My Character Sheets

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
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My Character Sheets

Unread postby FF Fanatic 80 » Mon Nov 17, 2003 11:25 pm

The first one I'm putting up is Midoku, I'll have to Add Daniel and Stephan at a later point. Putting here so its a bit easier to keep track of/update/etc

Edit: Also putting some D&D Sheets along with the Philsys ones.

Edited by: FF Fanatic 80  Image at: 4/21/05 1:20

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Midoku Tornas

Unread postby FF Fanatic 80 » Tue Nov 18, 2003 12:07 am

Name: Midoku Tornas
Race: ???
Age: Born 1288
Height: 5' 9''
Skin: Dark blue
Hair: Long, blood-red hair.
Eyes: Bright green eyes with dark green irises.
Additional Traits: Fangs. Pointed ears with red fur lining the outside edge


Backstory:
Much of this man's past is a mystery, even to himself. All he can remember is the rampant abuse he suffered growing up, due to his unique appearance being exploited in several ways. He cared not for humanity at all, until he met one that finally cared for him. Their mutual dislike for people led to them commiting several terrible acts together, until one fateful day.

Midoku was seriously injured while defending the one he loved. Near death, he was rescued by a kind family. Their cared finally made him realize that perhaps humanity was not as bad as he once thought. He now does his best to learn all he can about the world, and remind the one he loves to give humanity a chance... as difficult as that can be sometimes.


Stats
Lv: 1
XP: 800/1000

HP: 60
MP: 95
TP: 20

Initiative: 3+2d6 (5-15)
AT/PA (Base)- 7
AT/PA (Modified for skill) - 8/10
AT/PA (Modified for weapon/armor) - 9/9


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


Equipment
Weapon Damage: Dagger (4/7/9, +1/-1 AT/PA)
-Thrusting 4+1d6
-Swinging 7+2d4
-Chopping 9+2d6

Body: Heavy Robes (AC 4)
Head: Steeple Hat (AC 2)
Ring: Ruby Ring (+4 Bonus to resist fire magic)


Skills
Weapon (Dagger) - 4 [Cou/Agi/Str]
Treat Wounds - 3 [Int/Dex/Dex]
Astral Magic - 3 [Mag/Int/Wis]
Blue Magic - 4 [Mag/Int/Wiz]
Stealth - 3 [Dex/Agi/Agi]
Diplomacy - 4 [Cha/Cha/Int]

[k]Applied Magical Theory - 2
[k]Monster Abilites - 4
[k]Geography - 2
[k]Combat Strategy - 2
[s]Learning - 4
[s]Spell resistance - 3
[s]Sense Motion -3 [Int]
[s]Eavsdropping - 3 [Int]
[s]Evade Physical - 3 [Agi]

Spells/Techs
[Astral = 1] Astral Jolt (10 MP) - Deals 12+rank*2+1d6 damage to a single target. Check for astral drain if the spell hits--roll a d6, and on a 5 or 6, the target suffers the negative status effect "astral drain" at a level equal to 1/3 the spell's rank (round up).

[Innate, Blue] ReturnSpell (Copied Spell MP, 5TP) = Midoku can copy the last spell cast on him. Can only be done once, and must be done before another spell affects him. He must have a Blue Magic level equal or higher than the skill level of the spell, or he will suffer a penatly to his MAtk. This penalty is equal to the difference in rank between his Blue Magic and the Spell's rank.

[Blue = 1] Flamethrower (7MP) A spell that sends a column of fire from Midoku's hand out at the enemy, travelling approximately 10 feet. Does 6+rank*2+1d6 damage, and ignites targets on a roll of 4+ on a d6. Ignited targets burn for 2 turns, taking spell damage again each turn.

[Blue = 2] Aqua Rake (10MP) = Creates a wall of water before Midoku, crashing forward toward the target area. Said wall is approximately 10 feet in width, and can travel a maximum of 30 feet. Does 6+rank*2+1d6 damage.

[Blue = 2] Cyclone (10MP) = Creates a massive surge of air around a target, hitting everything within a 6 foot radius of said target. Does 4+rank*2+1d6 damage.

