DM's Character Sheets

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Deeum
 
Posts: 2109
Joined: Sun Apr 28, 2002 4:25 am

DM's Character Sheets

Unread postby Deeum » Fri Dec 05, 2003 9:29 pm

Quick Stats:
Sarah (DMSCV) - Lvl 5 - 102 HP, 114 MP, 57 TP
Background:

name - Deeum Dawnstrike age - 750 eyes - sapphire blue hair - golden blonde height - 5'7''

--Basic--
Name: Deeum Dawnstrike
RPer: DMSCV
Race: Star Dragon
Level:5
XP: 2280/2500
Max HP: 102
Max MP: 114
Max TP: 57
Initiative: 2+2d6 (3-13)

--Attributes--
Courage +4
Wisdom +4
Intuition +2
Charisma +3
Agility 0
Dexterity -1
Strength +5
Stamina +4
Magic Aptitude: 6

MAtk: 12
MBlk: 20
Evade: 12
Base AT/PA - 11
Modified for Skill (Unarmed) - 14/11
Modified for Skill (Sword) - 16/13
Modified for Armor (Unarmed)- 14/9 Final (Draconic: 16/11)
Modified for Armor (Sword)- 16/11 Final (Draconic: 18/13)

Body=Light Blue Leather Armor (AC 8, 0/-2)
Shield = Enchanted Shield (AC 40, 1/2 fire immunity)

Weapon Damage - Bare Fists
Light Attack: 8 + 1d6 (+2 as Dragon)
Medium Attack: 13 + 2d6 at a -2 penalty (+4 as Dragon)
Heavy Attack: 18 + 3d6 at a -5 penalty (+6 as Dragon)

Weapon Damage - Enchanted Longsword (11/17/22, 0/0) +2d4 Lightning damage
Light Attack: 22 + 1d6
Medium Attack: 33 + 2d6 at a -2 penalty
Heavy Attack: 43 + 3d6 at a -5 penalty


--Skills--
Barefisted Fighting - 3
Swords - 7
Holy Resistance - 3 (cannot raise)
Air Magic - 10
Water Magic - 9
Holy Magic - 10
Healing Magic - 8
Fire Magic - 1
Earth Magic - 1
Dark Magic - 1
Telepathy - 4
Shapeshifting - 3 (cannot raise normally)


--Spells/Techs--

[Innate]Holy Resistance - A passive skill. Due to her star dragon nature, Deeum recieves 50% base damage reduction from holy based effects. As she increases in level (5, 10, 15, and 20) this bonus increases (by 25% per increment). However, she recieves 2 times as much damage from shadow based damage.

[Innate]True Form (5 TP) - Deeum transforms into her true form, a young star dragon. This dragon is roughly human sized, but none the less is quite powerful. Her strength and stamina increase by 2 points, but her dexterity and agility drop by 2. She can only attack with her bare "fists", which will be more powerful than a normal humanoid's attack with the same strength, dealing twice as much damage as normal. At level 10 she gains the ability transform into a teen star dragon (15 feet long, +4 str/sta, -2 dex/agi) and an adult star dragon at level 20 (30 feet long, +6 str/sta, -4d dex/agi). Naturally, while in this form, certain RP difficulties will arise.

[Innate]Draconian Form (8 HP/round (Subdual) While enraged Deeum can transform various parts of her body (arms, legs, eyes and ect) slightly into her true dragon form. This'll cause an increase in muscle mass and her skin to toughen and change into a dark blue hue. this form is will cause a little stress on her human form. It'll last as long as Deeum is provoked with rage. The part(s) enhanced gain a +2 STR bonus and an AC of 15 for each round it is in effect.

[STR=5]Breakdown (2 TP, non-combat) - With a bit of effort, Deeum can ram, kick, slam something into, or otherwise break down a door or weak section of wall. When using this skill, Deeum rolls a D20- On a score of 5 or higher, the door is opened. 10 or higher, any locks on the door that where locked at the time are broken. On a 18 or higher the door is knocked off it's hinges entirely. (Effects are GM's call.)

[Air Magic=1]Howl (10MP) - Gale force winds tear into the enemy, battering them with their sheer force and loose debris. The spell affects all within a 10 foot radius of the target area, dealing 5+rank*2+1d6 damage to all enemies within the area.

[Air Magic=4]Wind Slicer (29MP) - Many waves and microbursts of wind are directed in a straight line towards the target, tearing into all in it's path, shredding them to bits. The slash of wind is about 3 feet across, and travels in a straight line for 300 feet. Deals 10+rank*4+3d6 to all affected, including allies.

