Morgana

3 posts Page 1 of 1

Morgana

Quote

Post by Kalem »

<<> Player Info <>>
IRC Nick: TheRaven
Real Name (Optional): Death.
Time Zone: The Future

<<> Character Info <>>
Name: Morgana
Race: Dragon
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: 0/18

* Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.

* Born Alone (3 pts) - When this character reduces a target below 0 HP, character gains the HP from the felling blow back as restored HP.

* 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.

* Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.

* Addiction (substance) (-1 pts) - This character is chemically or physically dependent on an external subject of some kind, whether it's a drug, a chemical, or something simply necessary for them to live. Without this substance/item, a character will begin undergoing various forms of withdrawal syndrome as determined by a GM.

* Scion (2.5 pts) - This character is considered to be constantly under the effect of "Detect Magic," able to discern magical or spiritual energies within one Area. This will alert them of creatures and objects that are magical in nature, but with the effect "always on," it doesn't guarantee recognition, identification, or a precise location.

* Astral Beacon (-2 pts) - This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.

* Eternal Hope (2.5 pts) - Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.

* Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.

* Arcane Focus (3 pts) - This character benefits from a +10 bonus when making a magic defense check.

* Natural Charmer (2 pts) - In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.

* Hunted (-2 pts) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.

* Flight (2 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances.

* Improved Flight (3 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances.

* Tunneling (2 pts) - The same as the Dig ability of the same vein.

* Bioluminescence (-2 pts) - This character, or a portion of it (eyes, hair, etc.) emits a glow that is only visible in the darkness. That makes it easier to pick them out in otherwise difficult situations. This character rolls a step down on stealth roles in this situation. But hey, they are a great source of light!

* Junior Hero (3 pts) - A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation. Note: If combined with past life, player must take hunted.
60 xp

-= Character Classes =-
 
1) Samurai
+5 to Weapon Proficiency: Swords, +3 Speechcraft, Reaction, and one Artisan skill.

2) Mageknight
+3 to [Weapon Proficiency: Swords OR Maces/Clubs OR Staves/Swallows], +3 to Weapon Arcana OR Summoning OR Arcana magic rolls, +3 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science

3) Athlete
+5 Athletics, Acrobatics, +3 to Reaction, Swimming

-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Honorable Combat
Effect: A samurai may opt to roll any number lower than his actual initiative. Should an enemies turns fall completely before the Samurai in combat, he gains a +10 physical attack/+10 defense versus that enemy. Enemies with multiple turns must have –all- turns land before the Samurai’s action.

*Feat 2(400XP) - Royal Guard
Effect: Allows a character to replace Dexterity in Block rolls with Spirit, 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 3(600XP) - 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 4(800XP) - Manadrive
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).

*Feat 5(1000XP) - Feral Heart
Effect: When this character is affected by the Offense, Defense, Berserk, Fury, Endure, or Fury status effects, this character rolls one "step" higher. Once the effect fades, the character rolls one "step" lower than normal for two rounds.

Feat 6(1200XP) - Iai Strike
Effect: May only use this on your first combat turn. This attack is a single strike with a chance of an instant KO on an enemy, 2% for every level in Weapon Skill: Swords (L5 -> 10%). If you succeed in this percentage and the enemy is immune to instant KO, deal a critical hit instead.

Feat 7(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 (ex: a Level 5 spell is absorbed; the Mageknight may make a L5 spell attack). "Royal Release" is rolled using the character's weapon attack roll. Radiant metal weapons may absorb 1 spell's damage modifier, a radiant ge, weapon 2, and a prime material weapon 3. The spell modifiers are cumulative for Royal Release.

Feat 8(1600XP) - Distance Counter
Effect: This feat allows an Athlete to use Reaction-skill Counterattack Advanced Skills on targets at a range, even without critical rolls. (You're still rolling dodge for use of this feat.)

Feat 9(1800XP) - Elemental Affinity 1: Air

Feat 10(2000XP) - Elemental Affinity 2: Air

Feat 11(2200XP) - Code of Honor
Effect: A samurai with this feat sits upon a scale of three. ‘Dishonorable’, ‘Neutral’ and ‘Honorable’. Any action suitably honorable (Saving/sparing a live, chivalric actions, bringing honor to an ally) shifts the scale one to the right. (Dishonorable becomes Neutral, neutral becomes Honorable, etc). Any dishonorable action shifts this scale one to the left. While honorable, a Samurai deals +250 regular damage with one of the class weapons, which does not apply to critical hits or special attacks. While dishonorable, a Samurai deals -250 damage. Honor may be instantly restored by KO’ing oneself in combat.

Feat 12(2400XP) - Transformation

Feat 13(2600XP) - Transformation

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 Resistance: +%
( )  Health: [] | Bonus: +50
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 Resistance: +%
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Resistance: +5% (x10)
 
Milestone Derivatives:
Improved Melee: +
( )  Awareness: [] | Bonus: +50
Initiative: 1d500 | 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: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Melee: +5 (x10)
 
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
(PC)  Dexterity: [] | Bonus: +50
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 Dodge: +
Milestones:
(50, 100, 200, 250, 300, 350, 400, 450, 500 exp) Improved Block: +5 (x9)
(150 exp) Improved Dodge: +5 (x1)
Ability:
Evasive Action
Description: Your presence in combat is ephemeral, a natural dancer to the rhythm of battle. To attack you, the enemy must first catch up.
Effect: On a Dodge or a Block, this character may spend 5 LP before making their roll, allowing them to roll twice and take the higher of the two rolls. This must be declared before rolling, and cannot be used after the dodge/block roll is made. This cannot be used with DC checks, will resists, or Royal Guard.
 
Milestone Derivatives:
Improved Physical Damage: +
( )  Strength: [] | Bonus: +29
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: +
Milestones:
(50, 100, 150, 200, 250 exp) Improved Physical Damage: +100 (x5)
 
Milestone Derivatives:
Improved Magic Defense: +
(PC)  Spirit: [] | Bonus: +50
Base Magical Damage: (500 * Mage Level) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Magic Defense: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Magic Defense: +5 (x10)
Ability:
Iron Will
Description: A talented mage seeks to exert their will upon the universe, made manifest by their talents, and their imposition when another seeks to do the same.
Effect: On a magic defense or Royal Guard roll, you may spend 5 LP prior to rolling, allowing you to roll twice and take the higher of the two rolls. This must be declared before defending, and cannot be used after the roll is made.
 
Milestone Derivatives:
Improved Luck: +
( )  Luck: [] | Bonus: +30
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 Luck: +
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Luck: +25 (x6)
 
_______________________________________________________________________
<<>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 - 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: Powerlifting
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; may result in status effect or stat injury until treated.
    Type: Enabler
    Effect: Train the body to sustain incredible weights it’s unaccustomed to for brief amounts of time. This can be used to exert force on objects, as well. Some applications can be holding an automatic door in place, preventing walls from closing in, or “catching” an immense weight.
 
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
    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.
 
    Name: Recovery
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; requires a Luck roll.
    Type: Enabler
    Effect: Train the body to reactively protect itself from injury, allowing the character to grab the closest ledge/handhold, move its hands to protect its head/chest, or other similar last-ditch efforts to mitigate harm when failing a check.
 
    Name: Deflection
    Cost: 160
    Required Skill Level: 7
    Untrained: No
    Type: Action
    Effect: Allows a character to use Block advanced skills against ranged weapons. Shotguns, Heavy Weapons, and Launchers cannot be Blocked.
 
    Name: Combo Counter
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Prerequisites: Counter Strike
    Type: Action
    Effect: Allows for a successful block to be followed up with 1d2-hit melee attack.
 
