Silvanis - 2018

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Silvanis - 2018

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by Pollyester October 10th, 2018, 1:37 am
<<> Player Info <>>

IRC Nick: Aimee
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
_______________________________________________________________________

<<> Character Description <>>

-= Basics =-
Name: Silvanis
Race: Human
Height:5'6
Weight: 150
Appearance:
Eye Color: Dark
Hair Color: Dark almost Black Hair, Red tips
Notable Features: Always wears Black or Dark colors, for the moment Black Hip hugging Jeans and a tshirt, Shades. A trench Coat, and almost knee high boots. Sometimes wears shorts and a tank top in hotter weather, wrapping her trench coat about her and a backpack for carrying

<<>Character Personality<>>
Favorite Food: Healthy but will enjoy a drink now and then.
Likes: Chocolate
Dislikes:
Favorite Color: Black/red
Fears: Spiders

<<>Character Background<>>
History: Raised by her grandmother in Canada. Learned psionics while young and used it for small things to keep it hidden. As a fan girl she can be for animes and toons, she took to after school activities such as learning to use swords, with her grandmothers approval of course, she seen it as a way for Sil to defend herself. She ended up with the Dw group when a portal opened and dropped her there. With the help of the group she has improved in combat.

Cash: 1,808,000
Gil: 75,000 gil

Notable Accomplishments:
Training (If any):

_______________________________________________________________________

<<>Statistics<>>
Total Experience Points: 2175

Health: 300
Health Roll: 30 (+1 Bonus for every 10 Health)
HP: 24000 hp (Health * 80)

Dexterity: 260
Flat Foot Dodge: 36 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: 46 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 56 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 1040 (Dexterity * 4)

Strength: 250
Inventory Slots/Comfortable Carry: 25 (+1 Bonus for every 10 Strength)
Base Damage: 150 (+1 Bonus for every 10 Strength * 6)
Max Carry Weight: 1000 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 250
Defense (Damage Absorb): 1000 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 25 (+1 Bonus for every 10 Endurance)

Intelligence: 700
MP: 3500 MP (Intelligence * 5)
Skill Points: 2800 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic Attack Roll: 30 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 4 (Skill Level / 5)
Psionic Level: 4 (Skill Level / 5)

Spirit: 100
Base Magic Damage: 720 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100
Mental/Magic Defense Roll: 30 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: 5 (+1 Bonus for every 10 Luck)
Luck Points: 1 (+1 for every 50 Luck)
_______________________________________________________________________

<<>Skills<>>
2800/2780 Skill Points (20 left)

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletics
Athletics (Level 10) - 65 points +5 class
Acrobatics (Level 10) - 65 points +5 class
Roll (Level 20) - 220 points +5 class
Reaction (Level 20) - 220 Points +5 class
Stealth (level 10) - 65 Points

Perception
Perception (Level 10) - 65 points

Minor Skills
(Intelligence: +22(intel/2) / Willpower: +4)

Combat Skills
(Dexterity: +30)
Sword 30 475 (+10 C)

Magic Skills
(Magic: +6 / Spirit: +3)
Telekinesis 20 220 (+5 c)
Electrokinesis 29 445

Artisan / Knowledge Skills
(Intelligence: +44)


Vehicle Skills
(Dexterity: +15)
Light Ground 20 220

Survival
Survival (Level 10) - 65 points

______________2125 above 655 below___________________________________________

<<> Abilities <>>
--Advanced abilities--

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

--Light Ground--
Combat Maneuvers
Cost: 30 SP
Required Skill Level: 15, 'Combat Dodging' Advanced Skill
Type: Bonus
Effect: Reduce penalties taken from attacking and moving in the same round and boosts chances of maneuvering in combat well.

--Sword--
Name: Dual Strike
Cost: 15 SkP
Skill Level Required: 10
Availability: L10 for shortswords/swords, L15 for longswords/greatswords
Prerequisites: None
Type: Enabler
Effect: Allows a 1d2 hit combo.

Name: Improved Dual Wielding
Cost: 160 SP
Skill Level Required: 35
Prerequisites: Dual Wielding
Type: Enabler
Effect: Reduces dual-wielding penalties for shortswords to -10, and swords to -20.
Use skill points, raise sword to 35

Name: Triple Strike
Cost: 60 SkP
Skill Level Required: 20
Availability: L20 for shortswords, L25 for swords, L30 for longswords, L35 for greatswords
Prerequisites: Dual Strike
Type: Enabler
Effect: Allows a 1d3 hit combo.

Name: Rapid Strike
Cost: 120 SkP
Skill Level Required: 30
Availability: L30 for shortswords, L35 for swords, L40 for longswords, L50 for greatswords
Prerequisites: Dual Strike, Triple Strike
Type: Enabler
Effect: Allows a 1d4 hit combo.

