Mikoto Tribal 7.0

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Mikoto Tribal 7.0

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Post by QueenSelphie »

<<> Player Info <>>
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Mikoto
Race: Genome
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0.5/18

* Nimble Faller (2 pts) - When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.

* 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.

* Mist Child (3 pts) - This character gains a +10 to Stealth checks.

* Stability (2.5 pts) - This character has a 20% chance (on a luck roll, 801+) of resisting the "Off Guard" status family when it's inflicted.

* Curiosity (2 pts) - This character gains a +10 bonus when making Gather Information checks.

* Scavenger (3 pts) - When making a loot or a Search check, this character may roll twice and take the better of the two results.

* Prehensile Tail (3 pts) - Grants an additional attack that can even wield weapons, at halved Strength and Dexterity. This only applies to one attack per round if the taker also has a second turn Feat.

-= Character Classes =-
 
1)
2)
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
*Feat 2(400XP) -
*Feat 3(600XP) -
*Feat 4(800XP) -
*Feat 5(1000XP) -
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) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Improved Resistance: +%
Implacable: +
Improved Survival: +
Endure: +%
( )  Health: [] | Bonus: +52
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Improved Resistance: +%
Implacable: +
Improved Survival: +
Endure: +%
Milestones:
(50, 100 exp) Improved HP: +500 (x2)
(150, 200 exp) Improved Soak: +25 (x2)
(250, 300 exp) Improved Resistance: +5% (x2)
(350 exp) Implacable: +500 (x1)
(400, 450 exp) Improved Survival: +10 (x2)
(500 exp) Endure: +1% (x1)
 
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
Improved Magic: +
Eyes in the Back: -
True Sight: -
Combat Reflexes: -
( )  Awareness: [] | Bonus: +53
Initiative: 1d530 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
Improved Magic: +
Eyes in the Back: -
True Sight: -
Combat Reflexes: -
Milestones:
(50, 100 exp) Improved Melee: +5 (x2)
(150, 200 exp) Improved Ranged: +5 (x2)
(250 exp) Improved Magic: +5 (x1)
(300, 500 exp) Eyes in the Back: -10 (x2)
(350, 400 exp) True Sight: -10 (x2)
(450 exp) Combat Reflexes: -10 (x1)
 
Milestone Derivatives:
Improved Block: +
Improved Reaction: +
Improved Dodge: +
Improved Agility: +
( )  Dexterity: [] | Bonus: +52
Full Dodge: ((dexterity / 10) + See Milestones) | Flat-foot Dodge: ((dexterity / 10) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Block: +
Improved Reaction: +
Improved Dodge: +
Improved Agility: +
Milestones:
(50, 100 exp) Improved Block: +5 (x2)
(150, 200 exp) Improved Reaction: +5 (x2)
(250, 300, 350, 500 exp) Improved Dodge: +5 (x4)
(400, 450 exp) Improved Agility: +5 (x2)
 
Milestone Derivatives:
Improved Physical Damage: +
Improved Slots: +
Improved Momentum: +
Juggernaut: -
Pierce: +
Improved Item Effect: +
( )  Strength: [] | Bonus: +40
Base Physical Damage: (strength * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Improved Slots: +
Improved Momentum: +
Juggernaut: -
Pierce: +
Improved Item Effect: +
Milestones:
(50, 100 exp) Improved Physical Damage: +100 (x2)
(150, 200 exp) Improved Slots: +2 (x2)
(250 exp) Improved Momentum: +5 (x1)
(300 exp) Juggernaut: -100 (x1)
(350 exp) Pierce: +50 (x1)
(400 exp) Improved Item Effect: +100 (x1)
 
Milestone Derivatives:
Improved Magic Damage: +
Improved Magic Defense: +
Improved Item Use: +
( )  Spirit: [] | Bonus: +30
Base Magical Damage: (300 * Mage Level) + 500 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Magic Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
(50, 100 exp) Improved Magic Damage: +250 (x2)
(150, 200 exp) Improved Magic Defense: +5 (x2)
(250, 300 exp) Improved Item Use: +10 (x2)
 
Milestone Derivatives:
Improved Critical: +
No-Sell: +%
Improved Luck: +
Draw!: +%
Critical Defense: -
( )  Luck: [] | Bonus: +40
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Critical: +
No-Sell: +%
Improved Luck: +
Draw!: +%
Critical Defense: -
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100 exp) No-Sell: +2% (x1)
(150, 200 exp) Improved Luck: +25 (x2)
(250, 300 exp) Draw!: +2% (x2)
(350, 400 exp) Critical Defense: -500 (x2)
 
_______________________________________________________________________
<<>Skills<>>


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: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
 
General - Acrobatics
 
    Name: Leaping Strike
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Enabler
    Effect: This character can reach and attack enemies that are up to one Area above it. This can also be used to attack Giant-class creatures when normally out of reach.
 