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Perception
 
    Name: Detect Trap Trigger
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; requires a Luck roll.
    Type: Enabler
    Effect: With an intimate knowledge of trap mechanisms, this character can recognize them while moving. This allows the character to detect tripwires, infrared beam mechanisms, false steps, pressure plates, runes, and other kinds of trap markers. Se full skill listing for details.
 
    Name: Tracking Sense
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Train up the senses to perceive and isolate specific scents, prints, or sensations at nearly a moment’s notice, allowing that character to pursue it within a small area.
 
General - Speechcraft
 
    Name: Sense Motive
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Enabler
    Effect: Attempt to see the underlying reasoning in the subject’s mind. This allows a character to use Speechcraft to resist other Speechcraft checks against them.
 
    Name: Quick Wits
    Cost: 60
    Required Skill Level: 4
    Untrained: Yes; the target becomes hostile.
    Type: Enabler
    Effect: When interacting with a target entity after failing a covert, hostile, or suspicious action, this character can make a Speechcraft check to convince the target entity to remain unsuspicious about the failed action. A failure may turn the target hostile. This may not be applicable on all targets.
 
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.
 
General - Search
 
    Name: Scrutinize
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; results are based on a Luck roll.
    Type: Enabler
    Effect: Deeply examine every aspect of a single Area. This involves opening storage areas, pulling apart objects that can easily be dismantled, and scouring objects for a particular subject. A check with this Advanced Skill can yield other objects than what is sought.
 
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Swords
 
    Name: Dual Strike
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows a 1d2 hit combo.
 
    Name: Triple Strike
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Action
    Effect: Allows a 1d3 hit combo.
 
    Name: Rapid Strike
    Cost: 120
    Required Skill Level: 6
    Untrained: No
    Prerequisites: Triple Strike
    Type: Action
    Effect: Allows a 1d4 hit combo.
 
    Name: Dual Wielding
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Action
    Effect: Allows for a person to simultaneously wield 2 Short Swords or Swords (not longswords or greatswords) at a -10 attack penalty for short swords or a -15 attack penalty for swords. This doubles the number of potential hits in normal attack combos (1d3 becomes 2d3). Magic spells may not be cast while dual wielding.
 
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Weapon Arcana
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
 
_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / 2500 (Max) StP

-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) 890 / 2500 (Max) SpP
Status Affliction
Level 1: Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only] (10 MP)(10 SpP)
Level 3: Sleepra - A more powerful Sleep spell that soothes 1 target to slumber. Inflicts Moderate "Sleep" status. [Will-Resist Only] (90 MP)(Requires Sleep)(20 SpP)

Level 2: Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status. (40 MP)(15 SpP)

Level 2: Bio - A flow of toxins pervades an enemy. Inflicts Mild "Poison" status for 1d5 rounds. (40 MP)(15 SpP)

Level 4: Dispel - Removes positive status effects from a selected target. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (160 MP)(Requires Erase)(30 SpP)
Level 6: Dispelra - Dissolves positive status effects on 2 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (360 MP)(Requires Dispel)(60 SpP)
Level 8: Dispelga - Dissolves positive status effects on 3 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (640 MP)(Requires Dispelra)(100 SpP)


Status Benefit

Level 2: Protect - Creates a barrier around the target that halves physical damage for 1d5 rounds. (40 MP)(15 SpP)
Level 4: Protectra - A protective barrier forms around 2 allies, halving physical damage for 1d5 rounds. (160 MP)(Requires Protect)(30 SpP)
Level 6: Protectga - A protective barrier forms around 3 allies, halving physical damage for 1d5 rounds. (360 MP)(Requires Protectra)(60 SpP)

Level 2: Shell - Creates an ethereal barrier that halves magic damage for 1d5 rounds. (40 MP)(15 SpP)

Level 5: Wall - Forms a powerful protective barrier around a target, halving physical and magical damage for 1d5 rounds. (250 MP)(Requires Protect & Shell)(40 SpP)

Level 2: Haste - Inflicts Mild Haste for 1d5 rounds.(40 MP)(15 SpP)
Level 4: Haste II - Inflicts Mild Haste for 1d5 rounds on 2 targets.(160 MP)(Requires Haste)(30 SpP)

Healing

Level 1: Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)(10 SpP)
Level 4: Cura - An even stronger flow of curative energy that heals and mends the wounds of two targets. (160 MP)(+2000 damage)(Requires Cure)(30 SpP)
Level 7: Curaga - A series of powerful curative magics swirl around 3 targets before infusing into their bodies. (490 MP)(+7000 damage)(Requires Cura)(75 SpP)

Level 3: Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP)(Requires Cure)(20 SpP)
Level 6: Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP. (360 MP)(Requires Raise, Cura)(60 SpP)
Level 8: Full-Life - A magical "jump start" and rejuvenating energy restores a target from KO status to 100% HP. (640 MP)(Requires Arise, Curaga)(100 SpP)

Attack

Level 3: Flare - A massive explosion of spiritual energy swirls around 2 targets. Ignores all forms of defense except natural/armor soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1500 damage)(Requires Ruin)(20 SpP)

Level 2: Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP)(+400 damage)(15 SpP)
Level 3: Osmose - An ethereal parasite drains the MP of one target. Inflicts damage to target's MP, restoring that to the caster. (90 MP)(+100 dmage)(Requires Drain)(20 SpP)
Level 6: Osmora - A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. (360 MP)(+500 damage)(Requires Osmose)(60 SpP)


Weapon Arcana
Level 0 Spellblade (Cantrips) - 5 MP to cast, 5 Spell Points
Detect Magic - Use extrasensory perception to recognize items or sources of magical power within two Areas.
Ghost Sound - Create faint, illusory sounds within two Areas. [Willpower Only]
Light - Give an object a torch-like radiance for up to 5 minutes.
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.

1st-Level Spellblade - 10 MP, 10 Spell Points


_______________________________________________________________________
<<> 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 <>>

Name: Malice (Garnet Longsword-Vibration Variant)
Price: 310,000 gil
DC to Make: 104/174/244
Augmentation Slots: 5
Roll Bonus: +14(28)
Damage Modifier: +625(1100)
Skill Level Required: 3
[R] Vibration Variant - Jormangund Technology Pinnacle Revolver (+475)
[N] Singing Sword (Lightning Strike)
[1] Reloadable Potion Lacing
[2] +20 Sword Skill Enchantment
[3] Mankiller
Refining
Aerodynamic Refinement: +15 to hit
Double Edge 10: +1 Combo Hits
Augmented Folding 5: -10 to Enemy weapon block

Name: Medium Jasper Armor
Price: 225,000 gil
DC to Make: 96/166/236
Physical Soak: 400(550/750)
Magical Soak: 400(550/750)
Natural: Dragon Scale +50 soak
Statistic 3/3
Exo Suit V10: Dexterity +10(100)
+8 Spirit
+8 Strength
Support 5/5
Variable Pressurized Suit
Cardiovertor Defibrillator
Crystal Gel Polymer
Internal Shielding IV (After 4 hits, 5 round recharge)

Name: Malachite Ring of Arcanism
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
Weapon Arcana +20

Name: Malachite Ring of Stamina
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
HP+24%
Search +4

Name: Malachite Amulet of Necroslaying
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
Undead Killer - +150% damage to undead
Swords +8
_______________________________________________________________________
<<> Character Description <>>
Age: Insert Lies Here.
Height: 5'9"
Weight: (optional)
Appearance:
Eye Color: Glowing Silver / Blue
Hair Color: Crimson
Notable Features: Blue and Silver scales, horns, clothing, draconic features, looks like a fucking dragon.

