The Characters being of Seethe's Creation and possible Use

Character sheet archiving. Help with characters can be solicited here. This is also the place to talk Philsys or other RPing systems.
User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

The Characters being of Seethe's Creation and possible Use

Unread postby Seethe » Tue Jan 09, 2007 2:59 am

Basics:

Name: Kilisha Sorinia
RPer: Seethe
Race: Succubus
Age: 23
Height: 5’7”
Eye color: Dark Green
Hair color: Black
Skin Color: Pale Blue



Background:

Kilisha was born as a human to a poor family in Uiridio, Riva. She idolized her older brother, Tairn, and followed him everywhere, even on his hunting trips. Partially to indulge her and partially hoping to help his family, Tairn taught her his skill. The rest of Kilisha’s family was thrilled about this, now expecting that Kilisha would help alleviate their hardship. Unfortunately, this would not be so.

In the winter of Kilisha’s fourteenth year, what seemed like a normal trip changed Kilisha’s life forever. As he was tracking his prey one morning, Tairn encountered the succubus Tristil who was looking for prey of a different sort. When Tairn did not return to camp, Kilisha went in search of him. She found him only moments before he would have lost his soul. In a panic, she quickly raised her bow and shot an arrow at the demoness. However, Tristil quickly pulled Tairn into the arrow’s path. The moment the arrow drove into Tairn’s throat, Kilisha's heart collapsed. The succubus rushed forward and attacked, and Kilisha was subdued without any difficulty. The demoness decided not to kill Kilisha, though, for if both humans died, she would gain nothing. So she instead returned with Kilisha to the underworld and sold her to a small cabal of demon magi known as the Circle of Zahlzath.

The Circle of Zahlzath had devoted itself to magical experimentation, particularly in the field of transformations. Their most recent experimental attempt was to develop a way to transform mortals into demonic races other than mazoku. As the race of succubi was the most similar to that of humans, that was the form which the demons chose for Kilisha. The physical alterations were a simple matter and took no more than a week to complete, although they left Kilisha in a coma for almost a month, which was normal for the technique they were using. The magical alterations, giving Kilisha the soul consuming trait of the succubi, were more complicated, requiring an entire year of painful treatments to complete and requiring two years for recovery, but were still quite successful.

Finally, the circle began the most dificult phase of the transformation, the transformation of Kilisha's soul. Although she had never recovered from the loss of her brother to an arrow that she herself had fired, and the torments that she had endured since then had scarred her mind even further, she still fought against this transformation with all of her being. For four years, she endured brutal tortures and demonic possessions that pierced her to the core. At the last, with her mind completely exhausted and overrun, her spirit was consumed by darkness.

Although the Circle was delighted with its success, a Mazoku Daemon Master by the name of Selnu was not. Perceiving Kilisha’s transformation as a threat to the honor of the Mazoku race, he commanded that the Circle of Zalzath and its creation be destroyed. As the forces of Selnu razed the lair of the demon magi, Kilisha was finally able to escape and flee to the overworld. At first, she thought of returning to Uiridio, but she soon realized that agents of Selnu were pursuing her. Since then, she has been running from them, killing a few of them from time to time, but knowing that she would not be safe for as long as their master lived.


Other Notes:
Kilisha has the appearance of a human female, but can, unfortunately at times, be recognized as a succubus without much work due to her unnaturally strange but also unnaturally attractive appearance. Her hair, which she wears loose and keeps at shoulder length, is pure black and straight, her eyes are dark green, and she is about the average height of human women. Her lips and clawlike nails are also black. Finally, her skin is very pale and slightly bluish.

Kilisha's main concern is her own survival. She will kill if she has to, but for the most part, she will avoid any actions that would bring the ire of others upon her.

A recent expedition into the mountains north of Valth landed Kilisha in the midst of a war between a tribe of orcs and a secluded demonic city-state. An injury she suffered in this battle at the hands of a demonic sorceress has destabilized the enchantments placed upon her by the Circle of Zalzath. As a result, her body and mind have begun to undergo further physical alterations, and she frequently finds herself slipping into a more feral state.

Fortunately, she was able to train with the orcs before she returned to Doma, learning to focus her animalistic rage when it arises and becoming proficient with the use of dual short swords in the process.


Stats/Equipment:

Level: 1
XP: 0/1000
Max HP: 60
Max MP: 10
Max TP: 22
Initiative: 7 + 2d6
M Attack: 2
MBLK: 20
Missile Evasion: 26

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

Base AT/PA - 18/18

-=-Equipment-=-

Natural Claws (22/18)
Light: 11+1d6
Medium: 16+2d6
Heavy: 21+3d6

Short Sword X 2 (22/18)
Light: 16+1d6
Medium: 24+2d6
Heavy: 32+3d6

Recurve Bow
Accuracy: 17
Damage: 32+1d6

Obsidian Skin
AC: 10
Mods: 0/0
Weight: 2

Plate Bracers
AC: 10
Durability: 20
Weight: 2.5
Strength Requirement: +2
Casting Penalty: -2

Pot Helmet
AC: 8
Durability: 10
Weight: 2
Strength Requirement: +1
Casting Penalty: -1

Skills: (24)
Bows: 4 [Cou/Dex/Str]
Short Swords: 4 [Cou/Agi/Str]
Unarmed Combat: 4 [Cou/Agi/Str]
Cooking: 2 [Int/Int/Dex]
Tracking: 4 [Int/Int/Sta]
[s]Improved Evasion: 4 [Agi=2]
[s]Pain Resistance: 4 [Sta=2]
[s]Two-Weapon Fighting: 4 [Dex/Dex/Str]
[k]Survival: 4


Spells/Techs:

[Bows=2] Aim (2 TP) - Kilisha spends her turn aiming, trying to get a more precise bead on the target. Adds a +5 bonus to one ranged weapon attack next round.

