Kiohai Almos Valdin (I believe I am done >_>)

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Kiohai Almos Valdin (I believe I am done >_>)

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Post by Kamspark »

<<> Player Info <>>

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

Name: Kiohai Almos Valdin
Race: Werewolf natural born
Age:He lost count but likes to say around 300 hundred or so
Height: 5'11
Weight: (optional) 140
Appearance: Kiohai looks like your average, skinny, lightly tanned twenty year old. Save for the scars on his arms, back, and around his neck. His hair is medium length but not really kept well ,as he never bothers to comb it down, so it's usually which ever way the wind blows it. He is usually seen wearing dark cloth shirts and pants mainly because he has a habit of backfiring spells and burning his clothes so he gets tired of buy new bright clothes all the time so he tends to just stick to dark colored ones.. He has a leather belt that holds his journal, dagger, and a pouch filled with objects like a pencils, money, or any other item he may need.
Eye Color: Hazel
Hair Color:Dark brown
Notable Features: Scars on neck, arms, and back that are visible when he wears clothes that let them be seen. He used to be self conscious about them but now not so much. Always seems to be out of it and reacts to even the gravest thing with a glossed over kind of feel. Hair is never kept well, most of the time seen with a journal out writing stuff down in it. scars are visible on his neck, wrists, and back.


<<> Character Personality <>>

Favorite Food:Meat
Likes: Being contributor to conversations, helping others, or just having fun in general.
Dislikes: Being ignored, not being any help, feeling useless
Favorite Color: Green
Fears: Running out of places to run.


<<>Character Background<>>

History: Born and raised on a planet called earth 2 as a natural born werewolf he grew up without his family after they had been killed by a group of hunters at the age of four. Taking to thieving to support himself in the bigger cities and fleeing when he turned into his werewolf form. He kept this up till he turned 13 and had broken into the house of an old mage who instead of turning him over to the law enforcement began to raise him and train him in the way of magic till he died of old age. During that time Kiohai discovered his affinity for fire magic and how to control his other form bit by bit. After that Kiohai went back to thieving hitting bigger and bigger marks until he was caught by a local gang boss. He was rescued by a traveling mercenary and his group who had later turned out to be his uncle and continue to train him in the ways of magic and some basic fighting. He then took up traveling with his uncle and the group of adventurers who followed with his uncle to go and slay the evil wizard Jeenshia who was working on sacrificing the world for her dark god. By this time he was 17 and during this time he ended up marrying one of the other adventures in the party. They took to traveling for a few more years Sadly the group failed to stop her during a pivotal moment and she had succeeded.

Kiohai found himself on a new planet after failing a teleport spell that he had used to try and save everyone with. He was then at that time separated from his mate. On this new planet he set out to wonder around only to be captured one night by a group of slaver/hunters who then took around parading him off as the next best thing. After about a year of bouncing back and forth between slavers he was sold to a very sadistic wizard who used him for foul experiments leaving scars on his body in various places that to this day have not healed most notably his neck, back, and arms. He fled to the nearby town when he had finally found a chance to and found himself in an inn. He took to hiding there for refuge making new friends and ending up working at the local docks. He met another werewolf there who Kiohai basically forced to be the alpha of the two that way there wouldn't be any power struggles. The happiness of this new place was almost shattered though the wizard came to collect what was his. After a day long battle with him the group they ended up defeated the wizard. Afterwords Kiohai went and claimed the wizard's place to use for his own. He spent along time in that old building learning as much about magic as he could from the wizards old texts and collected tomes over his years of trading. He even developed a way to pull him and the tower that he was the wizards home out of the dimension it was in and put it in a pocket space that would connect to different worlds.

The tower itself became his home and source of power that he began to live in for a long time to the point where he couldn't even tell how old he was or what his time was compared to others that he visited. He had many visitors along the way who would drop in from a dying planet for the time being till he was able to relocate them. Some even returned for a long time to keep him company till they grew tired of being such a small place. Eventually he had even found his mate who at the time had grown old and there was a tearful reunion but to much time had passed between the two of them and after trying to get back together again if was time for them to part. Kiohai hasn't been with anyone since. As time went by he took to traveling and ended up going to many different worlds exploring and learning as much as he could in that short time. One of the few places he had found himself at was another planet in a small town who was being encroached upon by the surrounding area by a corrupted forest. The locals aside from a local lamia who Kiohai became really good friends with didn't do anything to slow or stop the forest so it in turn ate the town whole causing Kiohai to leave and take to traveling again.