<<> Character Personality <>>
Favorite Food: Medium rare steak, tangy/creamy gravy, served with diced fried potato, bacons, beans.
Likes: Exploring, Nature, teasing and sleeping.
Dislikes: Being woken up. Spoken over. Interrupted. Ignored.
Favorite Color: Red, green.
Fears:

<<>Character Background<>>
History:
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by Kalem on March 4th, 2024, 9:31 pm, edited 11 times in total.
Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

Re: Morgana 1/3 (incomplete)

Quote

Post by Kalem »

<<> Player Info <>>
IRC Nick: MurderHobo
Real Name (Optional): Mr Hobo
Time Zone: The Land of Tomorrow

<<> Character Info <>>
Name: Morgana
Race: Ask her.
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Traits and Feats <>>

-= Traits =-
Points: 0/18

* Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.

* Born Alone (3 pts) - When this character reduces a target below 0 HP, character gains the HP from the felling blow back as restored HP.

* 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.

* Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.

* Addiction (substance) (-1 pts) - This character is chemically or physically dependent on an external subject of some kind, whether it's a drug, a chemical, or something simply necessary for them to live. Without this substance/item, a character will begin undergoing various forms of withdrawal syndrome as determined by a GM.

* Scion (2.5 pts) - This character is considered to be constantly under the effect of "Detect Magic," able to discern magical or spiritual energies within one Area. This will alert them of creatures and objects that are magical in nature, but with the effect "always on," it doesn't guarantee recognition, identification, or a precise location.

* Astral Beacon (-2 pts) - This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.

* Eternal Hope (2.5 pts) - Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.

* Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.

* Arcane Focus (3 pts) - This character benefits from a +10 bonus when making a magic defense check.

* Natural Charmer (2 pts) - In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.

* Hunted (-2 pts) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.

* Flight (2 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances.

* Improved Flight (3 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances.

* Tunneling (2 pts) - The same as the Dig ability of the same vein.

* Bioluminescence (-2 pts) - This character, or a portion of it (eyes, hair, etc.) emits a glow that is only visible in the darkness. That makes it easier to pick them out in otherwise difficult situations. This character rolls a step down on stealth roles in this situation. But hey, they are a great source of light!

* Junior Hero (3 pts) - A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation. Note: If combined with past life, player must take hunted.
60 xp

-= Character Classes =-

1) Druid
Effect: +5 to Druidic magic rolls, +3 to Survival, Monster Training, Perception, Athletics

2) Mageknight
+3 to [Weapon Proficiency: Swords OR Maces/Clubs OR Staves/Swallows], +3 to Weapon Arcana OR Summoning OR Arcana magic rolls, +3 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science

3) Athlete
+5 Athletics, Acrobatics, +3 to Reaction, Swimming

-= Feats =- (* denotes feats taken at character creation.)

(* denotes feats taken at character creation.)

*Feat 1(200XP) - Wild Force
Effect: Metamagic that can be applied to any spell up to half the Druid's Mage Level. Such spells are considered natural phenomona rather than actual magic. This prevents magical defenses and magic blockers from working properly, though magical boosters not explicitly Druidic will also not apply when this feat is evoked.
Having this feat does not prevent Feral Rage from being used if the Druid 'would' be prevented from using magic.

*Feat 2(400XP) - Royal Guard
Effect: Allows a character to replace Dexterity in Block rolls with Spirit, 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 3(600XP) - 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 4(800XP) - Manadrive
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).

*Feat 5(1000XP) - Feral Heart
Effect: When this character is affected by the Offense, Defense, Berserk, Fury, Endure, or Fury status effects, this character rolls one "step" higher. Once the effect fades, the character rolls one "step" lower than normal for two rounds.

Feat 6(1200XP) - Feral Rage
Effect: If at any time the Druid's ability to cast is negated, he or she can choose as a free action to inflict themselves with [Off Rails] status. While thus Berserked, Druid arcana skill level * 2 is added as a roll bonus to physical attack checks.
Spells can still be cast with Wild Force, but target cannot be chosen.

Feat 7(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 (ex: a Level 5 spell is absorbed; the Mageknight may make a L5 spell attack). "Royal Release" is rolled using the character's weapon attack roll. Radiant metal weapons may absorb 1 spell's damage modifier, a radiant ge, weapon 2, and a prime material weapon 3. The spell modifiers are cumulative for Royal Release.

Feat 8(1600XP) - Distance Counter
Effect: This feat allows an Athlete to use Reaction-skill Counterattack Advanced Skills on targets at a range, even without critical rolls. (You're still rolling dodge for use of this feat.)

Feat 9(1800XP) - Elemental Affinity I: Air

Feat 10(2000XP) - Elemental Affinity II: Air

Feat 11(2200XP) - Alpha Beast
Effect: When invoking an Animal Aspect spell or a beast-type Transformation, Mage Level * 2 (Druidic) is added to all checks. In addition, most creatures of similiar species will naturally follow the Druid's lead. This does not stack, and only one species will respond to the 'awe' at once.

Feat 12(2400XP) - Grandly Shatter
Effect: Remove all positive status from self, and make a single, normal attack or Royal Release, with the following effects added dependant on what buffs are lost and how many rounds of Duration they had left. For each effect sacrificed, add +200 damage for each level of severity. If the effect surrendered is a special spell effect that has no severity, default to +200.

Feat 13(2600XP) - Elemental Affinity III: Air

Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total: 1000
Total: 2400/1000, -1400 free

( ) Health: [500]+0 | Bonus: +50
HP: 25000 ((health * 50) + Milestones) | Armor: 500(base) (health + Milestones) | Physical Soak: 1000 (health + Milestones + traits)
Magical Soak: 1000 (health + Milestones + traits) | Status Resistance: 50% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Improved Resistance: +50% -> +5% resistance to negative Status Effects (Capts at 50%)
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Resistance: +5% (x10)

( ) Awareness: [400]+0 | Bonus: +40
Initiative: 1d400 1d400 | Base Attack Bonus: +40 | Perception Bonus: +40
Melee: +0 (See Milestones) | Ranged: +0 (See Milestones) | Magic: +40 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Magic: +40 -> +5 awareness bonus on magic attacks
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Improved Magic: +5 (x8)

(PC) Dexterity: [500]+0 | Bonus: +50
Full Dodge: 100 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 50 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +0 (See Milestones)
Dodge Bonus: +50 (See Milestones) | Agility Bonus: +0 (See Milestones) | Flat-foot/reaction Bonus: +0 (See Milestones)
Style Points: 2500 (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +50 -> +5 Dexterity bonus when dodging an attack
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Dodge: +5 (x10)
Ability:
Evasive Action
Description: Your presence in combat is ephemeral, a natural dancer to the rhythm of battle. To attack you, the enemy must first catch up.
Effect: On a Dodge or a Block, this character may spend 5 LP before making their roll, allowing them to roll twice and take the higher of the two rolls. This must be declared before rolling, and cannot be used after the dodge/block roll is made. This cannot be used with DC checks, will resists, or Royal Guard.

