Yes, I'm putting all my characters that I have sheets for in this post. Shush. And this will be updated sporadically.
magic aptitude 6
Quarterstaff (2H) 3,5,8
Cloak (With many inner pockets)
5 Healing Runes-30+3d6 HP healed, one target
Detoxify Rune-Remove up to 10 levels of poison, one target
Bolster Rune-2d4 rounds of +4 PA
Druid magic-19 (Mag/wis/int)
Wilderness survival-7 (Cou/int/wis)
Treat (First aid)-10 (Wis/int/int)
Staff fighting-9 (Cou/agi/str)
[K] Herbal knowledge-14
[K] Arcane Knowledge-6
[K] Y'tuin Knowledge-16
[K] Animal empathy-8
[K] Nature lore-18
[K] Creature knowledge-6
[K] Earth Culture-2
[S] Magic resistance-8
[S] Animal befriendment-8
*Magic based on Nature around self
[Innate]Speak with Animal-Sorune can talk with and understand almost any animal. However, he must see or be very familiar with said animal before talking in said speech.
(Druid Magic=18)[Metal]Metal Manipulation [100 MP]-Never let it be said that Sorune is without surprises. He controls the 'memory' of one metal object, manipulating its shape and its position as he wishes, capable of making metal spikes that can be hurled at an enemy, or simply changing it to another, less dangerous shape. He can choose to either deal 20+rank*6+3d6 damage to a single enemy, or 16+rank*4+2d6 damage to a set of enemies, with offensive spikes. If the metal is being wielded or held by someone, then their MBLK check is substituted for the item's.
(Note-With this, he can take metal armor and simply turn it into a tailored Vise. But keep in mind that if he actually does that to a person...they probably deserve it.)
(Druid magic=4)[Ice]Blizzard [24 MP]-Tiny chunks of ice fly in a flurry around opponents, stabbing them repeatedly. 18+Rank*3+2d6 ice damage to an opponent
[Druid Magic=8][Ice] Ice storm (54 MP) - Sharper chunks of ice fly in a flurry around opponents, dealing 10+rank*4+1d6 damage to all foes in a 10 foot area.
(Druid magic=4)[Grass] Ivy [12 MP]-grass grows under an enemies feet, having the same effect as if they had been tied with rope. Rank Penalty to AT/PA.
(Druid magic=7)[Grass]Thorny Roots[25 MP]-Grass grows under the enemy's feet, and in addition to having the same effect as if they had been tied with rope, they take [rank] damage every turn they are not freed. They can be freed with a successful strength check at DC 20. Treated as though helpless. (-10 AT/PA) Lasts 5 rounds.
(Druid Magic=15)[Grass]Whipgrass [85 MP]-See bottom of sheet. Summons 2D4 'Whipgrass' creatures to fight for him. However, they are unable to move from the spot where they are created.
(Druid magic=3)[Water] Water Bomb [7 MP]- a large amount of water hits an enemy doing a surprising amount of damage. 9+Rank+d6 water damage to all in a twenty foot range.
(Druid Magic=7)[Water] Suffocate[40 MP+10 per round]- Sorune holds a bubble of water around a person's head, suffocating that opponent. Choking opponents cannot act, suffer a -4/-4 penalty, and suffer choking/breath holding damage as applicable. Caster must focus on spell throughout entire duration. Broken with a (Stamina+1d20) against (rank+1d20-10) Casting with a verbal component cannot be accomplished. If concentration is broken, so is spell.
(Druid magic=2)[Sand] Scorching Sand [20 MP]-surrounding sand rises up In a storm and does heat damage, as well as getting in the enemies eyes. 16+rank*3+1d6 heat damage to all enemies, with a -4 AT penalty for 4 rounds.
(Druid magic=4)[Rocks] Stone [25 MP]-throws one huge
rock at the enemy. 28+rank*3+2d8 earth damage to an opponent
(Druid Magic=8)[Rocks] Stone Storm [50 MP]-A multitude of stones are thrown at an enemy, dealing 33+rank+2d8 damage to all enemies in a 10-foot area.
[Druid Magic=13]Great Boulder (32 MP) - Practically collapse an entire wall on one enemy.. 20+rank*6+3d6 damage.
(Druid magic=4)[Wind]Natureâ€™s Refreshment [16 MP]-wind soothes allies, restoring 4+rank+d4 HP to an ally over 4 rounds. Takes effect on Sorune's turn each round.
(Druid Magic=7)[Wind]Nature's Blessing [30 MP]-Wind restores allies, knitting broken bone and cleaved flesh, healing 4+[rank*2]+D4 damage every round for 3 rounds. Takes effect at the top of the round each round.
(Druid Magic=10)[Wind]Nature's Revenge [54 MP]-Wind cuts all enemies in a ten foot area, dealing 10+Rank*4+2D6 damage
[Druid Magic=19]Nature's Wrath (76 MP) - Wind dices and slices all enemies in a twenty foot area, dealing 22+rank*6+2d6 damage.
(Druid magic=14)[Forest]Gaia's Wrath [75 MP]-Sorune calls upon the power of the forests, and literally bends them to his will. Trees within five feet of the caster will begin thrashing any opponent within reach. See below for stats of said trees. The trees cannot move from their original places to attack, unless modified with another spell. Lasts for five rounds, until Sorune cancels the spell, or each tree is destroyed.
(Druid Magic=10)[Earth]Mound [25 MP]-Raises a mound around the target's legs, effectively immobilizing them until they break the hold of the spell. May be broken with a successful strength check at DC 35. Can only be used on targets of size large or less.
(Druid Magic=10)[Earth]Travelling Mound [Special MP cost]-Raises a mound...though this one is meant for riding on. It moves as quickly as a chocobo runs, and can carry up to seven people. For each hour in use, it takes 1/10th of Sorune's MP. Sorune must concentrate for the spell to be in use.
Init:Go on Sorune's turn.
MBLK:0+1d10 (They're trees.
They can't exactly resist a Lightning bolt or move out of the way.)
Deal 6+1d6+10+(Staff-fighting rank) damage
Light:6+(Sorune's Staff-fighting rank)+1d6+10
Medium:10+(Sorune's Staff-fighting rank)+2d6+20 (-2 penalty)
Heavy:18+(Sorune's Staff-fighting rank)+3d6+30 (-5 penalty)
Notes:Cannot move, take double damage from fire, and when on fire, take 10 damage per turn.
Whipgrass (10 foot tall blade of grass)
AC:30 (Bashing) AC:10 (Piercing) AC:0 (Slashing)
Init:Goes directly after Sorune's turn.
Considered to be whips used by a person with +0 strength, and 8 ranks in whip. However, they do not get a second attack.
Have a +10 to grapple a person's limbs, keeping them immobile. Or at least, incapable of use.
Notes:Cannot move, take double damage from fire, and when on fire, take 10 damage per turn. If set on fire while holding a person, they set the victim ablaze. These flames persist until the target "stops, drops, and rolls" (a standard action) or is doused by water or large quantities of dirt/mud. These flames deal 12+1d6 points of damage each round.
[EDIT:To break things into seperate posts, and then for the new philsys revisions] <p>
<span style="font-size:x-small;">"The Bible is the greatest book ever. It's filled with prostitutes, liars, conquering kings, killers, murderers, and political intrigue. How can you go wrong?" ~My preacher.</span></p>Edited by: Dragon Sage007 at: 10/26/06 16:50