    Name: Tumble
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Bonus
    Effect: Halve damage taken from falling, within reason.
 
    Name: Dodge Roll
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Perform a tumbling maneuver to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. An Acrobatics check with this Advanced Skill prevents this character from being the target of that attacker’s next immediate attack. This does not apply in one-on-one combat or against area-of-effect attacks that include the character, and can only apply to the most recent attacker.
 
    Name: Stunt Acrobatics
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Enabler
    Effect: Allows the character to take a standard action while performing an Acrobatics check.
 
    Name: Kip Up
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Enabler
    Effect: Allows a character to recover from the “Off-Guard” status or a similar effect and act in the same action. This does not affect durations of the status effect, but when the character is able to get up, it is able to perform a standard action.
 
    Name: Aerial Attack
    Cost: 120
    Required Skill Level: 6
    Untrained: Yes; too disoriented to perform any action except flat-foot defense and Brace.
    Type: Enabler
    Effect: Allows a character without a “Flight”-type trait or feat to fight normally in midair. This does not get them there nor stop them from falling.
 
 
General - Athletics
 
    Name: Dodge Leap
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Use an athletic maneuver -- a dash, a skid, a slide, a jump -- to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. A successful check with this Advanced Skill allows the character to fully avoid an attack, while a failed check with this Advanced Skill allows the character to reduce incoming damage by 10%. This can stack with other Brace-enhancing feats, traits, or primary characteristics, up to a maximum of 50%. This maneuver can only be used once a round.
 
    Name: Create Grips
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Enabler
    Effect: Use brute strength to create hand/footholds as this character traverses an Athletics check, allowing characters who follow it to roll one step higher to make the check. May not apply to all surfaces.
 
    Name: Wall Running
    Cost: 120
    Required Skill Level: 6
    Untrained: No
    Type: Enabler
    Effect: Use momentum to defy gravity for a brief time. This allows the character to run across vertical surfaces for a single standard move action.
 
    Name: Dynamic Entry
    Cost: 120
    Required Skill Level: 6
    Untrained: Yes; may result in status effect or stat injury until treated.
    Type: Enabler
    Effect: Using physical force, this character can break through different kinds of locks on different types of objects, whether it’s a bolted door, a padlocked gate, or a combination-locked case using its body or other solid implements of destruction using an Athletics check in lieu of Lockpicking. This is not subtle and may destroy some objects outright.
 
 
General - Reaction
 
    Name: Block
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Enabler
    Effect: Use a melee weapon to block another melee attack.
 
    Name: Counter Strike
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Prerequisites: Block
    Type: Action
    Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike
 
    Name: Quick-Draw
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows for the change of 1 piece of equipment per round as a free action.
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Stealth
 
    Name: Conceal Self
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
    Type: Enabler
    Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. See full skill listing for details.
 
    Name: Move Silently
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
    Type: Enabler
    Effect: Allows a character to move at half-speed with a low sound report. This does not obscure a character visually while it’s on the move, but if there is nothing facing that character, it does not trigger Perception checks on its passing. This does not stop other forms of detection.
 
    Name: Shadowing
    Cost: 60
    Required Skill Level: 4
    Untrained: Yes; losing sight of the target allows it to go undetected.
    Type: Enabler
    Effect: Allows this character to follow a target entity as it moves without detection. See full skill listing for details.
 
    Name: Lost in the Crowd
    Cost: 90
    Required Skill Level: 5
    Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
    Type: Enabler
    Effect: Allows a character to blend in with a crowd of other entities within an Area. With a successful Stealth check using this Advanced Skill, the other entities behave as if the character belongs there, whereas a failure will make the entities turn on and point out the character’s intrusion.
 
    Name: Camouflage
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Enabler
    Effect: Allows the character to change its outer appearance to match its surroundings. See full skill listing for details.
 
    Name: Momentary Distraction
    Cost: 120
    Required Skill Level: 6
    Untrained: Yes; requires a Luck roll to determine if target is affected/distracted.
    Type: Enabler
    Effect: When detected, allows this character to force a target entity’s attention away with a Standard Action to break its line of sight or detection, allowing the character to make another Stealth check to conceal themselves from the target entity. See full skill listing for details.
 
 
General - Subterfuge
 
    Name: Steal
    Cost: 10
    Required Skill Level: 1
    Untrained: Yes; can steal, but it’s automatically detected.
    Type: Action
    Effect: Allows a person to sneak up on and steal an item from a person. Roll this to sneak up, and then luck to determine the quality of the item.
 
