Alara Lux

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Alara Lux

by Kalem June 17th, 2019, 1:17 am
_______________________________________________________________________

<<> Character Description <>>

Name: Alara Lux
Race: Human
Age: 28
Height: 6’2
Appearance:
https://steamcommunity.com/sharedfiles/ ... 1767218834
https://steamcommunity.com/sharedfiles/ ... 1767218945
Eye Color: Green
Hair Color: Red with blonde highlights
Notable Features: Tall, strong, casually armoured.

<<> Character Personality <>>

Favourite Food: Knight Bread (Loaf of bread, honeyed and buttered) and Raptor Stew
Likes: Alcohol, fighting with/for friends, training/riding animals, Viera.
Dislikes: Ascians, Imperials, Salad, Cats,
Favourite Color: Red
Fears: Becoming possessed, no longer recognising herself.


<<>Character Background<>>

Champion of Eorzea and Warrior of Light, Alarah began as little more than another adventurer, starting with a Free Company known as The Obsidian Guard. Between her involvement in the somewhat infamous -for being rowdy, some disruptive, but remarkably effective- free company.

Alarah quickly made a reputation as a reliable combatant and eager agent. Allying herself to a number of courses, that she proceeded to champion. Wars, tragedy and betrayal seemed to roll off the warrior’s shoulders, as she instead focused on the relations and ties she built with her allies and free company.

The battles, however, served to educate her in a number of roles, although it bred hatred for the creatures known as ‘Ascians’, an anger that proves sympathetic to any and all possessive entities.

History:

_______________________________________________________________________

<<>Statistics<>>

Total Experience Points: 1600

Health: 200
Health Roll: 20 (+1 Bonus for every 10 Health)
HP: 20,000 hp (Health * 100)

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: 800 (+1 Bonus for every 10 Strength * 40) lbs

Endurance: 50
Survival Roll: 1d20+5 (+1 Bonus for every 10 Endurance)

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

Magic Affinity: 50
Spell Points: 200 SpP (Magic Affinity * 4)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 50
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 200

Luck: 50
Luck Roll:1d20+5 (+1 Bonus for every 10 Luck)
Luck Points: 5 (+1 for every 10 Luck)
Critical Modifier: 1d4+0.5 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
(Used) / (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 / Strength)
<Athletics> <10> <65>
<Acrobatics> <10> <65>
<Roll> <25> <335>
-Dodge Leap <15>
<Reaction> <20> <220>
-Block <10>
-Quick-Draw <15>

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
<Perception> <10> <65>

Combat Skills
(Dexerity: +0)
<Sword> <25> <335>
-Dual Strike <15>
--Triple Strike <60>

<Shield> <25> <335>
-Shield Block
--Improved Shield Block
-Shield Counter
-Shield Cover


Magic Skills
(Magic: +0 / Spirit: +0)
<Weapon Arcana> <30> <475>
-Arcane Defense <10>

Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))

_______________________________________________________________________

<<> Abilities <>>

-= 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:
Racial Trait 1: Junior Hero
Racial Trait 2: Extra Training
Racial Trait 3: Omen Sight
Racial Feat: Extra Attack

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Mage Knight
Effect: +5 to Weapon Arcana magic rolls, +5 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science,

*Feat 2 (100 XP) - Sentinel
Effect: +10 Weapon Proficiency: Shields, +10 Athletics, +5 Perception, Reaction

*Feat 3 (200 XP) - Enhanced Attack Maneuver

*Feat 4 (300 XP) - Fighter
Effect: +10 to Weapon Proficiency: Swords, +10 to Athletics, +5 to Acrobatics, Reaction

*Feat 5 (400 XP) - Royal Guard
Effect: Allows a character to replace Dexterity in Block rolls with Willpower, which lets the character absorb the MP required to cast the spell and replace it into his/her own MP. If the block is successful, the damage/effect is negated. If not, MP is not restored and damage is not affected.

*Feat 6 (500 XP) - Enhanced Willpower

*Feat 7 (600 XP) - Iron Defense
Effect: Sentinels with this feat do not require the normal held round to cover an ally. They however may only cover one ally per round.