[Bows=4] Quick Aim (6 TP) - Taking aim with all haste, Kilisha’s shot gains greater accuracy immediately. Adds a +5 bonus to one ranged weapon attack this round. Cannot be used along with any other techniques or with a called shot.

[Short Sword=3] or [Unarmed Combat=3] Raging Slash (3 TP) - Used as a heavy attack, but damage is multiplied by 1.5x. If the attack misses, Kilisha loses one of her parry rolls for the round.

[Short Sword=3] or [Unarmed Combat=3] Full Berserk (3 TP) - Used as a heavy attack, but damage is multiplied by 2x. Regardless of success, Kilisha forfeits all parry rolls for the round.

[Short Sword=2] or [Unarmed Combat=2] Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.

[Short Sword=4] or [Unarmed Combat=4] Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Tue Jan 09, 2007 3:01 am

Background:

name: Brinala Aldring- age: 24 - eyes: green - hair: purple - height: 5’6” –

When she was young, Brinala Aldring’s odd fixation on the subject of death could have been explained away as merely a child’s eccentricity. But as she grew older and persisted in her curiosity on the subject, that simple explanation became ever more insufficient.

She was never a particularly dark or distant person. Belonging to a fairly wealthy family of Nekonian traders, she was actually quite happy and possessed of no less of a social life than normal. However, the fate of the spirit upon passing from the mortal realm always remained the subject of her thoughts and only seemed to grow more dominant over time until it eventually bordered on an obsession. For several years, she spent many hours each day theorizing, philosophizing, and pouring over whatever religious texts she could acquire on the subject of the Afterlife. But she eventually came to realize that her curiosity required more than just speculation and conjecture. She needed hands-on study.

Near the beginning of her adult life, Brinala proved to be quite gifted in the magical arts. The particular magic for which she held the greatest skill was, of course, Necromancy. Being already quite used to her, none of her life-long acquaintances were either surprised or taken aback by this, but debates did arise among them as to why the girl was so adept at that particular art and as to whether her interest was the reason for the adeptness or whether her natural affinity was the cause of her interest.

Over the course of a few months, Brinala conversed with a great many spirits who had dwelt beyond the grave. But as she became more skilled at understanding and communicating with them, she began to believe that the beings with whom she spoke had not entirely left the mortal plane and that they were even possibly mere afterimages of the true beings that had passed on. It seemed that to call a true soul back from the next world would require even more power than she yet possessed.

Soon, however, another thought occurred to her. Why should she disturb a soul in its rest simply to have it describe its existence to her? She should experience its existence firsthand. The only way she could truly satisfy her curiosity would be to find a way to peer into the world of the dead.

Of course, the easiest method of doing this would simply be to wait for death. But the problems of that plan were twofold: firstly, Brinala didn’t like to wait; and secondly, she felt that it would be her responsibility upon gaining the knowledge to which her life was dedicated to reveal that knowledge to the world. Of course, acquiring that knowledge was going to be difficult.

The first step Brinala chose to take on the path to her new goal was to a place renowned for its magical knowledge. Upon arriving at Gunnir, she searched the academy’s vast library from top to bottom. There she found a few leads towards sources of magical potency, but she also became convinced that the most promising of those leads would be quite dangerous to pursue.

Therefore, to prepare for these dangers, she remained at Gunnir for six years, refining her natural necromantic skills and developing other skills to support them. Finally, she graduated as an Archmage and set out again on her quest. Before her lay the answers, and she now thought herself capable of reaching them, but the road she would have to travel had only just begun.


--Basics—
Name: Brinala Aldring
RPer: Seethe
Race: Nekojin (part human)
Level: 2
XP: 12/1250
Max HP: 58
Max MP: 118
Max TP: 22
Initiative 3 + 2d6
Missile Evasion: 18
MAttack: 16
MBlock: 20

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

Base AT/PA - 10/10
Modified for skill - 11/15
Modified for equipment - 11/16

-=-Weapons and Armor-=-

Short Sword- 7, 10, 13 Mods 0/0 Weight 0.75

Obsidian Skin- AC 10 Mods 0/0 Weight 2
Leather Bracers- AC 5 Durability 10 Weight 1.5
Leather Helmet- AC 5 Durability 5 Weight 1
Buckler- AC 8 Mods 0/+1 Durability 7 Weight 1