Kiohai then found himself on a floating city that was a magic university where his good friend the lamia was the headmistress. He was hired after asking around as the librarian. He set up a system after a while that made it to where the library doesn't need him to set the books back so he took to translating old tomes and taking care of the slime that was found in the city eating everything organic. Now when he isn't needed there he goes to traveling again often not even knowing where he is going and often getting into trouble for it.

That was until he was pulled into this war and all the fun things that happen in it. Like sharkboys and killer walls.
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<<>Statistics<>>

Total Experience Points: 1000

Health:50 Alternate form health: 150
Health Roll:+5
HP: 2000/2000 hp

Dexterity:100
Flat Foot Dodge: 10 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: 10 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 10 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 400 StP (Dexterity * 4)

Strength: 50 alternate form strength: 150
Inventory Slots/Comfortable Carry:5 (+1 Bonus for every 10 Strength)
Base Damage: 25(+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 200 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 50
Defense (Damage Absorb): 200(+1 Bonus for every 10 Endurance *40)
Survival Roll: 5(+1 Bonus for every 10 Endurance)

Intelligence: 200
MP: 1000 MP (Intelligence * 5)
Skill Points: 800 SkP (Int * 4)

Magic Affinity: 200
Spell Points: 800 SpP (Magic Affinity * 4)
Magic Attack Roll: 20 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 40 (Skill Level / 5)
Psionic Level: 40 (Skill Level / 5)

Spirit:200
Base Magic Damage: 20 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower:100
Mental/Magic Defense Roll: 10/ (+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: 5 (+1 for every 50 Luck)
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<<>Skills<>>
(5) / (800) 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

Athletic Skills
(Dexterity: +10 / Strength: +25)

Running / Flying
Statistic: Strength or Dexterity
level: 9 <55>

Jumping
Statistic: Strength
Used: Movement and helps with Dodge Rolls
level: 9 <55>

Reaction
Statistic: Dexterity
Used: Countering sneak attacks, surprises, etc
level: 10 <65>

Honed Perception Skills
(Health: +5)

Listen
Statistic: Health
Uses: Helps audibly perceive the world around you. This skill represents the ability to hear unusual sounds that others typically would not, whether they be of a different audio frequency or unusually soft.
level 9 <55>


Smell
Statistic: Health
Uses: Helps perceive the world around you using olfactory senses, such as noses or air intakes. This skill allows a character to identify scents or presences in the atmosphere around them, such as the smell of a target or a specific entity, or the presence of a foul gas or something more harmful in the air.
level 9 <55>


Minor Skills
(Intelligence: +100(intel/2) / Willpower: +10)

Concentration
Statistic: Willpower
Used: Prevents interrupts
level 10 <65>

Combat Skills
(Dexerity: +10)
Weapons Proficiency: Knives / Daggers 10 (65)

Wizardry 25 (335)

Roll
Statistic: Dexterity
Used: Helps with dodge rolls
level: 10 <65>

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

Magic Skills
(Magic: +20 / Spirit: +20)

Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.


Artisan / Knowledge Skills (Intellligence: +200)


Vehicle Skills (Dexterity: +10)


Survival Skills (Intelligence: +200)


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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (400) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: () / (800) SpP

Level 0 (total cost 95)

Resistance - Target gains +5 to Health Checks/Endurance Checks (vs. statuses, toxins, etc.), as well as +5 Willpower vs. mental manipulation, illusions, etc.
Acid Splash - Deals unsoakable damage to a single target.
Detect Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.
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.
Dancing Lights - Creates torches or other lights which can move about at the caster’s direction. These last for 1d5 rounds in combat and 5 minutes apiece out of combat.
Flare - Create a bright flash of light that disorients some targets. Inflicts -5 on target's rolls if successful. [Willpower Only]
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.
Ray of Frost - Direct a blast of cold energy at a single target. Deals damage.
Ghost Sound - Create faint, illusory sounds within two Areas. [Willpower Only]
Disrupt Undead - Deal damage to an Undead creature. Counts as a "Holy" attack.
Touch of Fatigue - Touch a single target and deal damage, as well as inflict Mild Sleep effect. Does not work in combat due to adrenaline rush.
Mending - 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).
Message - Whispering conversations can be held at distances of up to two Areas away. Only one member of the conversation is required to possess the spell for this to work.
Open/Close - Opens or closes small or light things such as drawers and small boxes or books.
Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible). Detectable by Detect Magic whether visible or not.
Prestidigitation - Perform minor tricks of "magic," including card tricks, sleight of hand, small illusions, coin tricks, et cetera.
Spark - A small, non-damage dealing burst of flame that ignites flammable surfaces or substances, such as fuels, matches, or candles. This won't cause spontaneous combustion of things such as clothes or hair.
Bleed - This spell has the ability to undo some physical and magical preventative measures (such as regenerative spells and stitches) that would otherwise slow or stop HP loss between 0 and a target's Death Threshold.

level 1 (total cost )

Expeditious Retreat - This spell grants a single target a Running skill bonus of +10 * Mage Level (+100 at Level 10). Each time this bonus is used costs requisite MP.

