helmets +5% Armor
Skills:
Unarmed Combat: ability to fitght without weapons
Status
for Negotiations: Afraid: Stun 3 rnds./Confused: Confu rnds/ Upset: Berserk/
Happy: Charmed.