--Skills—
Necromancy [Int/Wis/Mag] – 6
Malediction [Int/Wis/Mag] - 6
Enchanting [Int/Wis/Mag] - 4
Light Sword [Cou/Dex/Agi]] – 6
Mental Magic [Int/Wis/Dex] - 2
[s] Improved Necromancy [Mag=5] – 6
[s] Element Melding [Mag=4] - 2
[s] Stealth [Agi/Agi/Dex] - 2
[s] Observant [Agi/Sta/Str] -4
[s] Advanced Parry [Agi=2] - 4
[s] Shield Blocking [Agi=1] - 4
[s] Improved Magic Resistance [Int=2, Wis=2] - 4
[k] Ishtarian Lore - 3
[k] Tamarian Lore – 3
[k] Necromantic Lore - 6
[k] Arcane Lore – 2
[k] Demon Lore – 1
[k] Magic Theory – 2
[k] Combat Theory – 2
[k] Death Theory - 2
[k] History - 1

--Spells/Techs—

[Necromancy=4 Improved Necromancy=4 Necromantic Lore=4] Animate Lesser Undead (28 MP) - Creates an undead servant from an available corpse. If the corpse is in relatively good condition and not excessively decayed, it may be raised as a zombie. Otherwise, it can only be raised as a skeleton. If cast on a corpse that is buried or submerged, it takes one round for every five feet the corpse must travel to dig to the surface for the creature to arrive.

[Necromancy=2 Necromantic Lore=2] Ghost Bolt (8 MP) – Momentarily summons a spirit from Beyond and directs it to attack the spell’s target. May be mistaken by observers as some type of lightning spell. Deals 8 + Necromancy*2 + 1d6 shadow damage to a single target.

[Necromancy=3 Improved Necromancy=2] Draw Undead (20 MP) – Draws nearby Undead towards the caster.

[Necromancy=4 Necromantic Lore=4] Shade Bolt (12 MP) - Momentarily summons a tainted spirit from Beyond and directs it to attack the spell’s target. Deals 14 + Necromancy*4 + 2d6 shadow damage to a single target.

[Necromancy=4 Necromantic Lore=4] Ghostly Carnage (22 MP) - Momentarily summons several vengeful ghosts from Beyond and unleashes them upon the spell’s target area. Deals 10 + Necromancy*2 + 1d6 shadow damage to all targets within a 10 foot radius of the caster's target.

[Necromancy=6 Improved Necromancy=6 Necromantic Lore=6] Dead Duet (20 MP) - Allows Ghost Bolt or Shade Bolt to be cast two times this turn. Total MP cost of action equals the cost of casting Dead Duet plus the cost of both castings of the chosen bolt spell.

[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.

[Malediction=6] Asthma (22 MP) - Lowers an opponent's STA by 2 for 1d6 rounds. This effect is stackable.

[Malediction=1]Poison (6 MP) - Level 3 poison.

[Malediction=4]Poison 2 (12 MP) - Level 5 poison.

[Malediction=6]Poison 3 (20 MP) - Level 7 poison.

[Malediction=3, Mental Magic=2]Fear (8 MP) - Lowers a target's courage by 2 points for 1d4 rounds.

[Malediction=3, Mental Magic=2]Panic (8 MP) - Lowers a target's intuition by 2 points for 1d4 rounds.

[Malediction=5]Pollute Body (8+(rank-1) MP) - Decreases a minor physical substat by rank or applies a general penalty of -2 for (rank) rounds. Includes AT, PA, attack damage, missile evasion, or AC. Effect can be increased up to 2x by quartering the duration.

[Malediction=6]Pollute Mind (10+(rank-1) MP) - Decreases MDEF by rank or applies a penalty of -4 to MATK and MDEF for (rank) rounds. Effect can be increased up to 2x by quartering the duration.

[Enchanting=1]Enchant Item (X MP/round, X*5 MP/day or X*10 MP) - Imbues a nonmagical item with a magical property. This property can be any Benediction, Malediction, or similar spell known by the caster. These enchantments can be removed by means of a Dispel Magic spell or similar effect. This spell's chance of success is based on the strength of the spell to be placed on the item. Multiply the required skill ranks of the spell to enchant the item with by 3--this is the target difficulty rating. Make a spell check vs. this difficulty to determine success or failure. Enchantments can also be temporary, and the cost will be paid per round of effect or per day of effect. X is the cost of the spell being used to enchant the item. Permanent enchanting does not have to be done all at one time, but using the item in between enchanting sessions will undo all magical work put into it.

[Enchanting=2]Imbue Aura (5 MP) - This enchants any item with a magical aura that has no immediate functional benefit (no combat bonuses or other improvements). However, this aura responds to magic and astral scanning as an ordinary aura would, and thusly, can be used to fool less skilled mages, creatures who are attracted to magical items, etc. Items enchanted with this spell can be moved with the Astral spell "Astral Throw."

[Enchanting=3]Lock (8 MP) - Locks doors, gates, purses, coin pouches, zippers, buttons, hooks, fasteners, whatever, magically. This enchantment can only be dispelled by a Dispel Magic effect. Otherwise, the locked item cannot be opened. This does not stop brute force totally (i.e., a door locked in this manner could still be burned or busted down).

[Light Weapon Skill=2]Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.

[Light Sword=2] Feral Fighter (9 TP) - When wielding a light sword, Brinala gains 1 temporary point of Str for 1d6 rounds. Bonus is applied for combat purposes only.

[Light Sword=3] Back Attack (3 TP) - Can only be used when Brinala is behind target and wielding a light sword. Brinala gains AT/PA bonus of +1/+1 for immediate round and performs a standard light, medium, or heavy physical attack.