( ) Strength: [300]+0 | Bonus: +30
Base Physical Damage: 1200 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 30 (strength / 10) + Milestones | Momentum: 0 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: 0 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +600 -> +100 damage
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Physical Damage: +100 (x6)

(PC) Spirit: [500]+0 | Bonus: +50
Base Magical Damage: 2250 (500 * 2) + 1250 | Spell Points: 2500 (spirit * 5) + Milestones | MP: 5000 (spirit * 10) + Milestones
Magic Defense: +25 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +0 (See Milestones)
Milestone Derivatives:
Improved Magic Defense: +25 -> +5 Spirit roll bonus when resisting magic
Improved Magic Damage: +1250 -> +250 magic damage
Milestones:
(50, 100, 150, 200, 250 exp) Improved Magic Defense: +5 (x5)
(300, 350, 400, 450, 500 exp) Improved Magic Damage: +250 (x5)
Ability:
Iron Will
Description: A talented mage seeks to exert their will upon the universe, made manifest by their talents, and their imposition when another seeks to do the same.
Effect: On a magic defense or Royal Guard roll, you may spend 5 LP prior to rolling, allowing you to roll twice and take the higher of the two rolls. This must be declared before defending, and cannot be used after the roll is made.

( ) Luck: [200]+0 | Bonus: +20
Luck Points: 20 | Critical Damage: +0 (See Milestones) | Luck roll result: +20 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck: +20 -> +5 luck roll result
Milestones:
(50, 100, 150, 200 exp) Improved Luck: +5 (x4)

_______________________________________________________________________
<<>Skills<>>
4770 (Used) / 2000 (Maximum) / -2770 (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: +50, Full Dodge: +100, Flat-foot Dodge: +50, Agility Bonus: +0 | Strength: +30, Momentum: +0

General - Athletics 830 = Level 8
Name: Hauling
Cost: 30
Required Skill Level: 3
Untrained: Yes; may result in status effect or stat injury to either character.
Type: Enabler
Effect: Proper technique allows this character to physically carry another character its own size class or smaller through an Athletics check.
Name: Powerlifting
Cost: 30
Required Skill Level: 3
Untrained: Yes; may result in status effect or stat injury until treated.
Type: Enabler
Effect: Train the body to sustain incredible weights it’s unaccustomed to for brief amounts of time. This can be used to exert force on objects, as well. Some applications can be holding an automatic door in place, preventing walls from closing in, or “catching” an immense weight.
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.
General - Reaction 830 = Level 8
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: +50 | Awareness: +40, Perception Bonus: +40, True Sight: +0

General - Perception 130 = Level 3
General - Speechcraft 475 = Level 6
Name: Sense Motive
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: Attempt to see the underlying reasoning in the subject’s mind. This allows a character to use Speechcraft to resist other Speechcraft checks against them.
Name: Shift Attitude
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: Use convincing arguments to change a target audience’s perception of the character and their party, for at least a short time. Consider perceptions to be “Hostile,” “Unfriendly, “Neutral,” “Friendly,” “Fanatic.” A successful Speechcraft check with this Advanced Skill will change the target audience’s view of the character and their party one “step” in the direction it desires (positive or negative), whereas a failure will move it one “step” in the opposite direction.
Name: Quick Wits
Cost: 60
Required Skill Level: 4
Untrained: Yes; the target becomes hostile.
Type: Enabler
Effect: When interacting with a target entity after failing a covert, hostile, or suspicious action, this character can make a Speechcraft check to convince the target entity to remain unsuspicious about the failed action. A failure may turn the target hostile. This may not be applicable on all targets.
Name: Silver Tongue
Cost: 90
Required Skill Level: 5
Untrained: Yes; the target becomes hostile.
Type: Enabler
Effect: Use convincing arguments or coercion to convince a target entity to behave the way the character wants, even if it goes against its direct nature. This may not work on all requests (based on emotional or intellectual traits related to said request), but can be used to issue specific or vague directions to a target in a way that makes the behavior appealing to the target (or to its benefit). May not work on all targets.

Combat
Bonuses: Awareness: +40, Base Attack Bonus: +40, Melee: +0, Ranged: +0, Combat Reflexes: +0, Sneak Attack Negation: +0 | Dexterity: +50, Flat-foot/reaction Bonus: +0

Weapon Proficiency - Staves / Swallows 830 = Level 8
Magic
Bonuses: Spirit: +50, Magic Defense: +25 | Awareness: +40, Magic: +40

Magic - Druidic Arcana 830 = Level 8
Name: Arcane Defense
Cost: 10
Required Skill Level: 1
Untrained: No
Type: Action
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
Name: Scribe Scroll
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Action
Effect: Gives you the ability to write a scroll that another person can use. The roll to create this scroll is your spell-learning roll, and the DC is 20*spell level. The limit on scrolls you can create per week is the same as the spells you can learn per week. You cannot learn a spell via Scribe Scroll; it is treated as a one-use item.
Name: Improved Spell Damage
Cost: 160
Required Skill Level: 7
Untrained: No
Type: Bonus
Effect: Boost all magic damage modifiers by +500
Name: Obscure Casting
Cost: 200
Required Skill Level: 8
Untrained: No
Type: Action
Effect: Obscure a spellcast. An obscured spell cannot be identified by anyone with a lower arcane arts level than you. Obscured spells can not be countered, but cost triple MP.

Artisan
Bonuses: Spirit: +50, Crafting: +0

Artisan - Botany 65 = Level 2
Name: Flora Identification
Cost: 10
Required Skill Level: 1
Untrained: No
Type: Action
Effect: This character is able to use his/her Botany roll in lieu of Monster Lore to identify plant- and plant-based monsters or creatures.
Name: Garden Variety
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Action
Effect: Allows a character to easily identify plant species, blooming or otherwise, in the wild that would net profits. When exploring, these plants can be harvested and brought back for study without the plant dying outside of extensive circumstances.

Field Training
Bonuses: Awareness: +40, Perception Bonus: +40, True Sight: +0

_______________________________________________________________________
<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 0 (Used) 1700 / 2500 (Free) / 2500 (Max) SpP
Final Fantasy Magics: 865

Status Affliction
Level 1: Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only] (10 MP)(10 SpP)
Level 3: Sleepra - A more powerful Sleep spell that soothes 1 target to slumber. Inflicts Moderate "Sleep" status. [Will-Resist Only] (90 MP)(Requires Sleep)(20 SpP)

Level 2: Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status. (40 MP)(15 SpP)

Level 2: Bio - A flow of toxins pervades an enemy. Inflicts Mild "Poison" status for 1d5 rounds. (40 MP)(15 SpP)

Level 4: Dispel - Removes positive status effects from a selected target. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (160 MP)(Requires Erase)(30 SpP)
Level 6: Dispelra - Dissolves positive status effects on 2 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (360 MP)(Requires Dispel)(60 SpP)
Level 8: Dispelga - Dissolves positive status effects on 3 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (640 MP)(Requires Dispelra)(100 SpP)


Status Benefit

Level 2: Protect - Creates a barrier around the target that halves physical damage for 1d5 rounds. (40 MP)(15 SpP)
Level 4: Protectra - A protective barrier forms around 2 allies, halving physical damage for 1d5 rounds. (160 MP)(Requires Protect)(30 SpP)
Level 6: Protectga - A protective barrier forms around 3 allies, halving physical damage for 1d5 rounds. (360 MP)(Requires Protectra)(60 SpP)

Level 2: Shell - Creates an ethereal barrier that halves magic damage for 1d5 rounds. (40 MP)(15 SpP)

Level 5: Wall - Forms a powerful protective barrier around a target, halving physical and magical damage for 1d5 rounds. (250 MP)(Requires Protect & Shell)(40 SpP)

Level 2: Haste - Inflicts Mild Haste for 1d5 rounds.(40 MP)(15 SpP)
Level 4: Haste II - Inflicts Mild Haste for 1d5 rounds on 2 targets.(160 MP)(Requires Haste)(30 SpP)

