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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

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

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. 

Metamorphosis: Can change to a Creature or Object of the person's Height and Mass. The character can perform this as an instant effect in combat or rp. They can gain form of animals the dmg variant base on size. Tiny animals d6/ Small 2d2/ Medium 3d3 / Large 4d5 . Attacks vary from Tail, Teeth, and Claws. However they cannot mimic a Monster or animals special ability. Example: Dragon's Fire Breath or Slime's Acidic poison. They can however gain flight if the animal or creature has wings. Even the characteristics being natural chameleons. however they gain no True Race Special Ability till learned. Dmg also increases by lvl +lvl to dmg.

 

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

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.

Lv.3

       

 

Healers

Lv.1

Healing Wind Healing type 5d5 Heal Hp 10mp

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

Lv. 2

Anti-venom Cure Cures Poison None 10mp

Opening thy hand to the chosen target channel green energy in thy hand to remove illness to ones health.

Lv.3

       

 

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

Uses Extra attack: Chain (Extra spell casting) Every 5 lvls

 

 

Skills:

Unarmed Combat: ability to fitght without weapons

Status for Negotiations: Afraid: Stun 3 rnds./Confused: Confu rnds/ Upset: Berserk/ Happy: Charmed.

 

 

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