[Light Weapon Skill=4]Dextrous Striking (2 TP) - Adds DEX to AT a second time for one round.

[Light Sword=4 Necromancy=4] Aided Disarm (6 TP) - Momentarily summons a spirit from Beyond to help Brinala disarm her foe. Brinala attempts a standard disarming attack at a bonus of +0.5 per rank of Necromancy, rounded down.

[Light Weapon Skill=6]Rapid Striking (3 TP) - Allows one additional attack (of any type) this round.

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Tue Jan 09, 2007 3:08 am

Name: Arenda Nialin

Sex: Female

Rank: Gustohran of the Order of Air

Age: 17 years old

Height: 5'7"

Weight: 115 lbs.

Weapon: Short sword

Armor: Studded leather breastplate and leggings, hard leather boots, iron bracers, small steel shield

Description: Darkly tanned skin, shoulder length sandy-brown hair, blue eyes, wiry build

Bio: Arenda is the firstborn daughter of Tarthain and Semela Nialin of the Order of Fire. She was sent to join the Order of Air as a sign of her family’s great respect for the allies of Krad’s Order. A zealot of a warrior, she often jumps at the chance to aid in the reclamation of Elemaer. What could be considered her unfortunate fault is that she tends to be a bit harsh, being at times critical of people and usually unafraid of speaking out when plans are being laid, possibly leading some to think of her as "opinionated" and a bit self-righteous. (Of course, these qualities could be considered strengths as well, but they do carry the danger of getting her into trouble with overbearing superiors. She would usually know better than to cross an overbearing superior, but the possibility still presents itself.) Her greatest strength lies in her level head. Although her judgment isn't exactly perfect, she is still quite capable in the areas of reasoning and strategic thought.

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Tue Jan 09, 2007 3:12 am

((Here's hoping that maybe Alteron will come into existence sometime.))

Name: Miranda Avery
RPer: Seethe347
Race: Human
Birthdate: 17 Tunara, 1296
Height: 5’3”
Eye Color: Blue
Hair Color: Dark Brown
Build: Lithe

Background
Miranda grew up in the city of Casander’s Landing as the daughter of a wealthy merchant family. Through its wealth, the family had been able to acquire a large farm of chocobos- rare birds to the lands of Alteron. As a child, Miranda spent an extensive portion of her time on this farm, and so she learned a great deal about riding and caring for the creatures. By the time she was 15, she had competed in quite a few breeder tournaments across Woodshire and even won a few of them.

By the time she turned 19, the war between Queen Alana and Prince Lucius had reached full swing. The ruling houses of the country were grasping for every soldier they could get to send off to the battlefield. Miranda saw entire families of the less fortunate, even the women and children, conscripted on a daily basis. However, she still somehow felt safe at least for the time, for the Avery family was not cannon-fodder.

But to her shock and horror, she received the letter of conscription on the fifth day of Tzelara in the year 1315. Apparently, someone had decided that chocobos possessed considerable military potential. As the house of Isgaroth was in need of a cavalry force to match the mighty cavalry of House Klissak, skill with chocobos had become a conscription-worthy quality.

After completing her few weeks of training, Miranda forlornly sailed away with the chocobo units to the Tralask plains. Unfortunately, while the chocobo riders may have possessed skill with their novel mounts, they were otherwise nothing but merchants with swords. They were broken and routed in every battle they fought, and so running them down and slaughtering them in great numbers soon became nothing but a game to the horsemen of Tralask.

Through endless luck and a skill with the sword that was a fair degree greater than that of the average merchant, Miranda was able to survive the few months it took for her unit to be recalled. But recalled did not mean dismissed. Though the chocobo cavalry was disbanded, its members were simply reassigned to various traditional units. To her dismay, Miranda Avery had yet to see the last of the battlefield.

Stats
Level: 1
XP: 0/1000
Max HP: 65
Max MP: 30
Max TP: 25
Initiative: 5 + 2d6
Dodge: 21
MBLK: 18

Courage: 3
Wisdom: 1
Intuition: 3
Charisma: 2
Agility: 4
Dexterity: 3
Strength: 2
Stamina: 2
Magic Aptitude: 1

Base AT/PA - 11/11
Modified for skill - 13/12
Modified for equipment - 12/11

Mythril Chain (AC 10, 0/-1, 50, 6, 0, -2)
Pot Helmet (AC 8, 0/0, 10, 2, +1, -1)

Weapon Damage - Longsword (10/14/17, -1/0, 2, +1)
Light - 15+1d6
Medium - 21+2d6
Heavy - 26+3d6

Skills:

Chocobo Handling- 4 <Cou>
Longsword - 3 <Cou>
Bartering - 2 <Cha>
Bluff - 1 <Cha>
Charm - 3 <Cha>
Deception - 1 <Cha>
Merchant Etiquette - 4 <Cou/Cha/Int
Trading - 3 <Cou>
[s]Drinking - 4 <Sta>
[s]Appraisal - 2 <Int>
[s]Pain Resistance - 2 <Sta>
[k]Combat Strategy - 1
[k]Alteron History - 2
[k]Chocobo Lore - 3

Spells/Techs:

[Longsword=1] Forceful Stab (2 TP) - Thrust attack with greater power. Damage=Normal light damage*1.25 at -2/0 penalty.