Healing

Level 1: Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)(10 SpP)
Level 4: Cura - An even stronger flow of curative energy that heals and mends the wounds of two targets. (160 MP)(+2000 damage)(Requires Cure)(30 SpP)
Level 7: Curaga - A series of powerful curative magics swirl around 3 targets before infusing into their bodies. (490 MP)(+7000 damage)(Requires Cura)(75 SpP)

Level 3: Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP)(Requires Cure)(20 SpP)
Level 6: Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP. (360 MP)(Requires Raise, Cura)(60 SpP)
Level 8: Full-Life - A magical "jump start" and rejuvenating energy restores a target from KO status to 100% HP. (640 MP)(Requires Arise, Curaga)(100 SpP)

Attack

Level 3: Flare - A massive explosion of spiritual energy swirls around 2 targets. Ignores all forms of defense except natural/armor soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1500 damage)(Requires Ruin)(20 SpP)

Level 2: Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP)(+400 damage)(15 SpP)
Level 3: Osmose - An ethereal parasite drains the MP of one target. Inflicts damage to target's MP, restoring that to the caster. (90 MP)(+100 dmage)(Requires Drain)(20 SpP)
Level 6: Osmora - A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. (360 MP)(+500 damage)(Requires Osmose)(60 SpP)

Druidic 835
Level 0 spells (Orisons) 10 MP to cast, *0.5 damage, 5 Spell Points Total: 35
* Create Water - The user is able to create pure, clean water out of spiritual energy, enough for (Mage Level * 2) characters to drink from.
* Detect Magic - The user is able to use ethereal senses to find and pinpoint magical signatures within (Mage Level) Areas. Each cast lasts for 1 round/action.
* 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.
* Know Direction - This spell allows a character to regain geographical orientation by locating "north" through nearly any inclimate condition.
* 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.
* Purify Food and Drink - By putting divine blessings on food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
* Spark - Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.

Level 1 Druid spells 20 MP to cast, *1 damage, 10 Spell Points Total: 130
* 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.
* Ant Haul - 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.
* Call Animal - This spell calls an animal companion to the caster, as long as the animal is within (Mage Level * 2) Areas of the caster. The animal will take the most expedient and hurried route to the summoner.
* Calm Animals - This spell has the ability to reduce the hostility of and calm up to (Mage Level) animals (not monsters).
* Charm Animal - This spell has the ability to make one natural animal (not a monster) into his/her friend, a loyal companion and assistant for (Mage Level * 2) rounds.
* Cloak of Shade - This spell creates a circular area of shadows around the caster and (Mage Level) targets, reducing exposure to sunlight and excessive heating effects for 5 rounds.
* Deadeye's Lore - This spell gives a character improved senses and tracking ability. When hunting or tracking a creature, the character can substitute his/her Magic roll for the Survival roll. Each roll like this consumes MP.
* Endure Elements - The character is able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
*Feather Step - This spell allows a caster and up to (Mage Level) targets to negate Mild, Moderate, and Acute "Slow" or similar penalties incurred by rough or inclimate terrain, such as thick grass or quicksand.
*Negate Aroma - This spell negates the natural (body odor, sweat, etc.) and artificial (perfume, deodorant, etc.) scents of up to (Mage Level) targets for 5 rounds/actions, preventing them from being tracked/detected in such ways.
*Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.
*Pass Without Trace - This spell allows up to (Mage Level) targets to pass over soft ground that would normally leave tracks (sand, snow, dirt, leaves, grass, etc.) without leaving them. Each time this spell is cast, allows passage of (Mage Level) Areas without trace.
*Speak with Animals - This spell allows a target to effectively and thoughtfully communicate with animals, speaking their "language" for (Mage Level) rounds/actions.

Level 2 Druid spells 40 MP to cast, *2 damage, 15 Spell Points Total: 60
* Eagle Eye - The character is able to create a powerful magic "sensor" up to (Mage Level / 2) Areas into the air, which has the caster's magic roll for perception checks (such as spot or search). This lasts for (Mage Level) rounds/actions.
* Elemental Speech - This character is able to briefly communicate with Elemental-type creatures, powerful embodiments of the different elements in the universe. This does not sway their perception any, unless they appreciate the gesture of speaking in their language. Each casts lasts for (Mage Level) exchanges.
* Endure Elements, Communal - The character and (Mage Level * 2) allies are able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
* Unshakable Chill - This spell conjures a great frost around a single target, dealing Water-element damage and "Freeze" status at +1 Severity / 2 Mage Levels.

Level 3 Druid Spells 90 MP to cast, *3 damage, 20 spell poitns Total: 60
* Call Lightning - The character is able to summon a series of blistering thunderbolts from overhead, even in cloudless skies or indoors. Call Lightning summons (Mage Level / 2) bolts of lightning that can reach up to (Mage Level) Areas away, but since lightning never strikes the same place twice, each bolt must have an independent target. In addition, each strike inflicts Acute "Off Guard" and Mild "Magnetize" status.
* Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Mage Level) targets. This wind buffers away ranged attacks (including gunfire) with a +5/Mage Level bonus (+50 at Level 10) to Dodge checks, and any melee attacking target must pass a Reaction check, DC50 + (10 * Mage Level) (DC150 at Level 10), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.
* Speak with Plants - This spell allows a target to speak and communicate with plants and plant-based creatures, including monsters. This spell allows for (Mage Level) rounds of communication per cast.

Level 4 Druid Spells: 160 MP to cast, *4 damage, 30 Spell Points Total: 90
* Grove of Respite - This spell is able to create a small clearing of trees, grass, and a small bubbling brook of water where there wasn't previously one. Some spoiled environments won't allow this, and this must be performed on the surface of a terrestrial planet, moon, or similar (not on a spaceship). This place may serve as a resting point for others, and will last for (Mage Level * 2) hours per cast.
* Life Bubble - The character is able to protect a group of allies from inclement environments. This spell surrounds targets with a constant and moveable shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons. In addition, the shell protects subjects from extremes of temperature as well as extremes of pressure.
* Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.

Level 5 Druid spells 250 MP to cast, *5 damage, 40 Spell Points
* Blessing of the Salamander - This spell grants the regeneration and endurance of the salamander to a single target. Grants Chronic "Regen" status, 50% Fire resistance, and +5/mage level bonus to dodge checks for (Mage Level) rounds.
* Commune with Nature - This spell grants a character knowledge of the surrounding terrain. This allows the character to gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting. This spell has a range of (Mage Level * 2) Areas above ground and (Mage Level) Areas underground, but does not take into consideration artificial constructs, such as dungeons or towns.

Level 6 Druid Spells: 360 MP to cast, *6 damage, 60 Spell Points Total 120
* Cat's Grace, Mass - The character grants a bonus of +20 Dexterity/Mage Level to up to (Mage Level * 2) targets for movement and dodging purposes (+200 at Level 10).
* Epidemic - The character is able to infect a single target with a powerful contagion that ravages the body extremely rapidly, and is difficult to remove. Inflicts Chronic "Disease" and Terminal "Poison" status on a single target.

Level 7 Druid Spells: 490 MP to cast, *7 damage, 75 Spell Points Total 300
* Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.
* Heal - The character is able to heal +5000 damage to a character, restore a great amount of satmina, and remove a number of negative effects from a single target. Restores 50% of target's HP and cures Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Poison," "Silence," "Sleep," "Slow," "Stop," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses from the target. This can only be used once every 5 rounds.
* Siege of Trees - This spell transforms up to (Mage Level) trees into medieval siege weapons, ranging from small catapults up to massive trebuchets. Ammunition does not have to be supplied to these trees; they will automatically load themselves with rocks and boulders in the area, digging them deep from the ground if need be. This spell lasts for (Mage Level) rounds per cast.
* Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.

