Sachiel
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Sachiel
| Character Description | ||
| Height: 5'8 | Age: 500 | Eyes: Dark Yellow Gold |
| Weight: 126 | Race: Moon Elf | Hair: Black Silver |
| Languages: Common | Blood Type: AB+ | Body Frame: Frail |
| Alignment: Neutral | Profession 1: Force Mage | God: Gaia (Spirit of Earth and Fertility) |
| Sex:Female | Profession 2:Wizardry | |
Armory |
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| Weapon1: Staff d11 | Weapon2: Cross Bow 2d4 | 1 Free Skill: Ride (Horses) |
| Shields/Helm: Small Shield 5% | Armor: Cloth Robes 5% | Cloaks: Decent +3%M.Def |
Game Mechanics |
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| Level: 2/2 | Exp.: 283/283 | GP: 8,500gp |
| HP: 120 | MP: 78 | Vp: 69 |
| D.Hp: 11 | Ability Points: 146Ap | |
| Hit: 39% | Defend: 43% | Armor: 10% |
| Accuracy: 39% | Magic: d60 40% | Skills: d60 41% |
| Magic Defense: 24% | ||
Bio:
A
girl who lived her life out side. She played with wolves, as full moons rose.
She was a helpful child. She was told one day her family was attacked and
killed. She was in the forest and watched this all happen.
Stats:+2Hit/Def/Acu/+5Mp Max/-2 Initial Roll
Stat
Bonus: +2Str / Dex / Wis
Stat
Penalties: -2 Charisma
| STR | DEX | CON | INT | WIS | CHA |
| 21(23) | 17(19) | 13 | 18 | 20(22) | 21(19) |
Force Mage (Gravity and Force Magic /
New):
Favorite
Weapon: Swords, Partisans, Bows (+5%)
Best
Suited Armor: Medium Weight (+3 Evade)
Best
Suited Helms: Light (+3 Intelligence)
Uses
Extra attack: Combo (Extra Hit every 5 lvls)
Wizardry (wind and lightning):
Favorite
Weapon: Staffs, Canes, Wands, and Scepters.
Best
Suited Armor: Robes, Cloaks, and light Armor.
Best
Suited Helms: Light Helms
Uses
Extra attack: Chain
Property:
Staff d11
Cross Bow 2d4
Small Shield 5% (Equipped)
Cloth Robes 5% (Equipped)
Cloak Decent +3%M.Def (Equipped)
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: 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 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 mana 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 from being detected by
targets. (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 revives +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. Race Penalties: Abilities: Lv.1 Wizardry Favorite
Weapons: Moon Elves enjoy the use of the Bow Type and Long Range weapons. The
close Melee weapon they enjoy using are Spears. These Weapons gain them a +5% to
hit/acu. Favorite
Armor: Heavy armor is not the best Armor for a Moon Elf. Because of their
Prowess in Jumping they do not wish anything to weigh them down when they land
on a branch of a tree. When they do wear heavy armor they must make a Weight
Check. Their Weight plus the Armor's Soak as total weight will decide if they
are to heavy for the branch of the tree. Equipment
penalties: Heavy Armor negates their ability to use Jump Prowess. It is the only
equipment handicap that harms a Moon Elf. Skills:
Level
Name of Ability
Effect of ability
Dmg/ Rnds effect
Cost for ability used
Force Mage
Force Armor
Last for a Day
+20 Armor (Body)
20Mp
The Force Armor Adds a Clear Force Armor Energy that is projected by the
Force Mage and offers reasonable body protection. This is useful when
you have weak armor for the body or need Extra Defense. This can be
Caste upon the Caster only.
Lv.2
Lv.3
Lv.1
Elemental Speech
Talk with Element base
D30 Intelligence check
0mp
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.”
Lv. 2
Lv.3