[Blue = 3] Burning Tar (8MP) = Shoots a stream of scalding hot tar at the target. Deals 6 + Rank + 1d6 of damage, and lowers the targets AT/PA by 3. AT/PA will remain this way for four rounds.

[Blue = 4] Air Strike (5MP 4TP) = Midoku uses a weaker version of Cyclone to launch a party member into the air. Party member will do 2 times their normal damage on their next attack (thrust/slash/chop). To land safely, they must make a skill check vs. their agility. Failure will cause them to take 5+d20 falling damage.

[Innate] Defend (X TP) - raises Midoku's PA by X until his next round.

Edited by: FF Fanatic 80  Image at: 9/5/04 12:54 pm

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Daniel Hyral

Unread postby FF Fanatic 80 » Tue Nov 18, 2003 12:49 am

Name: Daniel Hyral
Race: Human
Age: Born 1286
Height: 5' 11''
Skin: Fair
Hair: Short, wavy brown
Eyes: Blue


Backstory:
Daniel was born and raised in Baron, by his parents Alex and Shelia. He also has a brother, named Stephan. This young man's life was one full of both good and bad times with his family, but for the most part they were very happy. That all changed the day his father left to defend their country. While defending Baron from invasion, Alex lost his life holding the enemy forces at bay.

With his father gone, and his mother taking the death very poorly. Daniel was encouraged by friends of the family to fulfill a childhood dream. He would leave home to become a paladin of Ishtar. He hoped to be a strong warrior like his father, and use the power of Ishtar to aid those in need like his mother. He spent several years studying at the Temple of The Dawn, an Ishtarian temple in Mysidia, a mountain city north of Baron. Mysidia is known throughout Igalia for its devotion to Ishtar, in addtion to training holy warriors and priests.

Daniel spent several years at the temple, learning the ways of the holy warrior. However, for reasons he has never explained, Daniel was expelled from the temple. Left on his own, and too ashamed to return home, he spent several years travelling the continent. Determined to keep his dream alive somehow, he continued to teach himself the ways of holy magic and the warrior. Because of his informal training, picking up bits and pieces of knowledge as he traveled, Daniel would jokingly refer to himself as a 'pseudo-paladin'.

During these travels, he happened upon the country of Doma. Here, his life would take a dramatic turn once again.

Daniel is now a knight of the country of Doma, made so for helping the King save a dear friend several years ago. He is married to a fellow follower of Ishtar, a priestess named Kyra Ryujin. The holy pair have two twins, Austin and Alicia.

Kindhearted by nature, Daniel always does what he can to help others. Viewed by many as a bit high strung, he does have the tendency to overreact in many stressful situations. When the situations call for it though, he is a frierce and determined force to be reckoned with.

Stats
Lv: 6
XP: 1245/3250 XP

HP: 102
MP: 78
TP: 48

Initiative: 4+2d6 (6-16)
AT/PA (Base): 15
AT/PA (Modified for skill): 17/23
AT/PA (Modified for weapon/armor): 17/23
MAttack: 8
MBlock: 23
Missile Evasion: 17

Attributes
Courage: +5
Wisdom: +3
Intuition: +3
Charisma: +2
Agility: +2
Dexterity:+2
Strength: +5
Stamina: +3
Magic: 3


Equipment
Weapon Damage: Slumber Spike (14/18/22, +2/+2 AT/PA, 1/4 chance to put oppenent to sleep)
-Light 34+1d6
-Medium 43+2d6 (-2 AT)
-Heavy 52+3d6 (-5 AT)

Body: Golden Light Plate (AC 12, AT/PA -2/-2, Dur 40, Wt. 15, Cast -5)
Head: Blue Beret - Reduce magic damage incurred by 10+1d6.
Necklace: Broken Pendant (Memento of Father)

Skills
Weapon (Halberd) - 14 [cou/agi/str]
Healing Magic - 8 [int/wis/mag]
Benediction Magic - 5 [int/wis/mag]
Diplomacy - 4 [cha/cha/int]
Treat Wounds - 5 [int/wis/dex]
Herb Hunting - 3 [int/int/wis]
Climbing - 3 [str/agi/dex]
Chocobo Riding - 4 [Cou/Dex/Agi]

[s] Pain Resistance - 4 [sta]
[k] Geography - 6
[k] Survival - 5
[k] Ropes - 2 [dex]



Spells/Techs
[Heal = 1] Cure (7 MP) - Heals one target, restoring 8+rank*2+1d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).

