Bunnah

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Bunnah

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Post by Pollyester »

<<> Player Info <>>
IRC Nick: Pollyester
Real Name (Optional): Aimee
Time Zone:

<<> Character Info <>>
Name: Bunnah
Race: Bunny
Sheet Approved by: (leave blank)
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<<> Traits and Feats <>>

-= Traits =-
Points: 0/18
  • Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
    hearing
  • Tiny 1 (2 pts) - Your character is smaller than the average person, and as such is a harder target to hit. You gain a +15% to dodge and a +5 to diplomacy checks (you look harmless), but your muscles deal 15% less the damage of a normal person.
  • Tiny 2 (2.5 pts) - Your character is miniscule, a much harder target. You gain a +25% to dodge and a +10 to diplomacy checks (you look harmless), but your muscles deal 25% less the damage of a normal person. In addition to this, you have a +25 bonus against 'called shots', as most weapons are zero'd to a target of human size. You fit into tight spaces better than other characters, which may award you unique opportunities.
  • Cornered Fury (2 pts) - When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.
  • Marked Touch (1 pts) - Your character leaves spiritual residue on objects he or she touches. This may be used to track objects or belongings, but also allows others to track and recognize you easier.
  • Nimble Faller (2 pts) - When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.
  • Status Effect Resistance (3 pts) - Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.
  • Striking (-1.5 pts) - This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.
  • Cat's Luck (2 pts) - Once per mission, this character may choose a dodge check to roll twice and take the better of the two rolls.
  • Merciless Magic (2 pts) - When this character strikes a target under a status ailment with magic(some may not apply), this character deals +250 magic damage.
-= Character Classes =-
 
1)
2)
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - class - Athlete
Associated Statistic:
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +5 Athletics, Acrobatics, +3 to Reaction, Swimming
*Feat 2(400XP) - Can't Touch This
Associated Class: Athlete
Description: Even in the heat of the moment or unusually tight, enclosed spaces, the athlete is able to use his/her physical training to its utmost, becoming more agile and fleet enough of foot to avoid damage in unusual and creative ways.
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 3(600XP) - Sixth Sense
Associated Status: Awareness
Description: This character has sharper senses than most, can see, hear, and smell a little better, and gets "gut feelings" more frequently than most, along with better hand-eye coordination.
Effect: +50 Awareness (put in temporary). This grants +5 to Awareness rolls and +50 to Initiative checks.
*Feat 4(800XP) - Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.
*Feat 5(1000XP) - Divine Relationship
Associated Statistic: Luck
Description: The favor of a divine or aetheric entity comes with its boons along with its obligations.
Effect: A relationship or favorable interaction with a higher power forces a target to re-roll any dice, once per in game day. This does not apply to divine successes or botches.
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
Feat 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
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<<>Statistics<>>
Experience Total: 1000
Total: 1000/1000, 0 free

( ) Health: [200]+0 | Bonus: +20
HP: 10500 ((health * 50) + Milestones) | Armor: 225(base) (health + Milestones) | Physical Soak: 225 (health + Milestones + traits)
Magical Soak: 225 (health + Milestones + traits) | Status Resistance: 0% (See Milestones) | Death Threshold: +500 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +10 (Milestones)
Milestone Derivatives:
Improved HP: +500 -> +500 Max HP
Implacable: +500 -> +500 Death Threshold
Improved Soak: +25 -> +25 Phys/Mag Soak
Improved Survival: +10 -> +10 to final result of survival roll
Milestones:
(50 exp) Improved HP: +500 (x1)
(100 exp) Implacable: +500 (x1)
(150 exp) Improved Soak: +25 (x1)
(200 exp) Improved Survival: +10 (x1)