    Name: Disarm Trap
    Cost: 15
    Required Skill Level: 2
    Untrained: Yes; a Luck roll is required to see if the trap is triggered.
    Type: Enabler
    Effect: With knowledge of inner trap workings of various types, this character can roll a Subterfuge check to disable the mechanisms involved in activating the trap. This can neutralize many types of traps; failure does not necessarily trigger the trap. Some traps may require multiple checks and extended time to disarm them safely.
 
    Name: Sleight of Hand
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Enabler
    Effect: Can do balancing and dealing cards in ways as well as magic card tricks. This can also be used for concealing small items.
 
    Name: Lock Picking
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Enabler
    Effect: Allows this character to utilize different tools to bypass different types of locks. After making a check using Sleight of Hand, this can take one or multiple Standard Actions depending on the complications of the lock. It is assumed the character has the necessary tools on them, regardless of sophistication, unless specified otherwise. Some locks may require multiple checks. If the process is interrupted or the character’s focus is broken, they must check and start again.
 
    Name: Mug
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Attack a person with a single strike, as well as steal their item. This strike must be melee.
 
    Name: Conceal Weapon
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Helps conceal items on a person slightly larger than possible, up to a 3 slot item, including weapons.
 
    Name: Misdirection
    Cost: 60
    Required Skill Level: 4
    Untrained: Yes; a Luck roll is required.
    Type: Enabler
    Effect: Using some form of distraction, whether it’s subtle or overt, can roll a check against a target’s Perception to prevent it from noticing another event nearby. This can be distracting a single guard, a crowd, or a device of some kind. A blatant event, such as a loud noise, can break the effect of Misdirection, regardless of its success. This can be declared as a Standard Action both in and out of combat.
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Daggers
 
    Name: Dual Strike
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
 
    Name: Sneak Attack
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Bonus
    Effect: A knife wielder is naturally uncanny at wielding it in the dark. This grants a +10 to sneak attack rolls.
 
    Name: Improved Sneak Attack
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Bonus
    Effect: Rather than simply stopping at one strike, this allows for 1d2 hits on a sneak attack opportunity.
 
    Name: Greater Sneak Attack
    Cost: 200
    Required Skill Level: 8
    Untrained: No
    Prerequisites: Improved Sneak Attack
    Type: Bonus
    Effect: This allows a character to be a true knife in the dark, dealing 1d3 hits with a knife on a successful sneak attack. Et tu, Brute?
 
 
Weapon Proficiency - Staves / Swallows
 
    Name: Dual Strike
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
 
    Name: Sweep
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Action
    Effect: Allows for a single strike which strikes up to 3 enemies grouped together.
 
    Name: Staff Flip
    Cost: 55
    Required Skill Level: 4
    Untrained: No
    Type: Action
    Effect: By utilizing both ends of a staff, the user is able to strike twice with each end. Roll 2d2 for strikes.
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
 
_______________________________________________________________________
<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Character Description <>>
Age: 19
Height: 4'9"
Weight: (optional)
Appearance: Mikoto is a young looking girl. She is about 5'0 with short blonde hair and blue eyes. She is lean and athletic. She is wearing a pink and grey plaid shirt unbuttoned underneath which is a black long sleeved shirt with a white front with some rock band logo on it. Her pants are tan cargos that come down to her feet..on her feet are a pair of pink converse like high tops..she has several wrist bands on her arms on her right arm is one that is black and white checks with a hot pink one above it..while on her left is a brown leather wrist band. Around her waist is a shiny new tanned leather belt that she has attached her dagger holsters too along with a hook case for her UMN. She also has a long blonde monkey like tail.
Eye Color: Blue
Hair Color: Blond
Notable Features: She has a long monkey like prehensile tail

<<> Character Personality <>>
Favorite Food: Chocolate
Likes: Kuja, Zidane, and Treasure
Dislikes: Garland
Favorite Color: Pink
Fears: Garland. She still has reoccurring nightmares of the trauma she endured back then.