[Heal = 1, Ben = 1] Regeneration (21 MP) - Daniel blesses an ally with a healing aura. This aura will cast Cure on the target for three rounds.

[Heal = 1] Purify (5 MP) - Cures poisoning. The maximum amount of levels of poison that this can cure is equal to Healing Rank/2, with a minimum of 1.

[Heal = 3] Calm Mind (7 MP) - Cures berserked condition and may also cure confusion.

[Heal = 4] Cure 2 (18 MP) - Heals one target, restoring 15+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).

[Heal = 4] Panacea (14 MP) - Cures berserk, confusion, magically induced paralysis and blindness, and cures up to 3 levels of poison. If the user has at least 4 ranks of Astral Magic, this also cures up to 3 levels of astral drain.

[Heal = 4] Revive (30 MP, 4 TP) - Revives an unconscious ally to 10% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order).

[Heal = 5] Release Tongue (10 MP) - Cures the "muted" condition, so long as it was caused by a magical effect or spell. This spell cannot allow, for example, a person without a tongue to speak.

[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).

[Ben = 3] Minor Blessing (8 MP) - Calling upon Ishtar's blessing, Daniel adds (Rank / 2 ) (Rounded up) to an ally's PA for 2+d2 rounds.

[Halberd = 3, Ben = 3] Sentinel (5 MP, 10 TP) - Daniel uses his abilities to shield others from harm. Daniel pays to use this action on his turn, taking half of all damage that the ally would've taken in subsequent rounds. The ally in question takes no damage for as long as he or she is being covered.

[Weapon (Halberd) = 2] Charging Thrust (4 TP) - Getting a running start, Daniel tries to impale his foe with the spiked end of his halberd . This attack deals 1.5x damage, but has a -2 AT pentalty.

[Weapon (Halberd) = 3] Trip (2 TP) - Instead of doing damage, Daniel uses the hook on his Halberd to trip an opponent. Reduces PA of target by 3 for one round.

[Weapon (Halberd) = 6] Courageous Blow (5 TP) - Daniel makes an additonal attack for one round.


NOTES: (Updating Daniel for changes in Philsys/Errors)

- Changed Bartering to Diplomacy (Makes more sense/holdover from spammy days)
- Changed Healing to Holy
- Changed Support to Benediction
- Changed Lance to Halberd
- Removed Stealth, put point into Geography (holdover from spammy days)
- Fixed Initiative
- Fixed Weapon Damage
- Added missing info for armor
- Renamed Mental Projection to Divine Vision, slightly changed required skills and flavor text
- Renamed Divine Vision to Soul Sight, reworded flavor text slightly.
- Changed Vault Jump to Charging Thrust, reworked ability (old one was before the damage revamp)
- Reworded flavor text for Trip.
- Changed Multi-Thrust to Corageous Blow, is now one addtional attack instead of multiple based on rank.
- Phoenix Crash taken out temporarily, until it can be rebalanced at a later time as a normal skill.

NOTES v2: (after consulting der Kai/More Error fixing)

- Changed Holy to Healing (forgot these can't be lumped together)
- Changed Cure1 and Cure2 to match the spellbook.
- Changed Purify to match the spellbook.
- Replaced Awaken with Panacea.
- Removed the two 'Sight' spells, since they'd require divination.

NOTES v3: (I try to make a new spell!)
- With the loss of the two sight abilities, gave Dan two different abilities: Calm Mind (spellbook) and Regeneration (combo of healing and benediction). Not sure if it's overpowering or not, will need to check.

