Had been playing with an idea for another white mage in my head for awhile, but wasn't sure quite how to use him. Till I noticed Jak's pleading, anyway. Did a quite writeup and the like, and here's what I got. :D
Background:
name: Carlton Tonta - age: 24 - eyes: Green - hair: Black -
height: 6'3
Carlton Tonta was the second of four children to Father Henry Tonta, a priest of the Ishtarian Church in a small town in southern Riva. As he was growing up, Carlton admired his father, and vowed to be just like him one day. Studying night and day for years, he finally got within reach of his goal...Only to fall short, financially. Taking up quite a few odd jobs, he could never find anything quite to his liking- Until he discovered mercenary work. Never being much of a fighter personally, he devised a different method- Hire himself out as a healer.
--Basics--
Name: Carlton Tonta
RPer: Shinigori
Race: Human
HP: 65
MP: 80
TP: 20
Initiative: 2 + 2D6
AT/PA:
Base - 7/7
Modified for skill - 7/9
Modified for armor - 5/9
--Attributes--
Courage 3
Wisdom 2
Intuition 3
Charisma 2
Agility -1
Dexterity 3
Strength 2
Stamina 2
Magic Aptitude: 5
-=- Weapons: Quarterstaff (2H) 3,5,8 -2/+2
Armor: Heavy Robes AC:4 0/0-=-
Damage: 5+1d16(6-11)/9+2d4(11-17)/14+2d6(16-26)
--Skills--
Quarterstaff - 2<Str/Agi/Cou>
Holy Magic - 4 <Mag/Int/Wis>
Healing Magic - 4 <Mag/Int/Wis>
Prayers - 4 <Int/Wis/Mag>
Cooking - 2 <Int/Int/Dex>
Astral Sight - 2 <Mag/Int/Wis>
[s]Observant - 4 <Int>
[s]Faith - 4 <Cou/Cou/Int>
[k]Religion (Ishtarian)- 4
[k]Rivan History - 2
[k]Doman History - 2
[k]Religious Lore - 4
[k]History of the Ishtarian Church - 4
--Spells/Techs--
[Healing Magic = 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).
[Healing Magic = 4]Advanced Cure (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).
[Healing Magic = 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=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).
[Holy Magic = 1]Beam (6 MP) - Deals 6+rank*2+1d6 holy damage to a single target.
[Holy Magic = 4]Advanced Beam (15 MP) - Deals 14+rank*4+2d6 holy damage to a single target.
[Holy Magic = 1]Consecrate (18 MP) - Make a piece of land(100 ft sq.) imbued with Holy energy for (rank*5) days. The enchanted area has all the effects of a piece of truly holy land until the spell wears off. It cannot be cast on an area enchanted with Desecrate unless the caster is at least 3 ranks higher than the caster of Desecrate. All undead and unholy creatures cannot pass through this area of land, and neither can other creatures of shadow, such as demons. Should they wish to do so, they must make a COU*3+d20 check vs. the caster's spellcasting check. If they succeed, they may pass through the area, but they suffer 100 points of damage as a result. <p>
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<div style="text-align:center">Why Barius has no family reunions.</div></p>
Edited by: Shinigori V2
at: 1/29/04 3:16 am