[Longsword=2] Chocorider’s Slash (6 TP) - Wide slash attack that strikes several enemies. If Miranda is on foot, attack hits enemies in three hexes adjacent to and in front of her position. If Miranda is mounted, attack hits all enemies adjacent to her position. Damage=Normal medium damage.

[Longsword =3] Malicious Hack (8 TP) - Powerful chop attack with intent to slice target in half. Damage=Normal chop damage*2.

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Tue Jan 09, 2007 3:13 am

Background:

Name: Maron Bailey
RPer: Seethe347
Race: Human
Age: 25
Eyes: Blue
Hair: Blonde
Height: 5’7”

Maron grew up on a somewhat secluded farm in the country of Riva. Living some ways away from any villages, her family had access to enough land to keep itself fed, clothed, and sheltered well enough. Though she was kept mostly busy with farm work, her father did have time to teach her some of the lance techniques he had learned long ago during his time with the Rivan dragoons. By the time she was nearly an adult, she was able to handle pole weapons with a fair degree of competence.

When the strife between the new government of Riva and the Dragoons began, Maron was just about the right age for military recruitment. Enchanted by her father’s old stories, she considered the dragoons as national heroes and Emperor Redwyn’s government as a band of traitors. Fearing that she might one day soon find herself conscripted by the government’s military, Maron decided to curtail that risk by joining a unit of dragoons that was looking for new members.

Maron and the band she belonged to spent the next few years doing all the things that dragoons do- “taxing” villages, raiding government supply trains, ambushing government patrols, and even slaying the occasional dragon. Though she never developed much notoriety, Maron did cause as much damage as most any dragoon grunt in Riva. Throughout it all, she zealously believed that she was fighting the good fight, destroying traitors, and saving her country.

Then one day, a pack of dragons decided that they’d seen enough of their kin being slain by humans. Led by a dragon priestess of Ryuugami named Alestrelia Rathehorn, six dragons swept down one night on the camp of Maron’s unit. The dragoons were taken by surprise, but the hardened warriors refused to be routed. The battle ended up going badly for both sides, as neither could gain any edge over the other. In the end, by the decree of fate, only two combatants remained standing- Alestrelia and Maron.

The dragon and the dragoon charged each other, each seeking to avenge her fallen comrades. But this fight did not last long, for Maron by herself was badly overmatched by the great dragon. Alestrelia soon had Maron pinned under one paw and the other paw raised to strike the killing blow, but something made her hesitate. Gazing down at her enemy with eyes that saw the soul, the dragon priestess sensed an actual sense of virtue within the human. Maron had lived not for the greed and bloodlust of most dragoons, but for the ideals of justice and honor. They were warped ideals of justice and honor, but they were ideals nonetheless. So the dragon released the human and flew away into the night.

Maron spent the next day burying the fallen dragoons, but she left the corpses of the dragons exposed. Then, convinced that the dragon had let her live simply so that she could suffer, she began her search for Alestrelia, and for revenge.

The search lasted only a few weeks, for Maron was quite skilled at tracking and the injured dragon had not left a hard trail to follow. Finding Alestrelia’s lair, the dragoon snuck in while the dragon was asleep. Though Maron was not stealthy enough to move unnoticed through a dragon’s lair, she didn’t need to be. The dragon, not yet recovered from its injuries and having been nursing a brooding depression over having led five other dragons to their deaths, did not put up a good fight. This rematch ended with Maron’s lance through Alestrelia’s throat.

With her revenge taken, Maron wondered where she would go next. Her first thought was to join another band of dragoons, but for some reason she didn’t feel entirely up to the idea. She wasn’t oblivious to the fact that dragoons were hated throughout Riva. This alone wouldn’t have fazed her, but now that her mind wasn’t dwelling on her obsession with revenge or occupied by the previous tedium of military life, she wondered if there wasn’t some valid reason for that hatred.

As days of indecisiveness wore on, her questions turned to doubts that the ways of the dragoons were right. Even during her time in the dragoon ranks, she had often found herself feeling that their ways of robbing the people of Riva were wrong. Though it was necessary to fund the fight against the emperor’s government, the people whose homes they plundered were the people they were supposed to protect. Before, she had simply dismissed these thoughts and not let them distract her, but she was now beginning to give them real consideration.

Finally, Maron decided that she would flee the country. She did not see any place for herself here. She couldn’t fight for the dragoons with a clear conscience anymore, she couldn’t live among the people for fear that they would discover who she was, and she still did not wish to serve Redwyn’s government. So, leaving Riva, she made her way to the nation of Doma.

Maron’s life in Doma began slowly. She spent some time working as a mercenary, but she was not satisfied without a higher calling. Then came Malachias. Maron’s role in the struggle with the demon was not pivotal. She was simply hired by the priests of a secluded shrine to Ishtar in the countryside of southwestern Doma to help guard the place during the time of trouble. There wasn’t much action on this job, though the shrine and a nearby village did suffer a few attacks by opportunistic raiders- all of which were turned away thanks in part to Maron’s efforts. Though this contribution wasn’t great in the overall scheme of things, this job was the first time Maron could remember when she felt certain that she was serving a just cause.

