Sachiel

 

 

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

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

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.

    She left her home after the attack. She lived in the woods and every full moon she will go to her old home and visit

 


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:

 

Level Name of Ability Effect of ability Dmg/ Rnds effect Cost for ability used
Force Mage

Lv.1

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        
   
 

Wizardry

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        
   

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:

 

 

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