NOTES v4: (Level Up!)
- Dan levels up to 5, then 6!
- Gained +1 Wisdom, +1 Intuition, +1 Strength
- Gained +11 HP, +12 MP, +11TP.
- Raised Halberd to 14 (+4)
- Raised Healing to 8 (+3)
- Raised Benediction to 5 (+1)
- Added a new skill he probably should have had to start with: Chocobo Riding (+4)
- Added new spell: Release Tongue
- Added new spell: Lesser Restore
- Need to think of new stuff that doesn't suck. =[

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Stephan Hyral

Unread postby FF Fanatic 80 » Tue Nov 18, 2003 1:59 am

Name: Stephan Hyral
Race: Human
Age: Born 1287
Height: 5' 11''
Skin: Fair
Hair: Short, wavy brown
Eyes: Green


Backstory:
Rude, crass, and lacking almost any tact whatsoever, Stephan is not someone most people would choose to be around. His short temper and tendency toward violence doesn't help matter either. The few people who are close to him, however, can somewhat understand what led him to become this way...

He was always a somewhat violent prone child, leading to frequent fights with other people, especially his sibling Daniel. He was relatively happy though, as he had many people who cared about him. Sadly, this would all change. He lost a lot of people he cared for in a short time, such as his best friend and the family pet. The crushing blow was when his father left to defend Baron, never to return. With Daniel gone to become a Paladin, and his mother too grief stricken to help, Stephan chose to run away from home, taking his father's old Dark Sword with him.

Lost and angry in the Capital of Baron, he was found by a crime syndicate there, known as the NightHawks. He worked for them for several years, thinking he had finally found a second family. But for reasons he is usually unwilling to say, he killed their leader, running away yet a second time. He spent many years doing unspeakable things, telling himself what he wanted was all that mattered in the end, you had no one else to count on but yourself. A chance encounter would put that violent streak to an end, and give him a chance at love again, as well as redemption.

While not officially a citizen, Stephan spends much of his time in Doma, with his partner Midoku. He often takes freelance jobs, preferring ones where some swordplay is required. Though he is still very negative and hot-tempered, with Midoku's help he is doing his best to turn his life around.

Stats
Lv: 4
XP: 9574/2000 (NEED TO LEVEL *BAD*)
(Leveling notes: Will end up Level 7, with 1824/4000 XP)

HP: 93
MP: 73
TP: 37

Initiative: 8+2d6 (10-20)
AT/PA (Base)- 16
AT/PA (Modified for skill) - 23/17
AT/PA (Modified for weapon/armor) - 19/15


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


Equipment
Weapon Damage: Longsword (10/14/17, -1/0 AT/PA)
-Thrusting 16+1d6
-Swinging 26+2d4
-Chopping 35+2d6

Body: Ring Mail (AC 18, -3/-2)
Ring: Golden Ring - Heals 50 damage once per day (holy based healing).
Necklace: Broken Pendant (Memento of Father)

Skills
Swordsmanship - 8 [Str/Agi/Cou]
Flame Magic - 6 [Int/Wis/Mag]
Ice Magic - 5 [Int/Wis/Mag]
Lightning Magic - 3 [Int/Wis/Mag]
Shadow Magic - 6 [Int/Wis/Mag]
Benediction - 2 [Int/Wis/Mag]
Equipment Breaking - 2 [Str/Str/Cou]
Intimidation - 2 [Cou/Cou/Int]

[s]Pain Resistance - 4 [Sta]
[k]Airship Piloting - 4 [Int/Cou/Dex]
[k]Strategy - 3
[k]Torture - 3

Spells/Techs
[Fire = 1] Fire 1 (4 MP) - Does 8+rank*2+1d6 fire damage to a single target.

[Fire = 3] Ignite (10 MP) - Sets a target 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.

[Fire = 4]Fireball (29 MP) - Does 10+rank*2+3d6 fire damage to all within a 10 foot radius of the target.


[Ice = 1] Ice 1 (4 MP) - Does 8+rank*2+1d6 ice damage to a single target.

[Ice = 4]Ice Storm (29 MP) - Does 10+rank*2+3d6 ice damage to all within a 10 foot corridor in front of the caster.