( ) Awareness: [100]+0 | Bonus: +10
Initiative: 1d100 1d100 | Base Attack Bonus: +10 | Perception Bonus: +10
Melee: +5 (See Milestones) | Ranged: +0 (See Milestones) | Magic: +5 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Melee: +5 -> +5 awareness bonus on melee attacks
Improved Magic: +5 -> +5 awareness bonus on magic attacks
Milestones:
(50 exp) Improved Melee: +5 (x1)
(100 exp) Improved Magic: +5 (x1)

( ) Dexterity: [200]+0 | Bonus: +20
Full Dodge: 30 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 20 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +0 (See Milestones)
Dodge Bonus: +10 (See Milestones) | Agility Bonus: +5 (See Milestones) | Flat-foot/reaction Bonus: +0 (See Milestones)
Style Points: 1025 (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +10 -> +5 Dexterity bonus when dodging an attack
Improved Agility: +5 -> +5 Dexterity bonus when performing skill checks
Stylish: +25 -> +25 Style Points
Milestones:
(50, 100 exp) Improved Dodge: +5 (x2)
(150 exp) Improved Agility: +5 (x1)
(200 exp) Stylish: +25 (x1)

( ) Strength: [150]+0 | Bonus: +15
Base Physical Damage: 400 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 15 (strength / 10) + Milestones | Momentum: 5 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: -100 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +100 -> +100 damage
Improved Momentum: +5 -> +5 Strength roll bonus when performing skill checks
Juggernaut: -100 -> -100 damage reduction when bracing an attack
Milestones:
(50 exp) Improved Physical Damage: +100 (x1)
(100 exp) Improved Momentum: +5 (x1)
(150 exp) Juggernaut: -100 (x1)

( ) Spirit: [200]+0 | Bonus: +20
Base Magical Damage: 650 (200 * 2) + 250 | Spell Points: 1025 (spirit * 5) + Milestones | MP: 2200 (spirit * 10) + Milestones
Magic Defense: +5 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +0 (See Milestones)
Milestone Derivatives:
Improved Spell Points: +25 -> +25 Spell Points
Improved Magic Damage: +250 -> +250 magic damage
Improved MP: +200 -> +200 Max MP
Improved Magic Defense: +5 -> +5 Spirit roll bonus when resisting magic
Milestones:
(50 exp) Improved Spell Points: +25 (x1)
(100 exp) Improved Magic Damage: +250 (x1)
(150 exp) Improved MP: +200 (x1)
(200 exp) Improved Magic Defense: +5 (x1)

( ) Luck: [150]+0 | Bonus: +15
Luck Points: 17 | Critical Damage: +0 (See Milestones) | Luck roll result: +5 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck: +5 -> +5 luck roll result
Improved Luck Points: +2 -> +1 Luck Point
Milestones:
(50 exp) Improved Luck: +5 (x1)
(100, 150 exp) Improved Luck Points: +1 (x2)

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<<>Skills<>>
1985 (Used) / 2000 (Maximum) / 15 (Free) (Skill Points (Max XP*2))

0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master

Movement
Bonuses: Dexterity: +20, Full Dodge: +30, Flat-foot Dodge: +20, Agility Bonus: +5 | Strength: +15, Momentum: +5

General - Reaction  335 = Level 5
General - Athletics  335 = Level 5

Utility
Bonuses: Health: +20 | Awareness: +10, Perception Bonus: +10, True Sight: +0

General - Search  335 = Level 5
General - Perception  335 = Level 5

Combat
Bonuses: Awareness: +10, Base Attack Bonus: +10, Melee: +5, Ranged: +0, Combat Reflexes: +0, Sneak Attack Negation: +0 | Dexterity: +20, Flat-foot/reaction Bonus: +0