After word of Malachias’ fall came from Doma City, Maron refused the money she was to be paid for her work and instead put in her request to join the shrine. As an acolyte of Ishtar, Maron has spent the last few years of her life studying the scriptures of Ishtar, learning holy magics and methods of healing from the priests of the shrine, and aiding all those who needed her aid. Though she still maintains her combat skills as well, her previous life is one that she would otherwise prefer to forget.

Stats
Level: 1
XP: 0/1000
Max HP: 75
Max MP: 30
Max TP: 28
Initiative: 4+2d6
Base AT/PA: 9/9
MAttack: 4
MBlock: 15
Missile Evasion: 17

Courage: 2
Wisdom: 1
Intuition: 1
Charisma: 3
Agility: 3
Dexterity: 2
Strength: 3
Stamina: 4
Magic Aptitude: 2

Base AT/PA - 9/9

Equipment:

Glaive
Light/Medium/Heavy Damage: 13/17/22
AT/PA Modifier: -1/-1
Modified for skill: +3/+1
Final AT/PA: 11/9
Weight: 2
Strength Requirement: +2

Heavy Dagger
Light/Medium/Heavy Damage: 5/8/11
AT/PA Modifier: +1/-1
Modified for skill: +1/0
Final AT/PA: 11/8
Weight: 0.5

Hand Crossbow
Accuracy: Int+Dex*2+0
Damage: 8+2d4
Weight: 2

Shielded Robe
AC: 7
Mods: 0/0
Durability: 25
Weight: 1

Leather Bracers
AC: 5
Durability: 10
Weight: 1.5

Leather Helmet
AC: 5
Durability: 5
Weight: 1

Skills:

24 points

Polearm - 4
Dagger - 1
Crossbow - 2
Healing Magic - 3
Holy Magic - 3
First Aid - 2
Treat Disease - 1
Treat Wounds - 2
[k]Etiquette (clergy)- 2
[k]Geography- 1
[k]Religious Lore- 2
[k]Strategy- 1
[s]Balance - 2
[s]Evade Missile - 2
[s]Pain Resistance - 2

Spells/Techs:

[Polearm=2] Fierce Stab (5 TP)- Attacks with +1 bonus to AT. If attack fails, -1 penalty is applied to Maron’s PA against next attack or until the end of the round.

[Polearm=3] Wide Slash (8 TP)- Attacks up to 3 nearby enemies with 1 slash.

[Holy Magic=3] Light Ray (12 MP)- Deals 10+rank*3+1d6 points of damage to target.

[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=2]Restore Vision (6 MP) - Cures blindness to those who have been made blind by magical effects or spells. Does not cure blindness caused by injuries or other causes (this cannot restore sight to one who is missing their eyes, for example).

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

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Tue Jan 09, 2007 3:14 am

Name: Teirra

Race: Human

Origin: Teirra was born in the Anglic Empire

Age: 23

Gender: Female

Alignment: Chaotic Neutral

Occupation: Pit Fighter

Possessions:

Heavy Hatchet: One-handed axe wielded in Teirra’s right hand.

Kris: Teirra's favored off-hand weapon.

Shiv: Easily concealed weapon for use where weapons are prohibited.

Hand Crossbow: Can fire quickly and hit at a decent range.

Quiver: A quiver of 50 small poisoned bolts.

Pack: Contains food, travelling supplies, and money.

Belt: Holds weapons and a small pack of healing herbs.

Armor: Chain mail hauberk, leather bracers and boots.

Appearance: Somewhat diminutive in stature, Teirra stands at about 5’2”. However, she is quite wiry, agile, and surprisingly strong. Her eyes are green and her hair is blond, straight, and worn in a shoulder-length ponytail. Her sun-darkened skin bears a number of small scars. One of these scars runs down across her left eye, though the eye itself remains uninjured.

Personality: Generally wild and somewhat overbearing at times. Seemingly born without fear, she will often dash headlong into danger even when there is nothing to be gained from it. Utterly incapable of tolerating boredom, she has no interest in the tedium of “normal life,” preferring instead to live by the sword, even if that means dying by it.

Skills and Abilities:

Fortitude: Teirra possesses an ability to endure physical discomfort that goes far beyond average. The rigors of combat and harsh weather do little to daunt her.

Marksmanship: Not the best shot in the world, but she knows what she’s doing. Her greatest strength in long-range combat, though, is her quick reload time. If the first shot misses, the second shot will come within seconds.

Scrapping: She lives to fight and fights to live. Skill and utter lunacy intertwine to make Tierra a nightmare with her axe and dagger.

History:

It cannot be said that Teirra’s life has been particularly complicated. As the daughter of a notorious highwayman, she spent her childhood among some of the most vulgar people under the sky. From a young age, she was a bully and a rapscallion, of whom even older boys were afraid.

Not long after reaching adolescence, she became involved in the work of her father’s band, that being the Stopping of Travelers between Towns and the Acquisition of their Currencies and Properties. Some of these travelers were less agreeable than others, and so her work provided her with some measure of experience in hand-to-hand combat.

By the time she had neared adulthood Teirra had mastered her chosen weapons. Thus she no longer found the merchants who traveled the roads and the cheaply hired swordarms who guarded them to provide much of a challenge. Growing bored at that point, she began searching for a means of finding adversaries of greater skill.