[Ice = 5]Freeze (15 MP) - Encases targets who fail to resist in solid blocks of ice. These blocks of ice are usually irregularly shaped, and provide the target with a bonus of 30 AC. However, the target suffers 10 points of damage PLUS breath holding/suffocation damage per round so long as they are frozen. Frozen targets cannot move or act until dethawed. Dethawing occurs after rank+1d4 rounds OR when the target is exposed to a heat source (a fire spell, a large torch, etc).


[Lit = 1] Lit 1 (4 MP) - Does 8+rank*2+1d6 electric damage to a single target.

[Lit = 3]Static Pulse (12 MP) - Deals 10+rank*3+1d6 points of damage plus 30+2d6 points of subdual damage.


[Shadow = 1] Negatis (8 MP) - Deals 8+rank*2+1d6 shadow damage to a single target.

[Shadow = 3] Drain (10 MP) - Deals 6+rank+1d6 points of shadow damage, which is then absorbed by the caster as HP. Using this against undead creatures reverses the effect.

[Shadow = 4] ShadowBlast (22 MP) - Deals 10+rank*2+1d6 shadow damage to all targets within a 10 foot radius of the caster's target.

[Shadow = 5]Siphon (18 MP) - Deals 10+rank*2+1d6 points of shadow damage, which is then absorbed by the caster as HP. Using this against undead creatures reverses the effect.


[Swordsmanship = 2, Equipment Breaking = 2] Disarm (2 TP) - On a successful to-hit check, disarms an opponent of any weapon. Treat as a physical attack

[Swordsmanship = 4] Impale (4 TP) - It acts as a normal thrust attack that does 1.5x damage and has a chance (6 on 1d6) to damage the opponent's AC.

[Swordsmanship = 6] "Bastard!" (5 TP) - Used when a successful dodge/parry is made against an enemy's attack at close range. Stephan makes a counter attack with his knee (base AT + 4). If the knee attack lands, Stephan automatically follows up and hits with a slash attack for full damage. If the knee attack misses, he can still make a normal slash attack roll.


[Swordsmanship = 4, Fire = 2, Benediction = 1] Flame Weapon (10 MP, 3 TP) - Imbues a weapon with a fire spell and attacks. If the physical attack lands, the fire spell is cast on the target (who still has a chance to resist). The fire spell deals 8+rank*2+1d6 damage.

[Swordsmanship = 4, Ice = 2, Benediction = 1] Blizzard Weapon (10 MP, 3 TP) - Imbues a weapon with an ice spell and attacks. If the physical attack lands, the ice spell is cast on the target (who still has a chance to resist). The ice spell deals 8+rank*2+1d6 damage.

[Swordsmanship = 4, Lit = 2, Benediction = 1] Shock Weapon (10 MP, 3 TP) - Imbues a weapon with a lightning spell and attacks. If the physical attack lands, the lightning spell is cast on the target (who still has a chance to resist). The lightning spell deals 8+rank*2+1d6 damage.

[Swordsmanship = 4, Shadow=4] Void Slash (12 MP, 3 TP) - Channels shadow Magic into the blade, brining it down in a quick motion, creating a blade of dark energy toward a single target. This attack deals 14+shadow rank*6+2d6 points of damage.

[Swordsmanship = 4, Shadow = 4] Blood Sword (16 MP, 4TP) - Strike at an opponent and absorb 50% of the damage to oneself as HP.


[Intimidation = 2, Shadow = 2] Gruesome Taunt (4MP, 2TP) - Stephan starts to detail the painful ways he will hurt his opponent, using some shadow magic to give himself a dark, almost demonic glow. Lowers taget's AT/PA by -3/-3.


[Innate] Defend (X TP) - raises Stephan's PA by X until his next round.

[Innate] Dark Tears (15 HP, 40 MP, 10 TP) - Stephan kneels, a large pair of demonic-looking wings emerging from his back. He flies into the air, focusing all his negative feelings into a ball of dark energy. He then throws the ball toward the ground, which bursts into a rain of shadowblasts. This attack deals 50+Level*4+2d10 damage.