_______________________________________________________________________
<<> 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 <>>

Name: Amber Greater Totem
Cost: 262,500 gil
DC: 102/172/252
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 6
Breath Bonus: +22
Nature 1-5: L3 Bursting(Adds an additional hit to a Burst Breath, and two hits if the greatest possible combo is rolled.)
Nature 6: L1 Grandeur(Next speechcraft check is +1 per level of breath used.)
Slot 1-2: Flamerend(+1000 damage to fire breath)
Slot 3: Breath Weapon +16

Name: Amber Greater Totem
Cost: 262,500 gil
DC: 102/172/252
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 6
Breath Bonus: +22
Nature 1-5: L3 Suppressive: -8 instead of -20. Affects one extra area behind the targetted, and one each to the left and right of the targetted one.
Nature 6: L1 Grandeur(Next speechcraft check is +1 per level of breath used.)
Slot 1-2: Flamerend(+1000 damage to fire breath)
Slot 3: Breath Weapon +16

Name: Amber Tome
Cost: 175,000 gil
DC: 92/162/232
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 7
Casting Bonus: +15
Nature 1-7: L4 Sustenance(+4 rounds duration to status effects. Cannot do more than double.)
Slot 1: Druidic Arcana +16

Name: Robe of the Dimensional Magistrate(Light Jadeite Armor)
Price: 330,000(436,575) gil
DC to Make: 94/164/224
Dragon Scales - +50 to soaks
Natural Property: Shock Barrier(50% resistance to 'Shock' statuses)
Natural Property: Holy Ward(-20% holy damage)
Physical Soak: 450(500)
Magical Soak: 750(800)
Stat 1: Exoskeleton V10(Dex, Str, or Health stat +100)
Stat 1.5: Dexterity stat +16
Cloth Blends
Support 1: Internal Shielding IV
Support 1.5: Athletics +16
Support 2: Speechcraft +16

Name: Heavy Jadeite Armor
Price: 330,000(671,175) gil
Dragon Scale: Soaks +50
Natural Property: Shock Barrier(50% resistance to Shock statuses)
Natural Property: Holy Ward(-20% holy damage)
DC to Make: 114/184/264
Physical Soak: 750(900)
Magical Soak: 450(600)
Stat 1: Exoskeleton V10(Dex, Str, or Health stat +100)
Stat 2: Spirit stat +80
Stat 3: Dexterity stat +80
Stat 4:
Support 1: Internal Shielding IV
Support 2: Athletics +16
Support 3: Speechcraft +16
Support 4-5: Variable Pressurized Suit
Support 6-7: Radiation Shielding
Support 8: Crystal Gel Polymer(Soaks +100)

Name: Malachite Amulet of Mana
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property: +8/+2
MP+24%
Luck Points +3

Name: Malachite Ring of Weakness
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
Weakstrike(On a hit, roll luck. On 751+, inflicts Moderate Weak.)

Name: Malachite Ring of Initiative
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
Initiative die +90
Iced-Overtouch(On a hit, roll luck. On 901+, inflicts Moderate Freeze.)
_______________________________________________________________________
<<> Character Description <>>
Age: Insert Lies Here.
Height: 5'9"
Weight: (optional)
Appearance:
Eye Color: Glowing Green / Emerald Green
Hair Color: Crimson
Notable Features:

<<> Character Personality <>>
Favorite Food: Medium rare steak, tangy/creamy gravy, served with diced fried potato, bacons, beans.
Likes: Exploring, Nature, teasing and sleeping.
Dislikes: Being woken up. Spoken over. Interrupted. Ignored.
Favorite Color: Red, green.
Fears:

<<>Character Background<>>
History:
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by Kalem on March 4th, 2024, 9:21 pm, edited 4 times in total.
Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

Re: Morgana 1/3 (incomplete)

Quote

Post by Kalem »

Dragon Form
_______________________________________________________________________
<<> Traits and Feats <>>

-= Traits =-
Points: 0/18
  • Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.
  • 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.
  • Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.
  • Addiction (substance) (-1 pts) - This character is chemically or physically dependent on an external subject of some kind, whether it's a drug, a chemical, or something simply necessary for them to live. Without this substance/item, a character will begin undergoing various forms of withdrawal syndrome as determined by a GM.
  • Scion (2.5 pts) - This character is considered to be constantly under the effect of "Detect Magic," able to discern magical or spiritual energies within one Area. This will alert them of creatures and objects that are magical in nature, but with the effect "always on," it doesn't guarantee recognition, identification, or a precise location.
  • Astral Beacon (-2 pts) - This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.
  • Eternal Hope (2.5 pts) - Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.
  • Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.
  • Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.
  • Arcane Focus (3 pts) - This character benefits from a +10 bonus when making a magic defense check.
  • Sky Sentinel (2 pts) - This character benefits from a +10 bonus to Athletics checks while flying.
  • Natural Charmer (2 pts) - In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.
  • Hunted (-2 pts) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.
  • Flight (2 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances.
  • Improved Flight (3 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances.
  • Species Communication (2 pts) - You possess an ability to communicate with your fellow species. This can be telepathic, electric signals, echo communication, growls/chirps, or any other form of communication. This does not require a skill
-= Character Classes =-
 
1) Class - Druid
Effect: +5 to Druidic magic rolls, +3 to Survival, Monster Training, Perception, Athletics
2) Class - Elementalis
Effect: +5 Druidic Magic, +3 Druidic Magic, +3 Arcane Science, Survival, Swimming
3) Athlete
Effect: +5 Athletics, Acrobatics, +3 to Reaction, Swimming
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Alpha Beast
Effect: When invoking an Animal Aspect spell or a beast-type Transformation, Mage Level * 2 (Druidic) is added to all checks. In addition, most creatures of similiar species will naturally follow the Druid's lead. This does not stack, and only one species will respond to the 'awe' at once.

*Feat 2(400XP) - Unchecked Aura
Effect: Modify on casting a known spell of the Fire, Lightning, or Ice element, or of the Druidic spell list, and roll the attack normally. The modified spell becomes an aura around the caster, its size dependent on the number of targets it would have hit. Those entering the aura must make a magic defense save against the initial casting roll or take the spell's damage once per round they remain in it. The aura 'takes' magical damage directed at the Elementalist, and has as much HP as it would have dealt in damage, with no soak or dodge chance; It is considered to have level 5 Affinity in its own element.
Multiply the MP cost of the spell used to fuel the Aura by any number you like; This becomes the number of rounds the aura lasts, assuming it isn't destroyed. New auras overwrite old ones.

*Feat 3(600XP) - 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 4(800XP) - Manadrive
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).

*Feat 5(1000XP) - Feral Heart
Effect: When this character is affected by the Offense, Defense, Berserk, Fury, Endure, or Fury status effects, this character rolls one "step" higher. Once the effect fades, the character rolls one "step" lower than normal for two rounds.

Feat 6(1200XP) - Wild Force
Effect: Metamagic that can be applied to any spell up to half the Druid's Mage Level. Such spells are considered natural phenomona rather than actual magic. This prevents magical defenses and magic blockers from working properly, though magical boosters not explicitly Druidic will also not apply when this feat is evoked.
Having this feat does not prevent Feral Rage from being used if the Druid 'would' be prevented from using magic.