What she found was the bloody sport of the fighter pits, in which those who considered themselves great warriors would stake their lives on their fighting skills. Considering herself a great warrior, Teirra entered these pits. She was soon delighted to learn that this occupation rewarded her with a great deal of prize money and, even better, the occasional scar. And so it has remained her chosen occupation to this day.

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Wed Apr 04, 2007 5:13 pm

Temporary sheet for Gaera vs. Tarrasque:

Basics:

Name: Kilisha Sorinia
RPer: Seethe
Race: Succubus
Age: 23
Height: 5’7”
Eye color: Dark Green
Hair color: Black
Skin Color: Pale Blue



Background:

Kilisha was born as a human to a poor family in Uiridio, Riva. She idolized her older brother, Tairn, and followed him everywhere, even on his hunting trips. Partially to indulge her and partially hoping to help his family, Tairn taught her his skill. The rest of Kilisha’s family was thrilled about this, now expecting that Kilisha would help alleviate their hardship. Unfortunately, this would not be so.

In the winter of Kilisha’s fourteenth year, what seemed like a normal trip changed Kilisha’s life forever. As he was tracking his prey one morning, Tairn encountered the succubus Tristil who was looking for prey of a different sort. When Tairn did not return to camp, Kilisha went in search of him. She found him only moments before he would have lost his soul. In a panic, she quickly raised her bow and shot an arrow at the demoness. However, Tristil quickly pulled Tairn into the arrow’s path. The moment the arrow drove into Tairn’s throat, Kilisha's heart collapsed. The succubus rushed forward and attacked, and Kilisha was subdued without any difficulty. The demoness decided not to kill Kilisha, though, for if both humans died, she would gain nothing. So she instead returned with Kilisha to the underworld and sold her to a small cabal of demon magi known as the Circle of Zahlzath.

The Circle of Zahzath had devoted itself to magical experimentation, particularly in the field of transformations. Their most recent experimental attempt was to develop a way to transform mortals into demonic races other than mazoku. As the race of succubi was the most similar to that of humans, that was the form which the demons chose for Kilisha. The physical alterations were a simple matter and took no more than a week to complete, although they left Kilisha in a coma for almost a month, which was normal for the technique they were using. The magical alterations, giving Kilisha the soul consuming trait of the succubi, were more complicated, requiring an entire year of painful treatments to complete and requiring two years for recovery, but were still quite successful.

Finally, the circle began the most dificult phase of the transformation, the transformation of Kilisha's soul. Although she had never recovered from the loss of her brother to an arrow that she herself had fired, and the torments that she had endured since then had scarred her mind even further, she still fought against this transformation with all of her being. For four years, she endured brutal tortures and demonic possessions that pierced her to the core. At the last, with her mind completely exhausted and overrun, her spirit was consumed by darkness.

Although the Circle was delighted with its success, a Mazoku Daemon Master by the name of Selnu was not. Perceiving Kilisha’s transformation as a threat to the honor of the Mazoku race, he commanded that the Circle of Zalzath and its creation be destroyed. As the forces of Selnu razed the lair of the demon magi, Kilisha was finally able to escape and flee to the overworld. At first, she thought of returning to Uiridio, but she soon realized that agents of Selnu were pursuing her. Since then, she has been running from them, killing a few of them from time to time, but knowing that she would not be safe for as long as their master lived.


Other Notes:
Kilisha has the appearance of a human female, but can, unfortunately at times, be recognized as a succubus without much work due to her unnaturally strange but also unnaturally attractive appearance. Her hair, which she wears loose and keeps at shoulder length, is pure black and straight, her eyes are dark green, and she is about the average height of most human women. Her lips and clawlike nails are also black. Finally, her skin is very pale and slightly bluish.

Kilisha's main concern is her own survival. She will kill if she has to, but for the most part, she will avoid any actions that would bring the ire of others upon her.



Stats/Equipment:

Level: 6
XP: 0/3250
Max HP: 75
Max MP: 0
Max TP: 37
Initiative 6 + 2d6
M Attack: 3
MBLK: 22
Missile Evasion: 20

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

Base AT/PA - 13/13


-=-Equipment-=-

Natural Claws
+2 to punching and kicking damage
AT/PA Modified for Skill - 14/15
AT/PA Modified for Equipment - 14/14

Heavy Dagger
Mods: +1/-1
Light Damage: 5
Medium Damage: 8
Heavy Damage: 11
AT/PA Modified for Skill - 14/16
AT/PA Modified for Equipment - 15/14

Longbow
Accuracy: 9
Damage: 21+1d6

Studded Leather
AC: 6
Mods: 0/-1

Bow: 14 [Cou/Dex/Str]
Dagger: 4 [Cou/Agi/Str]
Unarmed Combat: 3 [Cou/Agi/Str]
Cooking: 2 [Int/Int/Dex]
Tracking: 2 [Int/Int/Sta]
[s]Advanced Parry: 10
[s]Pain Resistance: 8 [Sta=2]
[s]Two Fisted: 4
[k]Survival: 4


Spells/Techs:

[Bows=2] Aim (2 TP) - Kilisha spends her turn aiming, trying to get a more precise bead on the target. Adds a +5 bonus per 2 ranks to one ranged weapon attack next round.

[Bows=4] Quick Aim (6 TP) - Taking aim with all haste, Kilisha’s shot gains greater accuracy immediately. Adds a +5 bonus per 2 ranks to one ranged weapon attack this round. Cannot be used in conjunction with any other skills.