NOTES: (In desperate need of a revamp like Daniel)

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Jonas Kilmett

Unread postby FF Fanatic 80 » Sat Aug 07, 2004 11:09 pm

Name: Jonas Kilmett
Race: Werewolf
Age: Born 1279
Height: 6' 6''
Skin: Light Tan
Hair: Blonde
Eyes: Green
Additional Traits:
Half Transform - Human with patches of fur, claws, tail, wolf ears, fangs.
Full Transform - Garoujin with human green eyes, blonde fur.


Backstory:
Jonas always felt different from other children growing up. Orphaned as a toddler, he noiced things other children did not. Sounds and smells clear as day to him were unknown to others. He often ran off on his own, for something within him desiring to roam and explore all he could find. He found it difficult to keep any friends, save a few who shared his adventurous spirit.

During his early teens, he woke one morning to find himself in the woods, covered in blood. He remembered nothing of what happened, other than the vague sensation he was not himself. This happened again and again each month, Jonas growing more fearful of what was going on. He chose to run away from his orphanage to live on his own, keeping to himself and away from others. He feared what was happening and what he may do to others.

A chance encounter with a druid one day, however, helped him realize what exactly he was. He came to understand that he was a lycanthrope, specifically a werewolf. With the druid's help, Jonas learned how to control his wild urges somewhat, and how to tell when he needed to be away from others for their own safety. Convinced he could return safely to the city, he took up apprenticeship under several craftsman in Doma. Though he had difficulty remaining with some for long, he became quite skilled in crafting various things with wood and metal.

Things 'seemed' to be going well for him. Other than his monthly trips into the woods, he thought himself a normal man. He took Lisa Krin, a childhood friend, as his wife. Things seemed perfect... until he came to the aid of an unusual man, with blue skin and red hair.

During the journey with him, it became obvious he made a terrible mistake. Keeping the 'beast' supressed for so long only made it more wild and angry. With help from his friends, including a Garoujin named Ferran, he began to understand his wild side better.

Jonas lives in a small village south of Doma's capital city. He cares for his wife Lisa, his daughter Gina, and his young son Chris via his crafting trade. He often takes trips into neighboring countries to sell his wares, but prefers to take local orders and requests when he can.


Stats
Lv: 1
XP: 0/1000

HP: 70
MP: 0
TP: 20

Initiative: 6+2d6 (8-18)

AT/PA (Base)- 14/14

AT/PA (Modified for skill/Axe) - 18/14
AT/PA (Modified for weapon/armor) - 16/13
Number of Attacks/Parries: 1/1

AT/PA (Modified for skill/Unarmed) - 16/15
AT/PA (Modified for weapon/armor) - 16/15
Number of Attacks/Parries: 2/1


Dodge: 17
MDefense: 21


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


Equipment
Weapon Damage: Great Axe (X/18/22, -2/-1 AT/PA)
-Thrusting N/A
-Swinging 28+2d4
-Chopping 37+2d6

Weapon Damage: Unarmed
-Punch 8+1d6
-Kick 13+2d4, -3 penalty to hit

Weapon Damage: Bite
-Bite 12+STR+1d6 (Garoujin Form only)

Body: Quilted Leather (AC 8)
Arms: Leather Bracers (AC 10)


Skills 26
Axe - [Cou/Str/Agi] 4
Unarmed - [Cou/Str/Agi] 3
Lycanthropic Control - [Int/Sta/Cou] 4
Resist Lycanthropy - [Int/Sta/Cou] 3
[k]Architecture - 4
[k]Carpentry - 4
[k]Blacksmithing - 4
[k]Survival - 3
[k]Tracking - 3
[s]Swimming - [Agi/Sta/Str] 3
[s]Pain Resistance - [Sta] 3


Techs

[Axe=4] Timber! (4TP) - Jonas makes an attack roll with a -2 penalty to his AT. If he succeeds, add his rank in Axe to the damage. He also causes the opponent to lose 1d4 from their PA.

