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Kristal
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Character Description |
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Height: 5'8" |
Age: 28 |
Eyes: Crystal Blue |
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Weight: 130 lbs. |
Race: Human <Br.C> |
Hair: Platinum Blonde |
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Languages: Co, Elven |
Blood Type: A- |
Body Frame: Lean Muscle |
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Alignment: Neutral |
Profession: Trine Caster |
God: Unknown at this time |
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Armory |
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Weapon1: Staff D11 |
Weapon2: Whip 3D2 |
1 Free Skill: Ride |
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Shields/Helm: Circlet 5% |
Armor: Cloth Robes 5% |
Cloaks: Fine Robes 5% M.Def |
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Game Mechanics |
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Level: 7 |
Exp.: 1225 xp |
GP: 14,365 gp |
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HP: 128 |
MP: 104 |
Vp: 71 |
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D.Hp: 12 |
Ability Points: 60Ap |
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Hit: 46% |
Defend: 53% |
Armor: 20% |
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Accuracy: 46% |
Magic: d60 50% |
Skills: d60 60% |
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Magic Defense: 38% |
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Stats:
+5dmg Spell
+5Mp Max
-2 Initial Roll
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STR |
DEX |
CON |
INT |
WIS |
CHA |
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15 |
15 |
10 |
25 |
25 |
20 |
Background:
Property:
Choker with Black Diamond
Fire Salamander Egg: a bright red Speckled Egg that contains a small Fire Lizard.
Ring of Ice Maiden: Grants Ice Lance Spell 2d10 Ice dmg 10Mp
Staff D11
Whip 3D2
Circlet 5% (Equipped)
Cloth Robes 5% (Equipped)
Fine Robes 5% M.Def (Equipped)
*Charm of the Faerie Queen - A snug fitting chain crafted from polished mithril holds the beautiful charm that this bracelet bears. When placed about the skin, a warmth can be felt radiating from the charm, which is carved in the shape of the tree of life, Ygdrasil (+3 to all Charisma checks).
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 perfect and scaled represention 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:
None; due to humans having limitless potential and are not penalized due to uniqueness of their character and spirits.
Race Abilities:
Swimming: d60(Dex+Str) A player can swim for some time 30 minutes 3rnds max while in water and can wade in water as well.
Diving: d60(Dex+Str) A Player can dive and swim in the water and stay submerge for three rounds equivalent to three minutes before surfacing.
Guts: After being defeated in battle a Human can get back up after defeated a roll of d30 Con with a success can get them back up 10hp. This can be used once more every ten lvls. This causes no penalties coming back up from D.Hp. But it can be used once in battle than another each ten lvlsgained.
Human Berserk: This Human Berserk is not like normal Berserk a d30 Charisma check is made when a dear friend, ally, lover, or comrade has fallen. If this other character is a good friend to the Human Player he or she will enter an automatic berserk that can be cured but all they have eyes for is the enemy that murdered their friend. You receive a plus Dmg by lvl. Meaning Lvl=+dmg to dmg Magic or Physical. Your Evade increases by 10 as well as hit. This at times can be an advantage but a disadvantage due to the fact you will be constantly attacking that target until each rnd a successful charisma check is rolled. To activate make a successful charisma roll then to deactivate wait for your charisma roll to succeed. However you choose whether or not you wish to regain control. The Choice is yours.
Abilities:
| Level | Name of Ability | Effect of ability | Dmg/ Rnds effect | Cost for ability used |
| Lv.1 | Elemental Speech | Talk with Element base | d100 Intelligence check | 0mp |
| This ability will allow you to talk to Fire, Lightning, and Ice-Ignis, Geo, Aqua 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. | ||||
| Lv.2 | Fire Lance | A spear of flame | 2d10 fire dmg | 10mp |
| This spear of flame can be hurdled to the enemy or thrown on the floor to create a firewall that deals dmg to those attacking melee ranges in front of you. “Fires bursting in radiance form a weapon in which I may thrust in my enemy’s heart. Fire Lance!” | ||||
| Lv.3 | Aqua Illusion | Watery mist | 2d3 rnds –10% hit/acu | 10mp |
| This Water spell can create a mist to prevent enemies from seeing you well. “Sylphs and Undines come aid me and show no sign of my whereabouts Aqua Illusion.” | ||||
| Lv.4 | Lightning Ball | Ball of lightning | 2d3 Stun 2d5dmg | 10mp |
| This spell charges up a Ball of lightning in order to stun your enemies. “Lightning come forth and create a sphere of power in the palm of my hand. Lightning Ball!” | ||||
| Lv. 5 | Circle of Fire | ½ dmg by Fire | Permanent | 0mp |
| This seal of protection shall restrain fire dmg by half and will ward of durations by half as well. | ||||
| Lv.6 | Fire Ball | Ball of Flame | 3d10 fire dmg | 15mp |
| A spell of fire that shoots a sphere of flame towards its foes. “Mass of flame encircle go forth in destruction. Fire Ball!” | ||||
| Lv.6 | Water Spout | Towering spout | 3d10 water dmg | 15mp |
| A collision of water is created underground and is spouted toward your target or under you as a way of upward or a boost to reach places. “ Sacred waters left unheard arise to the occasion. Water Spout.” | ||||
Skills:
Riding: This skill can be applied to any single Animal that can be ridden. You can roll Intelligence in order to learn how to Ride new animals. This basically teaches how to ride and command animals to reach to destination or lead them to where you wish to go. This skill can be useful when you do not wish to walk.