Ainara

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Ainara

by Kalem December 4th, 2018, 6:07 am
<<> Player Info <>>

IRC Nick:
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Ainara
Race: Devil
Age: 398
Height: 5’8” 6’6”
Weight: I wouldn’t ask (optional)
Appearance:
Eye Color: Red
Hair Color: Black
Notable Features: Scary.

<<> Character Personality <>>

Favorite Food: Ribs
Likes: Sex, Drugs, Rock and Roll, Valkyries (Lightning, not holy)
Dislikes: Undead, Holy things, mean people.
Favorite Color: Blood.
Fears: Boredom.


<<>Character Background<>>

History:
Ainara was born a devil, a warrior-god amongst demons. While her appearance at times leads people to believe she was another type of demon. Her time between her birth, and encountering Ainara has never been mentioned, and considering much of that was spent in hell, most of it probably shouldn't be spoken of. When Ainara encountered Athena, Ainara began to pal around with Athena, which led her on numerous, interesting adventures. The finality of which was Ravenloft, where she worked along with Simca.
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<<>Statistics<>>

Total Experience Points: 1500

Health: 100
Health Roll: (+1 Bonus for every 10 Health)
HP: 4000 hp (Health * 40)

Dexterity: 300
Style Points: 1200 StP (Dexterity * 4)

Strength: 200
Inventory Slots/Comfortable Carry: 20 (+1 Bonus for every 10 Strength)
Base Damage: 100 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400 (+1 Bonus for every 10 Strength * 40) lbs

Endurance: 50
Defense (Damage Absorb): 250 (+1 Bonus for every 10 Endurance *50)

Intelligence: 500
MP: 2500 MP (Intelligence * 5)
Skill Points: 2000 SkP (Int * 4)

Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Mage Level: (Skill Level / 5)
Bardic: 25

Spirit: 100

Willpower: 100
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: 1d1000+5 (+1 Bonus for every 10 Luck)
Luck Points: 5 (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) 1985 / 2000 (Maximum) Skill Points

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

Movement Skills
(Dexterity: +0 / Strength: +0)
<Athletics> <20> <220>
<Acrobatics> <5> <25>
<Roll> <20> <220>
-Dodge Leap <10>
<Reaction> <10> <65>
-Block <10>
--Counter Strike <15>
-Quick Draw <15>

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
<Perception> <5> <25>
<Speechcraft> <5> <25>
<Stealth> <5> <25>
<Sleight of Hand> <5> <25>
<Gather Information> <5> <25>
<Search> <5> <25>
<Perform> <20> <220>

Combat Skills
(Dexerity: +0)
<Martial Arts> <25> <335>
-Dual Strike <10>
--Triple Strike <30>
-Akido <30>

Magic Skills
(Magic: +0 / Spirit: +0)
<Sorcerer’s Arcana> <25> <335>
-Arcane Defense <10>
-Effect Meta-Magic <15>

Artisan / Knowledge Skills
(Intellligence: +0)
<Arcane Science> <20> <220>

Field Training Skills
(Intelligence: +0(intel/2))
<Survival> <5> <25>
<Disguise> <5> <25>

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<<> Abilities <>>

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



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
105/400

Level 0 Sorcerer/Wizard Spells (Cantrips) - 5 MP to cast, *0.5 damage, 5 Spell Points
*Detect Magic - Use extrasensory perception to recognize items or sources of magical power within two Areas.
*Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.
*Light - The user is able to place a bright, shining light on the end of an object to make it shine like a torch. This spell is able to illuminate (Mage Level) Areas around the user. It is able to negate some low-light penalties and provide sight through some status effects.
*Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.

1st-Level Sorcerer/Wizard Spells - 10 MP, *1.0 damage, 10 Spell Points
*Charm Person - This spell allows a caster to grant a roll bonus equal to the caster's magic roll bonus to a Diplomacy check. Each time this bonus is used spends requisite MP.
*Crafter's Fortune - This spell grants a temporary boon to a target's creative faculties. The next Craft check by the target receives a (caster's Mage Level * 10) (+100 at Level 10) roll bonus. Each time this bonus is used costs level-requisite MP.
*Disguise Self - This spell allows a caster to change the appearance of a single target in various, unique, purely aesthetic ways. This grants a bonus equal to (caster's Mage Level * 10) (+100 at Level 10) to a character's Disguise rolls and lasts for 1d5 rounds/actions per cast.
*Touch of Gracelessness - This spell inflicts a single target with clumsiness. This reduces a single target's Dexterity statistic directly by (-50 * Mage Level) (-500 at Level 10) for (Mage Level) rounds.
*Vanish - This spell renders a single target invisible for a short time. Inflicts Mild "Invisible" effect for (Mage Level) rounds.