[Innate] Canine Empathy - Due to his werewolf nature, Jonas is capable of limited communication with canines (Dogs/Wolves). Normally, this will only be basic concepts, such as "Hungry?" / "Where Person?". However, this can be left up to the GM for special circumstances (intelligent familiar, etc)


--Lycanthropy--
(Borrowed from Divinegon's character Akoren)

Jonas is descended from a race of werewolves created by the Goddess Stacey, also known as "Fluffigami"

Due to his nature, Jonas is suseptible to silver and wolfsbane. Wolfsbane acts as a poison, and silver weapons do double damage.

In the moonlight, Jonas must make resistance checks dependenting on the phase of the moon:

Crescent: 10 DC
Half Moon: 20 DC
Gibbous: 30 DC
Full Moon: Cannot Save.

If Jonas fails this, he transforms into his Garoujin form, and must make a Lycanthropic Control check against the same DC. If he succeeds, he has just enough control over his own mind, to avoid his wolf side from completely dominating. If not, he has no control over himself (and the GM controls him when this happens). During a Full Moon, due to his heritage, the wolf side has complete control. Jonas cannot save against this without outside help.

[Resist Lycanthropy=1] Resist Lycanthropy (X TP) - Add a bonus of X to the current roll for resisting involuntary lycanthropic change. Does not work during a Full Moon.

[Lycanthropic Control=1] Control Lycanthropy (X TP) - Add a bonus of X to the current roll for controlling self during lycanthropic change. Does not work during a Full Moon.

[Lycanthropic Control=2] Half Transform (5 TP) - Jonas willingly takes on some aspects of his wolfside. He gains 1d2 AC, STR, STA and extra rank to tracking. However, he must make a check against his wolf side taking over (DC 20)

[Lycanthropic Control=4] Full Transform (10 TP) - Jonas willingly transforms into his Garoujin form. He gains 1d4 AC, STR, STA and extra rank to tracking. However, he must make a check against his wolf side taking over (DC 30)

Edited by: FF Fanatic 80  Image at: 8/11/04 11:16 am

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Katherine Tailles

Unread postby FF Fanatic 80 » Sun Sep 05, 2004 12:54 pm

Name: Katherine Tailles
Race: Human
Age: Born 1295
Height: 5' 4''
Skin: Fair
Hair: Strawberry Blonde
Eyes: Brown

Backstory:
Several graduates and alumni of Gunnir Academy may be familiar with the name Tailles. They are a family of mages dating back several generations, known for their skill in the arts of Benedition and Malediction. The family has strong ties to the magical school, the current head of the family, Julius Tailles, serving as one of the professors. He planned for his son and daughter to enter the school and graduate, continuing the family tradition of excellence. Unfortunately for him, he did not count on divine intervention ruining these plans. Or so his daughter claimed.

During her first year at the academy, after accepting a dare from some upper classmen, Katherine became hopelessly lost in Gunnir’s infamous catacombs. She was certain all hope was lost, after spending hours roaming the rooms and halls trying to get out. Just when she was ready to sit down and give up, she noticed a strange light coming from a nearby doorway. With no alternatives in sight, she began to follow the light, as it shined to her from doorway to doorway. When she finally reached the entrance back to the academy, she saw something she would never forget.

Before the stairs was the floating image of a brilliant white orb, a long elegant sword behind it emitting gentle rays of light. As she reached out to touch it, the sounds of footsteps echoed down the stairs, the image fading from view. She spent several weeks thinking about the image, unable to focus on her studies. It continued to trouble her, until she mentioned it to the school’s resident white mage. She revealed to Katherine that it was the symbol of Ishtar, the Goddess of Healing and Creation. Katherine knew immediately what she wished to do, finally understanding what the vision stood for. She dropped out Gunnir academy, leaving for an Ishtarian Temple to become a Priestess. Since that day, she has not spoken with anyone from her family. None yet have made any effort to contact her.

Katherine currently serves as a Priestess (in training) in the Church of Morning Light, an Ishtarian Church in the Doman Capital. While occasionally a nuisance to the head priest, Father Rudal, due to her over eagerness to please, she is very loyal and dedicated to the ways of the church.