[Bows=6] Multi-Shot (4 TP) - Allows Kilisha to make one additional ranged weapon attack this round unless she is using a weapon that would normally take more than one round to reload.

[Bows=10] Sharpshooter (6TP) - Adds Rank to ranged attack damage for 1dRank rounds.

[Daggers=2] Focused Strike (2 TP) - Eliminate all penalties to hit other than those caused by magical debuffs for one round. Cannot be used with heavy attacks.

[Daggers=3] Measured Strike (3 TP) - Adds DEX to AT a second time for one round.

[Daggers=3] Measured Parry (1 TP) - Adds weapon skill rank to all PA rolls made this round. Even if no parry roll is allowed, half of the Kilisha’s weapon skill rank is added to her PA for the remainder of the round. This tech cannot be combined with any other offensive tech, and Kilisha forfeits any bonus attacks (but may use them, instead, as bonus parries).

[Unarmed Combat=3} Cannonball (2 TP) - Used as a heavy attack, but damage is multiplied by 2x. Regardless of success, Kilisha forfeits all parry rolls for the round.

[Unarmed Combat=3] Jump Kick (3 TP) - Used as a heavy attack, but damage is multiplied by 1.5x. If the attack misses, Kilisha loses one of her parry rolls for the round.

[Unarmed Combat=3, Two Fisted=4] Double Combo (6 TP) - Allows one additional unarmed attack (of any strength) this round.

User avatar
Seethe
In Despair
 
Posts: 600
Joined: Sun Jan 07, 2007 3:34 pm

Unread postby Seethe » Fri Sep 21, 2007 4:32 pm

Character Name: Rosalyn LaChaille
Player: Seethe
Class and Level: Fighter 2 (2150 EXP)
Race: Human
Alignment: Neutral
Deity: Fharlanghn
Size: Medium
Age: 18
Gender: Female
Height: 5’2”
Weight: 105 lbs.
Eyes: Green
Hair: Dark Brown


Str: 15 [+2]
Dex: 16 [+3]
Con: 14 [+2]
Int: 12 [+1]
Wis: 11 [0]
Cha: 10 [0]


HP: 16
AC: 18
Touch AC: 13
Flat-Footed AC: 15
Initiative: 7

Fort Save: (3+2)=5
Ref Save: (0+3)=3
Will Save: (0+0)=0

Base Attack Bonus: +2
Grapple Mod: +4


Skills: (Max Ranks = 5/2.5)
(C) Climb [3 pts] = 3 ranks
(C) Craft, Bowmaking [5 pts] = 5 ranks
(C) Handle Animal [1 rank awarded] = 1 rank
(cc) Listen [4 pts] = 2 ranks
(cc) Spot [4 pts] = 2 ranks
(cc) Survival [4pts] = 2 ranks

Flaw: Noncombatant

Feats:
Point Blank Shot
Precise Shot
Rapid Shot
Weapon Focus, Longbow
Improved Initiative

Languages: Common, Elven


11 gp

[Equipped] Longsword
Total Attack Bonus: +2; Damage: 1d6+2; Crit: 19-20/x2; Medium, Slashing
15 gp, 4 lbs

[Equipped and locked] Masterwork composite longbow (+2 Strength Bonus)
Total Attack Bonus: +7; Damage: 1d8+2; Crit: x3; Range Increment: 110 ft; Medium, Slashing
600 gp, 3 lbs

[Equipped] Arrows x56
1 gp per 20, 3 lbs per 20
3 gp, ~9 lbs

[Equipped] Spiked gauntlet
Total Attack Bonus: +2; Damage: 1d4+2; Crit: x2; Medium, Piercing
5 gp, 1lb

[Equipped] Breastplate
Armor Bonus: 5; Maximum Dexterity Bonus: +3 Check Penalty: -4; Spell Failure: 25%; Speed: 20 feet
200 gp, 30 lbs

[Equipped] Locked gauntlet
8 gp, 6 lbs

[Equipped] Explorer’s outfit
2gp, 8lbs

[Equipped] Backpack
2gp, 2lbs

[Backpack] Waterskin
1gp, 4lbs

[Backpack] Bedroll
1 sp, 5lbs

[Backpack] 5 days’ trail rations
5 sp ea., 1 lb ea.
2.5 gp, 5 lb

Sack
1 sp, .5 lb

[Sack] Belissan torch
1 gp, 1lb

[Sack] Hooded lantern
7 gp, 2 lbs

[Sack] 7 pints of oil
1 sp ea., 1 lb ea.
7 sp, 7 lbs

[Sack] 1 lb of soap
5sp, .5 lb

[Explorer’s Outfit] Flint and steel
1 gp

[Explorer’s Outfit] Small steel mirror
10 gp, .5 lb

[Backpack] Tent
10 gp, 20 lb

[Backpack] 42 Packets of Salt
1 sp ea.
4.2 gp

[Sack]3 days' firewood
1 cp ea., 20 lb ea.
3 cp, 60 lb

148.5 lbs carried

Loads: 66 lbs light, 67-133 lbs medium, 134-200 lbs heavy


Return to Character Closet

Who is online

Users browsing this forum: No registered users and 2 guests

cron

Yalogank