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Terr'lak Mistra
| Character Description | ||
| Height: 6'1" | Age: 1246 | Eyes: Ice Blue |
| Weight: 121lbs | Race: | Hair: Raven-Black
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| Languages: Telepathy | Blood Type: B- | Body Frame: Frail |
| Alignment: Villain | Profession 1: Wizardry (wind and lightning) | God: Destroyer(Dark God and Hate) |
| Sex: Male | Profession 2:Sorcery (Fire) | |
Armory |
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| Weapon1: Whip 3d2 | Weapon2: Scythe d9 | 1 Free Skill: Contact |
| Shields/Helm: L. Band 7% | Armor: Cloth Robes 5% | Cloaks: Traveling Cape10% M. Def. Req. Str: 5 +2 Intelligence |
Game Mechanics |
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| Level: 2/2 | Exp.:283/283 | GP: 28, 200 gp |
| HP: 118 | MP: 84 | Vp: 64 |
| D.Hp: 19 | Ability Points: 240Ap | |
| Hit: 29 (46)% | Defend: 39(41)% | Armor: 17% |
| Accuracy: 39% | Magic: d60 52% | Skills: d60 40% |
| Magic Defense: 20% | ||
Stats:
-5dmg phys./+10Mp Max/+2Hit/Eva/Acu/+5dmg Spell
| STR | DEX | CON | INT | WIS | CHA |
| 5 | 20 | 18 | 28 | 25 | 18 |
Bio:
Terr'lak
was one of the many students who trained under the Arch Wizard Mirebal of the
Arcane Tower in Sullete. After many attempts to steal his master's spells and
potions for his own goods, he was banished and sent out on his own. From there,
his main goal was to gain seek out and learn all he could in the mystical arts.
His journeys have led him from one land to the next. Many occasions, he uses his
magic and power to overcome the weak and needy if they held vital information on
future obsessions of power. He is known for hiring thugs and guiding cruel
guilds and powerhouses to obtain expensive relics and scrolls. Recently, he
picked up a broken Drow by the name of Turison and nursed him back to health, in
the future hopes of gaining an advantage in the underworld and its dark secrets.
Now he travels to Noctura, a land of darkness, where he sees treasures of power
within his grasp.
Property:
Race Bonuses:
+3Wisdom / +3 Intelligence / -2 Constitution
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 their 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.
Miracle/Prayer: This is rolled D60 Charisma+Wisdom If you have faith in your god they can offer aid to you or speak to you in what your wish is. This skill is either learned or is taught through race usually by people who are devoted to their God or Goddess seeking them for guidance or assistance of some sort. The effect of the Miracle or Prayer is in host discretion and cannot be used to instantly kill targets. But can bring them back to life or if used by players with no host around small feats like blessings or small Cantrips.
Wizardry:
Favorite
Weapon: Staffs, Canes, Wands, and Scepters. (+3 Casting)
Best Suited Armor:
Robes, Cloaks, and light Armor. (+5% Armor)
Best Suited Helms:
Light Helms (+1Intelligence)
Uses Extra attack:
Chain (Extra Casting) every 5 lvls.
Sorcery:
Favorite Weapon:
Swords, Knife type, and Bows/Crossbows. (+5% to hit),
Best Suited Armor:
Cloaks, light Armor, and Medium Armor. (No penalty)
Best Suited Helms:
Light Helms and Medium Helms. No (Penalty)
Uses Extra attack: Chain (Only that gains extra attacks)
Wizard
| Name of Ability | Effect of ability | Dmg/ Rnds effect | Cost for ability used | |
| 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 | Gusty Wind | KKnockdown | small dmg 5d2 dmg/ 1 rnd KD | 10 mp |
| This small burst of wind summoned at the wizard's palm then thurst at the target can keep them down for one round. All though it isn't very effective it can take one target down for a good time for you to recover or try an action. Since they are pinned to the ground for that action time you can do what is needed to win. | ||||
Sorcerer
| Name of Ability | Effect of ability | Dmg/ Rnds effect | Cost for ability used | |
| Lv. 1 | Fira’s Gift | Element Speech/Sense | 0mp | |
| The Gift of Fira is in you and you can speak with the Faye of the Fire and understand them. You can also place your sight out to the air and sense the heat of other targets. You can’t tell who or what they are only if there is few or many. At lvl 10 you can sense the Fire in them and tell what they are but you can not know personal information just the type of race they are. D100 lvlx5 to perform skill. Treat this also as infra red vision | ||||
| Lv. 2 | Scorching Flame | Small fire spell | 22d5 Fire dmg | 10 mp |
| Thrown out of the hand at a target one can cast a small flame on the target. Although not much dmg the sorcerer can also use it to light distant objects or candles that are too far to bother with. Although harmless this does deal some dmg. | ||||
Skills:
Contact:
This skill is used to negotiate, persuade, intimidate, bargain, etc. with target
enemies. This skill is mainly used like a form of negotiation to win a battle
through talk than through fight. Charisma Checks are made to see how the event
unfurls. If the player wins three successful charisma checks her negotiation
works. If failed or Success depending on how the negotiation went the enemy can
be afraid, confused, upset, or happy.
Status
for Negotiations: Afraid: Stun 3 rnds./Confused: Confu rnds/ Upset: Berserk/
Happy: Charmed.