Name: Cleave
Cost: 15 SkP
Skill Level Required: 10
Availability: L10 for greatswords/longswords, L15 for swords/shortswords
Prerequisites: None
Type: Enabler
Effect: A wide swing that targets up to 2 enemies.

Name: Improved Cleave
Cost: 60 SkP
Skill Level Required: 20
Availability: L20 for greatswords, L25 for longswords, L30 for swords, L35 for shortswords
Prerequisites: Cleave
Type: Enabler
Effect: A wide swing that targets up to 3 enemies.

Counter Strike
Cost: 15 SP
Skill Level Required: 10, 'Block' Advanced Skill
Type: Enabler
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike

Quick-Draw
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Draw a weapon/item and use it on same round of combat

--TK--
- Controlled Telekinesis
Cost: 55 SP
Required Skill Level:20
Type: Enabler
Effect: Fine tune the force of your telekinesis. This allows you to levitate people and others without risk of injury.

--Elect--
- Electric Shield
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: This creates an electromagnetic shield around you which must be maintained to operate. This reduces the damage of any projectile which hits you by 50%.

- Energetic Flow
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Increases the metabolic energy in a person's body, granting them a (Electrokinesis Level) bonus to athletic actions.

- Greater Energetic Flow
Cost: 55 SP
Required Skill Level: 20
Type: Bonus
Effect: Speeds up the energy in a body, allowing a person to make an extra melee hit that ordinary people would not be able to achieve. This allows an additional strike to be made in normal "Attack" combination attacks, not Ability-type attacks.

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP

-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
_______________________________________________________________________

<<> Traits and Feats <>>

-= Race Traits =-

Race: Human
Traits: Mysterious Power
Pre-requisite: Racial/GM Assigned
Description: Humans have an astonishing rate of occurrence with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the species on a whole as Weirdness Magnets. These mysterious powers are often circumstantial, and even the holder of the power may not fully understand it without a lifelong search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

Dare Devil
Pre-requisite: Racial/GM Assigned
Description: Fortune favors the bold, and so does the adrenal gland. Humans that hold on to the reckless immortality of youth are at their best when the chips are down and the odds are against them, known as heroes to some and idiots to others, but daredevils to all.
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction or Block.

Windfall Cash
Pre-requisite: Racial/GM Assigned
Description: Humans love money, possibly more than any other race in the universe. Even those who are evolved past the primal urge to hoard green paper know that it is the blood of civilization and the tinder of dreams. Through simple good fortune or business savvy, the character blessed with this Feat enjoys a consistently greater wealth than the average person.
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.

Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

Feat 1 (Free) - Hammer Space
Associated Statistic: Strength
Description: The character is able to, without really much explanation, stash a small amount of items into "hammer space," whether it's on their person, in some sort of bag they carry, or just out of the spiritual void.
Effect: The character can keep six slots worth of items in a pocket dimension, which can be removed at any point by reaching into a bag, opening a small portal, etc. This can be done as a free action. Items containing other items (a backpack) will be emptied by gnomes. The gnomes will also refuse to allow living things or items unwillingly taken from other people.

Feat 2 (100 XP) - (Class)Psychic Warrior
Description: A soldier who combines psionic power with physical prowess, the Psychic Warrior is able to use the environment, their weapons, and sheer psionic force in a multitude of offensive and defensive ways.

Effect: +5 to a Weapon Proficiency, +5 to Telekinesis, +5 to Roll, Reaction, Gather Information, Speechcraft

*Feat 3 (200 XP) - Improved Hit Points II
Associated Statistic: Health
Description: This character is remarkably sturdy and full of energy. Performance in combat and performing stressful activities is remarkably improved over normal people.
Effect: Boosts HP. The modifier of *60 is changed to *80.

Feat 4 (300 XP) - Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: The character is able to teleport 2 line-of-sight areas away from his/her current position. This will not pass through solid, even flimsy objects.


Feat 5 (400 XP) - (class) Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +10 to [Weapon Proficiency: Swords OR Weapon Proficiency: Axes OR Weapon Proficiency: Spears OR Weapon Proficiency: Clubs], +10 to Athletics, +5 to Acrobatics, Reaction

*Feat 6 (500 XP) -Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

Feat 7 (600 XP) - Improved Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Teleportation. The character can teleport up to 4 Areas away, into areas that are out of their line-of-sight, but not through solid, even flimsy, objects.