Stats
Lv: 1
XP: 0/1000

HP: 60
MP: 100
TP: 16

Initiative: 2+2d6 (4-14)

AC: 7
AT/PA (Base)- 6/6
AT/PA (Modified for skill/Mace) - 6/9
AT/PA (Modified for weapon/armor) - 6/9
MAttack - 14
MBlock - 16
Missle Evasion - 16


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



Equipment
Weapon Damage:
Twisted Oak Staff (3/5/8, 0/0 AT/PA)
-Light 6+1d6
-Medium 6+2d6
-Heavy 6+3d6

Body: Light Robes (2 AC)
Wrist: Leather Bracers (5 AC)
Ring: Tailles Ring - etched with Katherine's family crest (May be noticed by some mages)


Skills
Staff [Cou/Str/Agi] - 3
Healing [Int/Wis/Mag] - 4
Benediction [Int/Wis/Mag] - 4
Malediction [Int/Wis/Mag] – 4
Summoning [Int/Wis/Mag] - 2
Piano [Int/Cha/Dex] - 3

[k] History of Magic – 3 (1.5)
[k] Applied Magical Theory - 3 (1.5)
[k] Magical Creature Knowledge – 2 (1)
[k] Magical Orders/Societies - 3 (1.5)
[k] History (Gunnir) - 4 (2)
[k] History (Igalia) - 2 (1)
[k] Doman Music - 3 (1.5)
[k] Rivan Music - 2 (1)
[k] Baron Music - 2 (1)
[k] Religious Lore (Ishtar) - 4 (2)
[k] Human Anatomy – 2 (1)
[k] Herb knowledge - 2 (1)

Spells/Techs

[Heal = 1] Cure (7 MP) - Heals one target, restoring 8+rank*2+1d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).

[Heal = 1] Purify (5 MP) - Cures poisoning. The maximum amount of levels of poison that this can cure is equal to Healing Rank/2, with a minimum of 1.

[Heal = 3] Calm Mind (7 MP) - Cures berserked condition and may also cure confusion.

[Heal = 4] Cure 2 (18 MP) - Heals one target, restoring 15+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).

[Heal = 4] Panacea (14 MP) - Cures berserk, confusion, magically induced paralysis and blindness, and cures up to 3 levels of poison. If the user has at least 4 ranks of Astral Magic, this also cures up to 3 levels of astral drain.

[Heal = 4] Revive (30 MP, 4 TP) - Revives an unconscious ally to 10% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order).

[Benediction=1] Sharpen (8 MP) - Boosts the damage of a weapon by +rank for rank rounds.

[Benediction=2] Fortify (8 MP) - Boosts the AC of an armor by +rank for rank rounds.

[Benediction=3] Center (10 MP) - Boosts a target's PA by +rank for rank rounds.

[Benediction=4] Align (12 MP) - Boosts a target's AT by +rank for rank rounds.

[Malediction=1] Cramp (8 MP) - Stuns an opponent for a round. Stunned opponents suffer a -4/-4 penalty and cannot act.

[Malediction=2] Berserk (8 MP) - On a sucessful spell check, the target gains 2 temporary points of STR, and temporary AC equal to STA + (The New) STR added together. And last but not least, magical attack ability is decreased by 4. This all lasts for 1d2 rounds.

[Summoning=1] Summon Food (4 MP) - Creates a loaf of brownish bread. It is entirely possible to live off nothing but summoned bread for indefinite periods of time, but the bread is usually of less than superior quality and does tend to get old quickly.

[Summoning=2] Summon Stick (4 MP) - Creates a stick of "wood" up to 6 feet long. Can be used as a staff for combat or a walking aid. Shorter sticks can be used to splint wounds or for any other purpose one might be able to use a wooden dowel or equivalent. Summoned sticks are flammable and can be used as firewood or to create a makeshift torch.

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D&D Characters

Unread postby FF Fanatic 80 » Sat Nov 06, 2004 3:33 pm

Stephan Hyral
Daniel Hyral

Edited by: FF Fanatic 80  Image at: 7/28/05 22:39

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Unread postby FF Fanatic 80 » Tue Dec 26, 2006 3:34 pm

*Insert character here*


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