*Feat 8 (700 XP) - The Best Defense
For every successful melee attack, gain a +5 dodge bonus up to a maximum of +25. This bonus is reset should you miss an attack, when you would go over +25, or should anything ‘reset’ the tide of battle (the opponent spends a turn fleeing to a better position, gets knocked down, etc)

*Feat 9 (800 XP) - Improved Hit Points I

*Feat 10 (900XP) - Transform -Healer

*Feat 11(1000XP) - Regeneration

Feat 12(1200XP) - Improved HP II

Feat 13(1400XP) - Royal Release
Effect: Allows a character to NOT absorb the MP of a spell and instead absorb the damage of a blocked spell into the weapon, which may then be discharged at an enemy in a powerful blast. When a spell is blocked, that spell's spell level/damage modifier is locked into the weapon; when the Mageknight is ready, he/she may use "Royal Release," which discharges the Mageknight's spiritual energy into a beam using the spell level/damage modifier saved into the weapon

Feat 14(1500XP) - I am cover
Effect: A Sentinel is always considered to be ‘behind’ cover during suppressing fire, and may count as cover for one additional character (granting them a +10 dodge bonus).

Feat 15(1600XP) - Improved HP III

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) -
_______________________________________________________________________

<<> Equipment Slots <>>

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

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

_______________________________________________________________________

<<> Inventory <>>

Name: Dissertation, Draft
Cost: 95100 gil
DC: 2520
Level/Material: 25/Denzium
Augment Slots: 3/7
Bonus: 23
Nature:
Steadfast 5: Weapon Arcana weapon lasts a day
Dominance 2: -10 to counter-spelling

Name: Dissertation, Draft
Cost: 95100 gil
DC: 2520
Level/Material: 25/Denzium
Augment Slots: 3/7
Bonus: 23
Nature: 7/7
Steadfast 5: Weapon Arcana weapon lasts a day
Dominance 2: -10 to counter-spelling

Denzium Mail
Price: 118875 gil
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080

_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Posts
58
Joined
July 4th, 2009, 4:46 am

Re: Alara Lux

by Kalem June 17th, 2019, 1:53 am
<<>Statistics<>>

Total Experience Points: 1600

Health: 100
Health Roll: 20 (+1 Bonus for every 10 Health)
HP: 6,000 hp (Health * 60)

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: 800 (+1 Bonus for every 10 Strength * 40) lbs

Endurance: 50
Survival Roll: 1d20+5 (+1 Bonus for every 10 Endurance)

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

Magic Affinity: 150
Spell Points: 600 SpP (Magic Affinity * 4)

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

Willpower: 150

Luck: 50
Luck Roll:1d20+5 (+1 Bonus for every 10 Luck)
Luck Points: 5 (+1 for every 10 Luck)
Critical Modifier: 1d4+0.5 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
(Used) 2100 / 2135 (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> <10> <65>
<Acrobatics> <10> <65>
<Roll> <25> <335>
-Dodge Leap <15>
<Reaction> <10> <65>
-Block <10>
-Quick-Draw <15>

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
<Perception> <10> <65>
<Speechcraft> <10> <65>
<Gather information> <10> <65>
<Search> <10> <65>

Combat Skills
(Dexerity: +0)


Magic Skills
(Magic: +0 / Spirit: +0)
<Weapon Arcana> <30> <475>
-Arcane Defense
-Scribe Scroll

Artisan / Knowledge Skills
(Intellligence: +0)
<Arcane Science> <25> <335>
-Scholarly Identification <15>

<Botany> <25> <335>
-Flora Identification <10>
--Garden Variety <15>
--Ornamental Horticulture <30>
--Herbology <30>


Field Training Skills
(Intelligence: +0(intel/2))


_______________________________________________________________________

<<> Abilities <>>

-= 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-ish
Traits:
RF: Extra Attack
Racial Trait 1: Junior Hero
Racial Trait 2: Extra Training
Racial Trait 3: Omen Sight

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Mageknight
Effect: +5 to [Weapon Proficiency: Swords OR Maces OR Staves OR Pistols OR Sub-Machine Guns], +5 to Weapon Arcana magic rolls, +5 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science,