Feat 8 (700 XP) - Psionic Attack
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can imbue weapons with psionic energy. This can be placed on martial arts weapons, melee weapons, or even ranged weapons by a talented Psychic Warrior.
Effect: This character may add his/her base psionic damage (without multipliers) to his/her attacks at an MP cost of (Telekinesis Level * 20) (Level 20 = 400 MP) per attack (not hit).

*Feat 9 (800 XP) -Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

Feat 10 (900XP) -Improved Combo
Associated Class: Fighter
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack. This does not apply to dual wielding.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc.)

Feat 11(1000XP) -Great Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Improved Teleportation. The character is able to teleport up to 10 Areas away, into areas that are out of their line-of-sight, and even through solid, flimsy objects, such as thin walls, windows, or doors.

*Feat 12(1200XP) -Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an effect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

Feat 13(1400XP) - Extra Attack
Associated Statistic: Dexterity
Description: The character exhibits reaction and movement speeds above and beyond that of others, allowing them to take more than one action in a round.
Effect: A character must have at least 200 Dexterity to qualify for this feat. In normal and group combat, character rolls a second initiative at half their dexterity value. This makes the character twice the target as well.

Feat 14(1500XP) -Chain Power
Associated Class: Psychic Warrior
Prerequisites:
Description: This character can cause his/her psionic abilities to "chain" to other targets upon a successful hit.
Effect: Upon a successful hit with a single target psionic ability, this character may choose another subject to force to dodge the same effect, then another if that target is hit, and so on, up to a maximum of (Psionic Skill Level / 10) (5 at Level 50), at an additional MP cost of (Ability Level * 100) (Level 4 = 400 MP)


*Feat 15(1600XP) -Improved Magic Damage I
Associated Statistic: Spirit
Description: A taker of this feat wields greater raw arcane might than most, the caster's chanting intensifying the strength of a spell.
Effect: Increases the Magic Damage modifier from *5 to *6.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*6 = 60.

Feat 16(1800XP) -Enhanced Endurance I
Associated Statistic: Endurance
Description: Takers of this feat have a body that just refuses to give out, even when it's just about comatose and the ticker's slowing.
Effect: The character gains a +2 to every 10 points in Endurance the character has for his/her Survival Roll.
Example: The character has a 60 Endurance. Normally this would grant +6 to the roll, but with this Feat it is raised to +12.

Feat 17(2000XP) -Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
*Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
*Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
*Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
*Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
*Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapons
Name: Rose Thorn
DC To Make: 2800
Skill Level To Use: 19
Price: 3775000
Augmentation Slots: 4
Roll Bonus: +28
Damage Mod: 28
Tempering V
Aerodynamic Refining V
Special 2: Temper Crossguard VII (+14 to blocks)
Special Ability: Bite of The Rose
When Silvanis attacks an enemy, tiny barbs on the blade cause it to deal an additional
10% of it's damage as unsoakable.

Name: Denzium Sword
DC To Make: 2800
Skill Level To Use: 19
Price: 1887500
Augmentation Slots: 4
Roll Bonus: +31
Damage Mod: 18


CB-OSP:

Side Arm:

Armor:
Denzium Armor
Price: 1000000
Physical Soak Bonus: 2180
Magical Soak Bonus: 2180
Crafting DC: 2800

Pendant:

Ring 1:
Ring 2:

Cash: 1,808,000
Gil: 75,000 gil
_______________________________________________________________________

<<> Inventory <>>

From Chocobo Digs
23000 credits
1x Gyashl Green
2 Potions
1 Pocket Assistant
1 Orichalcum
1 Random Tier 4 weapon
1 Random Tier 3 Weapon
1 Necklace of Blizzara: A necklace containing 8 spheres, each containing the spell Blizzara, save for one larger one that contains blizzaga. You may remove these orbs and throw them like grenades to cast the spell on an enemy

_______________________________________________________________________

<<> Special Notes <>>



Electrokinesis - Attack Name: Arc Lightning
Description: The power to control electricity, be it the electromagnetic energy around you or the internal bio-electric energy the body produces, to create powerful effects on the world around you.

Special Notes: At levels 15, 35, and 45 choose one of the 2 affect lines. Mix and match where you wish.
Level 1: *1
Level 5: * 2
Level 10: *3
Level 15: *4
1. Mild: [Tic] 1d7
2. Mild: [Magnetize] Paralysis effect until item is dropped
Level 20: *5
Level 25: *6
Level 30: *7
Level 35: *8
1. Moderate: [Jolt] 1d8
2. Moderate: [Heavy Magnet] Paralysis effect until item is flung away, requiring a Strength check vs caster's Spirit and a full action of effort.
Level 40: *9
Level 45: *10
1.Acute: [Shock] 1d9
2.Acute: [Magnetic Field] Paralyzed, unable to remove metallic items
Level 50: *11
Fear the Cute Ones
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