3rd-Level Sorcerer/Wizard Spells - 90 MP, *3.0 damage, 20 Spell Points
Vampiric Touch - This spell allows a single target to drain the life from targets it attacks. For (Mage Level) rounds, half of any physical melee damage the subject incurs on another target is returned as HP.
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<<> Traits and Feats <>>

-= Race Traits =-

Race:
Traits:
SIF Feat: Improved Defense I statistic improvement feat.
Feat .1: Regeneration
Feat .2: Improved Regeneration
Weakness (Holy), Mysterious Appeal, Hunted traits

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Witch
Associated Statistic:
Effect: +10 to a Magic School of choice, Artisan: Arcane Science; +5 Speechcraft, Knowledge: Mythology

*Feat 2 (100 XP) - Pugilist
Associated Statistic:
Effect: +10 Martial Arts, +5 Stealth, Biology, Roll, Reaction

*Feat 3 (200 XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.

*Feat 4 (300 XP) - Trickster
Associated Statistic:
Effect: +10 Athletics OR Stealth, +5 to the other, +5 Speechcraft, Sleight of Hand, Acrobatics

*Feat 5 (400 XP) - Air Trick
Associated Class: Trickster
Prerequisite:
Effect: Allows a character to counterattack ranged attacks by disappearing and reappearing above the target, granting "Sneak Attack" bonuses when performed.

*Feat 6 (500 XP) - Enhanced Dodge
Associated Statistic: Dexterity
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.

*Feat 7 (600 XP) - Cheap Shot
Associated Class: Pugilist
Effect: Gain one extra hand to hand hit (1d2+1) on any opponent who is disabled or at a disadvantage (knocked down/paralyzed/stopped/status effect impaired)

*Feat 8 (700 XP) - And Now, You're Mine
Associated Class: Witch
Effect: A witch has the ability to conceal and obfuscate her magicks, moreso than most other casters. By expending double MP for a spell, a witch may conceal her magic casting with another action, such as a speech, a dance, a song, or some other distracting maneuver, allowing for the spell to go unnoticed. If the spell deals damage, it may be considered a Sneak Attack in some (not all) circumstances.

*Feat 9 (800 XP) - Enhanced Agility
Associated Statistic: Dexterity
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.

*Feat 10 (900XP) - Transform: Demonic
Pre-Requisite: Demon or Half Demon
Effect: Grants +50 to two non-Int stats while transformed. Demons, while transformed, put off a much stronger, almost choking aura, which makes their nature completely obvious to even mundane or unintelligent creatures. Those with spiritual senses may feel them from even miles around, and those nearby must pass a Will or Endurance check vs 100 or spend one turn recovering from the burst of darkness, whether friend or foe.

*Feat 11(1000XP) - Alternate Form: Devil of War
+100 Strength
+100 Spirit

Feat 12(1200XP) - Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.

Feat 13(1400XP) - Poor, Unfortunate Souls
Associated Class: Witch
Effect: By spending (Skill Level * 100) (5000 MP at Level 50) MP, a Witch may leech Skill Levels off of a target -- willing or otherwise -- to use herself for up to 5 rounds. This does not include any advanced skills, only roll bonuses and skill level perks. Alternately, a Witch may spend (Amount * 100) (2000 MP for 200 points) MP to drain the statistics of a target, willing or otherwise, to use for herself for 5 rounds.

Feat 14(1500XP) - Flight
Associated Statistic: Dexterity
Effect: The character has the ability to fly at twice its current running speed

Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
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).

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

Credits:
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<<> Inventory <>>


Name: Denzium-Tipped Gloves
Price: 66570 gil
Roll Bonus: +25
Damage Modifier: *25
Augmentation Slots: 3
Crafting DC: 2520
Skill Level Required: 19

Name: Dissertation, Draft
Cost: 95100 gil
DC: 2520
Level/Material: 25/Denzium
Augment Slots: 3/7
Bonus: 23

Slot 1:
Slot 2:
Slot 3:
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Slot 8:
Slot 9:
Slot 10:
Slot 11:
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Slot 19:
Slot 20:

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<<> Special Notes <>>

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