<<>Character Background<>>
History:
Mikoto is the youngest of the three Genomes given a soul to serve Garland's greater purpose, Unlike Zidane and Kuja though Mikoto spends most of her life in the care of Garland who told her that her soul purpose in life was to be a tool and she came to accept this since Garland was the only person she could communicate with. Garland suppressed her spirit as much as he could so she could not rise up against him like Kuja had. She became cynical and bitter with her time spent with Garland. It was only when Zidane came to Bran Bal and spoke to her that she was opened to a new purpose. Zidane had talked to her and told her that your life is what you make of it and she could do what she wanted with it dispite what Garland told her. It was this that she also saw in Kuja. Though Kuja's path was selfish he fought to be what he wanted to be and rise above and strike back at Garland.
Mikoto lived in the Blackmage village after Zidane went off to go back to see if he could still save Kuja. She eventually grew bored and set off to find Zidane. She met the Tantalus group in her search. They took her in. She was sad and quiet at first. Eventually, she came around and opened up taking root in her newly found joy being a thief. She quickly picked the reigns of being a theif previously held by her brother Zidane. Her sense of adventure and the thrill of the unknown are equally matched by her fondness of treasure hunting. Her only set back are the reoocurring nightmares she has of her years with Garland. They often cause her to wake up during the night in cold sweats and sobbing. She's been keeping it to herself not wanting the rest of the Tantalus group to worry about her.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Image - Image
QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

Things that still need converting

Quote

Post by QueenSelphie »

Name: Training bats x2
Weapon Class: Swallow
Price: N/A
Augmentation Slots: 1
Roll Bonus: +1
Damage Mod: 0.7
DC To Make: N/A
Skill Level To Use: 1

Name: Electric Starman Killer Garnet Dagger x 2
DC To Make: 5148
Skill Level To Use: 25
Price: 140130 gil
Augmentation Slots: 4
Name: (Starman)killer x 2 damage against Starmen
Name: Aerorend
Effect: Grants a weapon a level 2 wind affinity. This weapon now deals 200% damage against earth-affinity enemies and 50% damage against wind-affinity enemies.
Roll Bonus: +55
Damage Mod: 18.5

Sabretooth [Alabaster] Dagger
DC To Make: 6012
Skill Level To Use: 30
Price: 555000 gil
Augmentation Slots: 4
Roll Bonus: +79
Damage Mod: 25
1: Serrated
2: Flamestrike (150% against water enemies, 75% against fire enemies)
Tempering V
Aerodynamics III

Name: The Ogre (Denzium Swallow)
Price: 1200000
Augmentation Slots: 4
Roll Bonus: +25
Damage Mod: 17.5
DC To Make: 3080
Skill Level To Use: 19
Name: Blindtouch
Equipment: Weapons, Accessories
Effect: Upon strike, this weapon has a 10% chance (90+ on a d100) of inflicting Moderate "Blind" status on an enemy (see listing) for 1d5 rounds.
DC: 600
MP Cost: 2000
Mage Level Required: 4
Augmentation Slots Occupied: 1
Emerald-Lined Robe
Augment slots: 5
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269

Name: Lazurite (Lapis Lazuli) Swallow
Price: 509760 gil
Augmentation Slots: 7
Roll Bonus: +48
Damage Mod: 33.6
DC To Make: 9592
Skill Level To Use: 30
[1. 2] Improved Critical (Critical hit is now 1d5)
Aquarend (200% against fire, 50% against water)

Name: Utility Belt
Manufacturer: Varies
Price: 10000
DC to Make: 100
Restrictions:
Description: A complex series of independent, flexible straps support thick, durable pouches, holsters, loops, and lanyards that are each able to function independently of one another to support a myriad of small tools or objects. When added to an armor, adds 5 Inventory Slots, but is only capable of holding 1-slot items/weapons.

Name: Jade Ring
Price: 49000
Crafting DC: 1065
Max Enchantment Level: 2
Natural Property: +5 to Health Bonus (not hp)
+10% HP

Name: Garnet Amulet of Balance
Price: 1167750 crowns
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property:
Health stat +50
Balance checks +15

1 antidote, 1 potion, and 2 mysterious golden crested containers each of which appear to contain exactly one drop of a crystal blue liquid

Name: Smoke Grenade x 5
Manufacturer: Ariake Technologies
Price: 10000
DC to Make: 125
Restrictions: None
Description: A steel-grey cylinder that, when activated, mixes a set of chemicals inside that produce a dense fog within seconds of activation. Provides a +20 bonus to dodge checks in the area it's activated unless some form of vision enhancement is used. Colored smoke is also used as various forms of signals.

Name: Stun Grenade / Flashbang x 5
Manufacturer: Rittergruppen Manufacturing
Price: 20000
DC to Make: 200
Restrictions: None
Description: A sleek dark grey ball with a depressing section at the top of it, this grenade creates a bright flash and a loud bang that register across both the audible and visible spectra in order to affect as many creatures as possible. Inflicts Acute Off-Guard effect on biological targets. Mechanical targets unaffected. To avoid, DC160 (180 in cover).

Cardinal Cardigan [Cardinal-Lined Robe]
Price: 300000 gil
Physical Soak Bonus: 3350
Magical Soak Bonus: 6650
Dodge Bonus: +38
Crafting DC: 5796
Fire Barrier (50% fire damage reduction after soak)
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

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