Weapon Proficiency - Martial Arts  335 = Level 5

Magic
Bonuses: Spirit: +20, Magic Defense: +5 | Awareness: +10, Magic: +5

Magic - Divine Arcana  220 = Level 4
Psionics - Telekinesis  25 = Level 1

Artisan
Bonuses: Spirit: +20, Crafting: +0

Field Training
Bonuses: Awareness: +10, Perception Bonus: +10, True Sight: +0

General - Survival  65 = Level 2

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<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 515 (Used) / 510 (Free) / 1025 (Max) SpP
Divine Arcana
Level 0:
Detect Magic (5 mp, 5 SpP): Detects magical auras within one Area for (Mage Level) actions; this spell allows closer inspection the more time is dedicated to it. First, the presence of an aura; then how many and how strong each is; then, further inspection can allow checks to further determine the specifics of the aura. Overly powerful auras may mask weaker ones, and magic-rich areas may distort the effect.
Detect Poison (5 mp, 5 SpP): Allows the caster to determine whether an object, creature, or item is poisoned. Poisons can come in different varieties, potencies, and types, and this spell allows the caster to generally detect toxins, venoms, chemicals, food, water, or inanimate objects that could harm that caster. This spell will also detect airborne poisons, ranging from carbon monoxide to Sarin gas, and will determine whether a particular poison is natural or supernatural in effect.
Light (5 mp, 5 SpP): 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.
Mending (5 mp, 5 SpP): Repair superficial damage to an object. Won't fix lingering effects due to damage (i.e.: spilling water on a cable and using Mending won't stop the circuit from shorting, just clean up the mess).
Purify Food and Drink (5 mp, 5 SpP): Allows the caster to remove the taint from spoiled, rotten, diseased, poisonous, or otherwise purify contaminated food and water to be pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Spark (5 mp, 5 SpP): Allows the caster to ignite flammable objects. This function grows more powerful as a character's mage level increases; the Level 0 version is equivalent to using flint and steel, so as the character progresses, its Mage Level determines how potent its Spark is. A master mage may be able to ignite rocket fuel inside an engine.
Level 1:
Divine Favor (10 mp, 10 SpP): The character is able to imbue a target with a +2 bonus/Mage Level to one specific skill for 5 rounds (+20 at Level 10).
Ant Haul (10 mp, 10 SpP): The character is able to imbue a target with spiritual strength. For 5 rounds, the target is able to carry 12-Slot Weapons and triples the target's normal carrying weight for other purposes.
Dancing Lantern (10 mp, 10 SpP): Allows a target light source to follow the caster; this can be a listed item or otherwise, but must be on-hand. The light does not require power, batteries, fuel, or other similar prerequisites. It hovers about shoulder-height and will follow the caster at its speed. The spell ends after 1d5 move actions.
Remove Sickness (10 mp, 10 SpP): The character is able to remove Mild "Poison" status effects. This can only be used once every 3 rounds.
Level 2:
Aid (40 mp, 15 SpP): The character is able to imbue a single target with +500 HP/Mage Level (+5000 at Level 10) and a +2/Mage Level (+20 at Level 10) bonus to attack and dodge rolls for 5 rounds.
Calm Emotions (40 mp, 15 SpP): The character is able to remove Mild "Fury" and "Sadness" status effects. This can only be used once every 3 rounds.
Remove Paralysis (40 mp, 15 SpP): The caster is able to restore movement to a character after it's been spiritually bound. Cures Mild Slow and Stop effects. This can only be used once every 3 rounds.
Shield Other (40 mp, 15 SpP): The character uses spiritual energy to buffer another. This spell is cast on a single target, and any damage that character takes is halved, then one half is given to the subject and the other the caster.
Grace (40 mp, 15 SpP): The character is able to grant quick, light-footed movement to a single character. For 5 rounds, the targetted character is immune to Mild and Moderate "Suppressing Fire" status.
Compassionate Ally (40 mp, 15 SpP): The character is able to use divine influence to compel a single target to assist an ally of the caster in some way as dictated by the caster at the time of casting. The effect lasts for 5 rounds.