*Feat 2 (100 XP) - Wizard
Effect: +10 to Arcana magic rolls, +5 to Concentration, Decrypt Language, Artisan: Arcane Science, and one Knowledge from the following list: Alchemy, Monster Lore, Mythology

*Feat 3 (200 XP) - Enhanced Attack Maneuver

*Feat 4 (300 XP) - Sage
Effect: +10 to Artisan: Arcane Science, Knowledge: Monster Lore, and Knowledge: Dungeoneering

*Feat 5 (400 XP) - Royal Guard
Effect: Allows a character to replace Dexterity in Block rolls with Willpower, which lets the character absorb the MP required to cast the spell and replace it into his/her own MP. If the block is successful, the damage/effect is negated. If not, MP is not restored and damage is not affected.

*Feat 6 (500 XP) - Enhanced Willpower

*Feat 7 (600 XP) - Fons Magi
Effect: Allows a Wizard to place an Arcane Mark onto a weapon they possess. This Arcane Mark occupies 2 Augmentation Slots, and while the Wizard is in possession of that weapon, half its native Roll Bonus (round up) may be added to the Wizard's magic & magic defense rolls for no additional cost. However, once the Fons Magi mark is placed, the Wizard is unable to cast magic without the marked weapon in-hand, until the weapon is destroyed or the Mark is removed. A Wizard only has one Mark to place.

*Feat 8 (700 XP) - Personal Grimoire
Effect: Taking this feat 'generates' an equipment that resides in the Sage's offhand slot. When equipped, it grants skill level in a single magic school chosen on its creation, equal to the level of the sage's Artisan: Arcane Science skill. Knowledge: Monster Lore can be used instead, but is limited to Card Magic. Knowledge: Dungeoneering can also be used instead, but is limited to Geomancy.

*Feat 9 (800 XP) - Enhanced Spirit I

*Feat 10 (900XP) - Manadrive

*Feat 11(1000XP) - Transform - DPS

Feat 12(1200XP) - Improved HP I

Feat 13(1400XP) - Royal Release
Effect: Allows a character to NOT absorb the MP of a spell and instead absorb the damage of a blocked spell into the weapon, which may then be discharged at an enemy in a powerful blast. When a spell is blocked, that spell's spell level/damage modifier is locked into the weapon; when the Mageknight is ready, he/she may use "Royal Release," which discharges the Mageknight's spiritual energy into a beam using the spell level/damage modifier saved into the weapon

Feat 14(1500XP) -School of the Eagle
Effect: When performing "Gather Information" checks in a place of learning, such as a university, library, or with an instructor, the Eagle's result bonuses are raised to 150% (a roll of 100 becomes 150). In addition, when learning spells themselves, an Eagle reduces spell DCs by 25% (a DC of 60 becomes 45).

Feat 15(1600XP) - Enhanced Magic Affinity

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) -
_______________________________________________________________________

<<> Equipment Slots <>>

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

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

_______________________________________________________________________

<<> Inventory <>>

Name: Dissertation, Draft
Cost: 95100 gil
DC: 2520
Level/Material: 25/Denzium
Augment Slots: 3/7
Bonus: 23
Nature: 7/7
Steadfast 5: Weapon Arcana weapon lasts a day
Dominance 2: -10 to counter-spelling

Denzium Mail
Price: 118875 gil
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080
_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Posts
58
Joined
July 4th, 2009, 4:46 am

Re: Alara Lux

by Kalem June 17th, 2019, 2:28 am
<<>Statistics<>>

Total Experience Points: 1600

Health: 100
Health Roll: 20 (+1 Bonus for every 10 Health)
HP: 6,000 hp (Health * 60)

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: 800 (+1 Bonus for every 10 Strength * 40) lbs

Endurance: 50
Survival Roll: 1d20+5 (+1 Bonus for every 10 Endurance)

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

Magic Affinity: 150
Spell Points: 600 SpP (Magic Affinity * 4)

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

Willpower: 150

Luck: 50
Luck Roll:1d20+5 (+1 Bonus for every 10 Luck)
Luck Points: 5 (+1 for every 10 Luck)
Critical Modifier: 1d4+0.5 (+0.1 for every 10 Luck)
_______________________________________________________________________