[Air=9]Raywing (15 MP/round) The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells. (info from Inverse.org) Allows flight for (Rank*3) feet/round. May not make any other actions while maintaining spell. Adds a passive bonus of (Rank/4) MBlock and Dodge

[Holy Magic=2, Air Magic=4]Aero Blade (25MP) - The caster draws strength from the heavens to summon a blade of pure wind into her hand. This blade is particularly destructive, having a damage of 14/17/21 + rank (T/S/C). The caster wields the weapons as if she possesed a skill in the weapon = to her holy magic + wind magic/2. The blade has no AT/PA penalties or bonuses.

[Holy=7, Air=7] Laphas Seed (22 MP) This spell can completely prevent a target from moving by entangling them within magical ropes. A target affected by this spell cannot even cast magic. This spell requires no concentration to maintain and its effects last for a little less than an hour(Info From Inverse.org) If successful, counts target as totally paralyzed (unable to move or act, -10 penalty to all dodge and PA rolls) for (Mean Rank/2) rounds

[Holy Magic=1]Angel's Touch (7MP) - A beam of holy light falls from the sky onto a single enemy, burning them and tearing into creatures of darkness with particular effectivness. Does 8+2*rank+1d6 to one enemy.

[Holy Magic=4]Holy Smite (20MP) - A bolt of holy energy descends from the sky to pass judgement on those who oppose the caster. Does 16+rank*6+2d6 damage, and has a chance of instantly destroying lesser undead.

[Holy Magic=8] Star Cannon (36MP) - A beam of pure holy energy streams from the caster's hands, slaming into a single enemy and inflicting heavy damage. It does 25+rank*8+3d6 damage to the target, and will automatically destroy weaker forms of undead. However, if the target spots the spell being cast they can try and dodge the beam, if they recognise the threat. Only a creature of pure holy blood can cast this spell.

[Water Magic=1]Aqua Pellets (2MP) - The caster sends a small swarm of water pellets at the target, dealing d8 damage. The spells does leave the target slightly confused and and quite wet though, which often gives others a chance to take advantage of their confusion.

[Water Magic=1]Hydro Pump (5MP) - A small blast of water flies from the casters palm, slamming into the target with extreme force, scolding them at the same time. Does 6+rank+2d4 damage.

[Water Magic=4]Geyser (14MP) - A geyser errupts from beneath the targets feet, blasting them with scolding water and tossing them into the air. Deals 10+rank*2+2d6 damage, not including falling damage. The geyser will launch targets 10 + rank*2 feet into the air, and falling targets recieve 1d6 damage for every ten feet they fall.

[Telepathy=4]Telepathy (Noncombat, 1 TP in combat)- The character can comunicate with another creature via telepathy for rank hours. At rank 3 the target can reply. The telepath can comunicate with a character she knows to be, and is, within rank*2 miles of her position.

[Healing Magic=1]Heal (15MP) - The caster spreads her hands over the target and chants for her entire turn. The target is healed 10+rank*2+1d6 HP. The caster can not defend against attacks that turn. This spell damages undead, doing 2x-4x damage to them, depending on the type of undead.

[Healing=6] Heal Advance (36 MP) Like heal, Deeum is able to heal more serious wounds on herself or allies. The target is healed 25+Rank*4+2d6 HP The caster loses the defense roll against normal attacks that turn.

[Heal=8]Lesser Restore (24 MP) - Cures one target, healing 5+rank*2+1d6 HP and removing berserk, confusion, magically induced paralysis or blindness, and curing up to 3 levels of poison (and 3 levels of astral drain if the caster has at least 6 ranks of Astral Magic).


NOTES:
Bes is an awesome, awesome person for revising most of this for me.

besyanteo (11:57:01 PM): ... Blah. I meant to add a note about how her sword damage is affected by her draconic innate
besyanteo (11:57:08 PM): It's the same as her dragon form for unarmed, though.
besyanteo (11:57:13 PM): +2, +4 and +6

(I'll fix the note up when I can. I'm in the middle of a lot of stuff right now)

User avatar
Deeum
 
Posts: 2109
Joined: Sun Apr 28, 2002 4:25 am

Re: DM's Character Sheets

Unread postby Deeum » Mon Jun 28, 2004 11:47 pm

Breakdown was added with Chris' permission. <p><div style="text-align:center">
Image
</div></p>


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