Feat 7(1400XP) - Elemental Shift
Effect: Changes one's highest level Elemental Affinity to Ice, Fire, or Lightning. This does not automatically grant any FEATS associated with the chosen element, modifying only the basic strengths and weaknesses of the altered affinity. Feats that refer to Affinity, however, are changed to the chosen new form.

Feat 8(1600XP) - Mysterious Power - Fuck you Physics
Effects: Morgana's complete disregard for physics and powerful magical talent allows her to change the size of her form at will. Costing 5% of her mana per step on the size trait. (Giant 3 to normal = 15%. tiny 3 to Giant 3 = 30%)

Feat 9(1800XP) - Elemental Affinity: I: Air

Feat 10(2000XP) - Elemental Affinity: II: Air

Feat 11(2200XP) - Feral Rage
Effect: If at any time the Druid's ability to cast is negated, he or she can choose as a free action to inflict themselves with [Off Rails] status. While thus Berserked, Druid arcana skill level * 2 is added as a roll bonus to physical attack checks.
Spells can still be cast with Wild Force, but target cannot be chosen.

Feat 12(2400XP) - Primal Bastion
Effect: Choose an elemental Affinity 'known'. The user is rooted to the spot, and that Elemental Affinity is increased to Level 5. Cannot dodge in this form, but can Brace, and Magical Soak is used for both physical and magical attacks. HP and MP are combined, and damage and MP costs alike are taken from the pool. When the form is dropped, the pool is split evenly between HP and MP, but if the pool is dropped to 0, the Elementalist requires rest and medical care to function again.

Feat 13(2600XP) - Elemental Affinity: III: Air

Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total: 2600
Total: 2600/2600, 0 free

(PC) Health: [500]+0 | Bonus: +50
HP: 25000 ((health * 50) + Milestones) | Armor: 500(base) (health + Milestones) | Physical Soak: 1000 (health + Milestones + traits)
Magical Soak: 1000 (health + Milestones + traits) | Status Resistance: 50% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Improved Resistance: +50% -> +5% resistance to negative Status Effects (Capts at 50%)
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Resistance: +5% (x10)
Ability:
Swift Recovery
Description: Some people heal faster than others when injured. A character that takes this characteristic tends to bounce back more quickly from toxins, tears, and broken bones.
Effect: Reduces status ailment durations by 1 round(down to a minimum of 1 round). When the character is affected by a long-term status ailment, recovery time is halved.

( ) Awareness: [400]+0 | Bonus: +40
Initiative: 1d400 1d400 | Base Attack Bonus: +40 | Perception Bonus: +40
Melee: +0 (See Milestones) | Ranged: +40 (See Milestones) | Magic: +0 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Ranged: +40 -> +5 awareness bonus on ranged attacks
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Improved Ranged: +5 (x8)

(PC) Dexterity: [500]+0 | Bonus: +50
Full Dodge: 100 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 50 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +0 (See Milestones)
Dodge Bonus: +50 (See Milestones) | Agility Bonus: +0 (See Milestones) | Flat-foot/reaction Bonus: +0 (See Milestones)
Style Points: 2500 (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +50 -> +5 Dexterity bonus when dodging an attack
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Dodge: +5 (x10)
Ability:
Evasive Action
Description: Your presence in combat is ephemeral, a natural dancer to the rhythm of battle. To attack you, the enemy must first catch up.
Effect: On a Dodge or a Block, this character may spend 5 LP before making their roll, allowing them to roll twice and take the higher of the two rolls. This must be declared before rolling, and cannot be used after the dodge/block roll is made. This cannot be used with DC checks, will resists, or Royal Guard.

( ) Strength: [400]+0 | Bonus: +40
Base Physical Damage: 800 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 40 (strength / 10) + Milestones | Momentum: 0 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: -800 (See Milestones)
Milestone Derivatives:
Juggernaut: -800 -> -100 damage reduction when bracing an attack
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Juggernaut: -100 (x8)

( ) Spirit: [500]+0 | Bonus: +50
Base Magical Damage: 2000 (500 * 2) + 1000 | Spell Points: 2500 (spirit * 5) + Milestones | MP: 5000 (spirit * 10) + Milestones
Magic Defense: +30 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +0 (See Milestones)
Milestone Derivatives:
Improved Magic Defense: +30 -> +5 Spirit roll bonus when resisting magic
Improved Magic Damage: +1000 -> +250 magic damage
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Magic Defense: +5 (x6)
(350, 400, 450, 500 exp) Improved Magic Damage: +250 (x4)

( ) Luck: [300]+0 | Bonus: +30
Luck Points: 30 | Critical Damage: +0 (See Milestones) | Luck roll result: +30 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck: +30 -> +5 luck roll result
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Luck: +5 (x6)

_______________________________________________________________________
<<>Skills<>>
5190 (Used) / 5200 (Maximum) / 10 (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: +50, Full Dodge: +100, Flat-foot Dodge: +50, Agility Bonus: +0 | Strength: +40, Momentum: +0

General - Athletics  830 = Level 8

  Name: Hauling

  Name: Powerlifting

  Name: Dodge Leap


Utility
Bonuses: Health: +50 | Awareness: +40, Perception Bonus: +40, True Sight: +0

General - Perception  130 = Level 3
General - Speechcraft  475 = Level 6

  Name: Sense Motive

  Name: Shift Attitude

  Name: Quick Wits

  Name: Silver Tongue

General - Stealth  65 = Level 2

Combat
Bonuses: Awareness: +40, Base Attack Bonus: +40, Melee: +0, Ranged: +40, Combat Reflexes: +0, Sneak Attack Negation: +0 | Dexterity: +50, Flat-foot/reaction Bonus: +0

Weapon Proficiency - Breath Weapons: Air  830 = Level 8

  Name: Breath Boost

  Name: Megabreath

  Name: Burst Breath

  Name: Improved Burst Breath

  Name: Advanced Burst Breath

  Name: Suppress


Magic
Bonuses: Spirit: +50, Magic Defense: +30 | Awareness: +40, Magic: +0

Magic - Druidic Arcana  830 = Level 8

  Name: Arcane Defense

  Name: Scribe Scroll


Artisan
Bonuses: Spirit: +50, Crafting: +0

Artisan - Botany  475 = Level 6

  Name: Flora Identification

  Name: Garden Variety

  Name: Ornamental Horticulture

  Name: Herbology


Field Training
Bonuses: Awareness: +40, Perception Bonus: +40, True Sight: +0

General - Monster Training  475 = Level 6

  Name: Trainer's Intuition

  Name: Monster Breeding

  Name: Monster Mutation


_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / 2500 (Max) StP

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 0 (Used) / 2500 (Free) 1700 / 2500 (Max) SpP
Final Fantasy Magics: 865

Status Affliction
Level 1: Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only] (10 MP)(10 SpP)
Level 3: Sleepra - A more powerful Sleep spell that soothes 1 target to slumber. Inflicts Moderate "Sleep" status. [Will-Resist Only] (90 MP)(Requires Sleep)(20 SpP)

Level 2: Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status. (40 MP)(15 SpP)

Level 2: Bio - A flow of toxins pervades an enemy. Inflicts Mild "Poison" status for 1d5 rounds. (40 MP)(15 SpP)

Level 4: Dispel - Removes positive status effects from a selected target. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (160 MP)(Requires Erase)(30 SpP)
Level 6: Dispelra - Dissolves positive status effects on 2 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (360 MP)(Requires Dispel)(60 SpP)
Level 8: Dispelga - Dissolves positive status effects on 3 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (640 MP)(Requires Dispelra)(100 SpP)