Ant Haul, Communal (40 mp, 15 SpP): The character is able to imbue (Mage Level) targets with spiritual strength. For 5 rounds, the targets are able to carry 12- and 16-Slot Weapons and triples the targets' normal carrying weight for other purposes.
Level 3:
Continual Flame (90 mp, 20 SpP): The character is able to give a torch-like radiance to a single object. This effect is permanent until dispelled, and is able to illuminate (Mage Level) Areas or less to reduce or remove low-light penalties.
Dispel Magic (90 mp, 20 SpP): The character is able to remove the most recent Mild status effect placed on a single target. This can only be used once every 3 rounds.
Invisibility Purge (90 mp, 20 SpP): The character is able to remove magical invisibility effects within a wide area. This spell negates Mild, Moderate, and Acute "Invisibility" statuses within (Mage Level) Areas for 5 rounds.
Obscure Object (90 mp, 20 SpP): This spell is able to imbue a single inanimate object with spiritual energy to cloak it from scrying attempts. This effect is permanent unless dispelled, but can only be placed on a single object at a time by any one mage.
Remove Curse (90 mp, 20 SpP): This spell is able to remove lesser curses placed on a single target. Removes Mild "Curse" status. THis can only be used once every 3 rounds.
Remove Disease (90 mp, 20 SpP): The character is able to remove lesser diseases and contagions ravaging a target. Removes Mild "Disease" statuses. This can only be used once every 3 rounds.
Water Walk (90 mp, 20 SpP): The character can increase the density of (Mage Level) Areas of water to allow safe passage across it. This lasts for (Mage Level) rounds.
Symbol of Healing (90 mp, 20 SpP): The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, restoring HP equivalent to the user's magic damage +600.
Level 4:
Discern Lies (160 mp, 30 SpP): The character is able to use spiritual power to recognize other character's lies. The character replaces a Bluff roll to discern lies with his/her Magic roll; each time this substitution is made, it costs MP.
Dismissal (160 mp, 30 SpP): The character is able to banish a creature or monster back to the plane it originally came from. This spell is only useful against Level 4 or lower extraplanar or similar summon creatures; roll magic vs. target's magic defense for success.
Divination (160 mp, 30 SpP): The character is able to spend time praying to his/her diety for advice on a given action. This action can be nearly anything, but the diety can only give answers on one action once; any further attempts will simply yield the same answer regardless of roll.
Divine Power (160 mp, 30 SpP): The divine power and will of the character's diety shines through, as if they were being guided by his/her hand directly. The character gains +20 Strength/Mage Level (+200 at Level 10), +20 Spirit/Mage Level (+200 at Level 10), and +400 HP/Mage Level (+4000 at Level 10) for 5 rounds. Once the effect is over, though, the character succumbs to Mild "Weak" status for 5 rounds.
Repel Vermin (160 mp, 30 SpP): The character is able to exude a spiritual presence that makes small vermin -- such as bugs, rodents, and flies -- away. Vermin flee from the Area the caster walks in for (Mage Level) rounds per cast.
Restoration (160 mp, 30 SpP): The character is able to restore strength via divine power to a character who has lost theirs. This spell removes Mild and Moderate Curse, Weak, and Plague status effects. This can only be used once every 5 rounds.
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 35000
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<<> Inventory <>>
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<<> Character Description <>>
Age: unknown
Height: Tiny
Weight: 2-4lb (optional)
Appearance: Looks like a simple little white almost baby bunny.
Eye Color: Red
Hair Color: White
Notable Features: Seems rather intelligent for a wild rabbit. Might kick you.

<<> Character Personality <>>
Favorite Food: Fruits and veggies
Likes: Places to snuggle into
Dislikes: handled roughly
Favorite Color: any
Fears: Wolves of course.

<<>Character Background<>>
History:
unknown, perhaps just a wild rabbit, or raised and released for some reason. who knows? seems rather curious and smart however. Likes pockets for travel and might kick you if you get to rough with her.
Fear the Cute Ones
Pollyester
Posts: 81
Joined: October 9th, 2008, 4:56 am

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