Feather Fall - This spell allows a target to fall to the ground at a slow, safe speed, preventing fall damage/injury. Each cast of this lasts only one "fall."

Hold Portal - Prevent a door, window, or other entrance into an area up to 2 Areas large with arcane

Jump - This spell allows a subject to add his/her magic school bonus to his/her Jumping skill. Each use of this bonus spends requisite MP.

Mage Armor - This spell reinforces a single target's magical defenses for a short time. For (Mage Level) rounds, magic soak on 1 target's armor is raised to 150%.Reinforce

Reinforce Armaments - The character is able to improve the performance of others' defensive equipment. Physical armor soak on 1 target is raised to 150% for (Mage Level) rounds.

Vanish - This spell renders a single target invisible for a short time. Inflicts Mild "Invisible" effect for (Mage Level) rounds.

Magic Missile - This spell creates a cluster of magical projectiles that barrage a single target. Creates 2 (+1 every 2 Mage Levels) (7 at Level 10) missiles that deal Level 1 spell damage apiece; however, when damage is entered, it counts as 1 attack for soak purposes).

Anticipate Peril - This spell grants a character a bonus to Initiative rolls equivalent to the caster's magic roll bonus. Once cast on a target, this spell will last until the next initiative roll required.

Air Bubble - The character is able to create a pocket of clean, safe air around his/her head and those of (Mage Level * 2) allies to allow them to breathe safely in clouds of airborne poisons or underwater for (Mage Level) rounds.



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<<> Traits and Feats <>>

-= Race Traits =-

Race:Werewolf
Traits:Were Transformation
Pre-Requisite: Secondary Form
Description: Your transformation can occur without control, due to specific circumstances (Full moon, specific weather patterns, etc). Your form gains some benefit in this circumstance, however also suffers from some penalty (confusion for instance).

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Damn Healthy
Associated Statistic: Health
Description: The character exhibits stronger-than-average human senses and a body well-resistant to toxins and foreign particles.
Effect: +50 Health (Put in temporary). This grants +5 to the Health Roll. This does not grant more HP.

*Feat 2 (100 XP) -
Brainy
Associated Statistic: Intelligence
Description: Represents a natural brainyness and enhanced logical reasoning skills.
Effect: +50 Intelligence (put in temporary). This does not affect Magic Points or Skill Points.

*Feat 3 (200 XP) -
Investigator
Associated Statistic: Intelligence
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character recieves a +10 to gather info and search checks; and a +5 to spot and listen checks.

*Feat 4 (300 XP) -
Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Recieves a +10 to Disguise, Bluff, and Diplomacy checks.


*Feat 5 (400 XP) -
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 6 (500 XP) -

Aethereal Conduit
Associated Statistic: Magic Affinity
Description: A character exhibits a stronger connection to spirit energy or psionic power.
Effect: +50 Magic Affinity (put in temporary). This does not affect Spell Points.

*Feat 7 (600 XP) -
Heightened Senses (listen)
Associated Statistic: Health
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.


*Feat 8 (700 XP) -
Heightened Senses (Smell)
Associated Statistic: Health
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.


*Feat 9 (800 XP) -Alternate Form +10 scale

*Feat 10 (900XP) -Alternate Form +100 stats

*Feat 11(1000XP) -Alternate Form +100 stats


Feat 12(1200XP) -
Feat 13(1400XP) -
Feat 14(1500XP) -
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:Name:
Name:
Diamond Dagger
DC To Make: 708
Skill Level To Use: 9
Price: 51240
Augmentation Slots: 1
Roll Bonus: +18
Damage Mod: 6
CB-OSP:
Side Arm:
Armor:
Emerald-Lined Robe
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269

Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>
Diamond dagger, emerald robe, ceremonial dagger not to be used in combat.

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<<> Special Notes <>>
Kamspark
Posts: 2
Joined: November 8th, 2011, 12:17 am

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