<<>Skills<>>
(Used) 2075 / 2135 (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> <25> <335>
<Acrobatics> <10> <65>
<Swimming> <10> <65>
<Roll> <20> <220>
-Dodge Leap <15>
<Reaction> <10> <65>
-Block <10>
-Quick-Draw <15>

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
<Perception> <10> <65>
<Speechcraft> <10> <65>
<Stealth> <10> <65>
<Sleight of Hand> <10> <65>
<Gather information> <10> <65>
<Search> <10> <65>

Combat Skills
(Dexerity: +0)
<Sword> <25> <335>
-Dual Strike <15>
--Triple STrike <60>

Magic Skills
(Magic: +0 / Spirit: +0)
<Weapon Arcana> <30> <475>
-Arcane Defense

Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))


_______________________________________________________________________

<<> Abilities <>>

-= 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-ish
Traits:
RF: Extra Attack
Racial Trait 1: Junior Hero
Racial Trait 2: Extra Training
Racial Trait 3: Omen Sight

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Mageknight
Effect: +5 to [Weapon Proficiency: Swords OR Maces OR Staves OR Pistols OR Sub-Machine Guns], +5 to Weapon Arcana magic rolls, +5 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science,

*Feat 2 (100 XP) - Nighblade
Effect: +10 Weapon Proficiency: Swords OR Weapon Proficiency: Throwing Weapons OR Weapon Proficiency: Knives/Daggers, +10 Stealth, +5 Roll, +5 Perception

*Feat 3 (200 XP) - Enhanced Attack Maneuver

*Feat 4 (300 XP) - Athlete
Effect: +10 Athletics, Acrobatics, +5 Roll, Reaction

*Feat 5 (400 XP) - Royal Guard
Effect: Allows a character to replace Dexterity in Block rolls with Willpower, which lets the character absorb the MP required to cast the spell and replace it into his/her own MP. If the block is successful, the damage/effect is negated. If not, MP is not restored and damage is not affected.

*Feat 6 (500 XP) - Enhanced Willpower

*Feat 7 (600 XP) - Shadow Dance
Effect: By making a dramatic dodge (superhuman or otherwise remarkable for its acrobatics or methodology), a Nightblade gains a +15 to their attack. This is post dependant and –must be declared- during the dodge.

*Feat 8 (700 XP) - Can’t Touch This
Effect: Allows an Athlete to substitute Athletics or Acrobatics to perform a dodge check, even when otherwise inapplicable (a tight hallway, from a standing start). Some areas may still not be applicable.

*Feat 9 (800 XP) - Improved Physical Damage I

*Feat 10 (900XP) - Teleportation

*Feat 11(1000XP) - Improved Teleportation

Feat 12(1200XP) - Improved HP I

Feat 13(1400XP) - Royal Release
Effect: Allows a character to NOT absorb the MP of a spell and instead absorb the damage of a blocked spell into the weapon, which may then be discharged at an enemy in a powerful blast. When a spell is blocked, that spell's spell level/damage modifier is locked into the weapon; when the Mageknight is ready, he/she may use "Royal Release," which discharges the Mageknight's spiritual energy into a beam using the spell level/damage modifier saved into the weapon

Feat 14(1500XP) - No Second Glance
Effect: Two effects: +10 to reaction checks, and against a poorly trained enemy (low level mook, rent-a-cop security and so on), a Nightblade may make a flatfoot attack even if spotted. This only works if the enemy would not otherwise be expecting you to attack (those familiar with you, well trained enemies, already alerted guards won’t fall for this).

Feat 15(1600XP) - Enhanced Magic Affinity

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) -
_______________________________________________________________________

<<> Equipment Slots <>>

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

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

_______________________________________________________________________

<<> Inventory <>>

Name: Dissertation, Draft
Cost: 95100 gil
DC: 2520
Level/Material: 25/Denzium
Augment Slots: 3/7
Bonus: 23
Nature: 7/7
Twin 5: Weapon Arcana weapon lasts a day
Dominance 2: -10 to counter-spelling

Denzium Mail
Price: 118875 gil
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080
_______________________________________________________________________

<<> Special Notes <>>

______________________________________________________________________
Posts
58
Joined
July 4th, 2009, 4:46 am

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