Status Benefit

Level 2: Protect - Creates a barrier around the target that halves physical damage for 1d5 rounds. (40 MP)(15 SpP)
Level 4: Protectra - A protective barrier forms around 2 allies, halving physical damage for 1d5 rounds. (160 MP)(Requires Protect)(30 SpP)
Level 6: Protectga - A protective barrier forms around 3 allies, halving physical damage for 1d5 rounds. (360 MP)(Requires Protectra)(60 SpP)

Level 2: Shell - Creates an ethereal barrier that halves magic damage for 1d5 rounds. (40 MP)(15 SpP)

Level 5: Wall - Forms a powerful protective barrier around a target, halving physical and magical damage for 1d5 rounds. (250 MP)(Requires Protect & Shell)(40 SpP)

Level 2: Haste - Inflicts Mild Haste for 1d5 rounds.(40 MP)(15 SpP)
Level 4: Haste II - Inflicts Mild Haste for 1d5 rounds on 2 targets.(160 MP)(Requires Haste)(30 SpP)

Healing

Level 1: Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)(10 SpP)
Level 4: Cura - An even stronger flow of curative energy that heals and mends the wounds of two targets. (160 MP)(+2000 damage)(Requires Cure)(30 SpP)
Level 7: Curaga - A series of powerful curative magics swirl around 3 targets before infusing into their bodies. (490 MP)(+7000 damage)(Requires Cura)(75 SpP)

Level 3: Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP)(Requires Cure)(20 SpP)
Level 6: Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP. (360 MP)(Requires Raise, Cura)(60 SpP)
Level 8: Full-Life - A magical "jump start" and rejuvenating energy restores a target from KO status to 100% HP. (640 MP)(Requires Arise, Curaga)(100 SpP)

Attack

Level 3: Flare - A massive explosion of spiritual energy swirls around 2 targets. Ignores all forms of defense except natural/armor soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1500 damage)(Requires Ruin)(20 SpP)

Level 2: Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP)(+400 damage)(15 SpP)
Level 3: Osmose - An ethereal parasite drains the MP of one target. Inflicts damage to target's MP, restoring that to the caster. (90 MP)(+100 dmage)(Requires Drain)(20 SpP)
Level 6: Osmora - A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. (360 MP)(+500 damage)(Requires Osmose)(60 SpP)

Druidic 835
Level 0 spells (Orisons) 10 MP to cast, *0.5 damage, 5 Spell Points Total: 35
* Create Water - The user is able to create pure, clean water out of spiritual energy, enough for (Mage Level * 2) characters to drink from.
* Detect Magic - The user is able to use ethereal senses to find and pinpoint magical signatures within (Mage Level) Areas. Each cast lasts for 1 round/action.
* 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.
* Know Direction - This spell allows a character to regain geographical orientation by locating "north" through nearly any inclimate condition.
* 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.
* Purify Food and Drink - By putting divine blessings on food or drink, the character is able to remove toxins, dangerous magics, or other unnatural effects from enough food for (Mage Level) characters with each cast.
* Spark - Ignites flammable objects. This can only be used on simple "fuels," such as gasoline, oil, and other readily ignitable materials.

Level 1 Druid spells 20 MP to cast, *1 damage, 10 Spell Points Total: 130
* 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.
* Ant Haul - 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.
* Call Animal - This spell calls an animal companion to the caster, as long as the animal is within (Mage Level * 2) Areas of the caster. The animal will take the most expedient and hurried route to the summoner.
* Calm Animals - This spell has the ability to reduce the hostility of and calm up to (Mage Level) animals (not monsters).
* Charm Animal - This spell has the ability to make one natural animal (not a monster) into his/her friend, a loyal companion and assistant for (Mage Level * 2) rounds.
* Cloak of Shade - This spell creates a circular area of shadows around the caster and (Mage Level) targets, reducing exposure to sunlight and excessive heating effects for 5 rounds.
* Deadeye's Lore - This spell gives a character improved senses and tracking ability. When hunting or tracking a creature, the character can substitute his/her Magic roll for the Survival roll. Each roll like this consumes MP.
* Endure Elements - The character is able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
*Feather Step - This spell allows a caster and up to (Mage Level) targets to negate Mild, Moderate, and Acute "Slow" or similar penalties incurred by rough or inclimate terrain, such as thick grass or quicksand.
*Negate Aroma - This spell negates the natural (body odor, sweat, etc.) and artificial (perfume, deodorant, etc.) scents of up to (Mage Level) targets for 5 rounds/actions, preventing them from being tracked/detected in such ways.
*Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.
*Pass Without Trace - This spell allows up to (Mage Level) targets to pass over soft ground that would normally leave tracks (sand, snow, dirt, leaves, grass, etc.) without leaving them. Each time this spell is cast, allows passage of (Mage Level) Areas without trace.
*Speak with Animals - This spell allows a target to effectively and thoughtfully communicate with animals, speaking their "language" for (Mage Level) rounds/actions.

Level 2 Druid spells 40 MP to cast, *2 damage, 15 Spell Points Total: 60
* Eagle Eye - The character is able to create a powerful magic "sensor" up to (Mage Level / 2) Areas into the air, which has the caster's magic roll for perception checks (such as spot or search). This lasts for (Mage Level) rounds/actions.
* Elemental Speech - This character is able to briefly communicate with Elemental-type creatures, powerful embodiments of the different elements in the universe. This does not sway their perception any, unless they appreciate the gesture of speaking in their language. Each casts lasts for (Mage Level) exchanges.
* Endure Elements, Communal - The character and (Mage Level * 2) allies are able to safely survive in inclement weather/elements (high heat/cold, freezing rain, etc.) without passive penalties for 5 rounds/actions per cast.
* Unshakable Chill - This spell conjures a great frost around a single target, dealing Water-element damage and "Freeze" status at +1 Severity / 2 Mage Levels.

Level 3 Druid Spells 90 MP to cast, *3 damage, 20 spell poitns Total: 60
* Call Lightning - The character is able to summon a series of blistering thunderbolts from overhead, even in cloudless skies or indoors. Call Lightning summons (Mage Level / 2) bolts of lightning that can reach up to (Mage Level) Areas away, but since lightning never strikes the same place twice, each bolt must have an independent target. In addition, each strike inflicts Acute "Off Guard" and Mild "Magnetize" status.
* Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Mage Level) targets. This wind buffers away ranged attacks (including gunfire) with a +5/Mage Level bonus (+50 at Level 10) to Dodge checks, and any melee attacking target must pass a Reaction check, DC50 + (10 * Mage Level) (DC150 at Level 10), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.
* Speak with Plants - This spell allows a target to speak and communicate with plants and plant-based creatures, including monsters. This spell allows for (Mage Level) rounds of communication per cast.

Level 4 Druid Spells: 160 MP to cast, *4 damage, 30 Spell Points Total: 90
* Grove of Respite - This spell is able to create a small clearing of trees, grass, and a small bubbling brook of water where there wasn't previously one. Some spoiled environments won't allow this, and this must be performed on the surface of a terrestrial planet, moon, or similar (not on a spaceship). This place may serve as a resting point for others, and will last for (Mage Level * 2) hours per cast.
* Life Bubble - The character is able to protect a group of allies from inclement environments. This spell surrounds targets with a constant and moveable shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons. In addition, the shell protects subjects from extremes of temperature as well as extremes of pressure.
* Scrying - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character cannot receive audio, but can otherwise control the scry point as if it were a camera.

Level 5 Druid spells 250 MP to cast, *5 damage, 40 Spell Points
* Blessing of the Salamander - This spell grants the regeneration and endurance of the salamander to a single target. Grants Chronic "Regen" status, 50% Fire resistance, and +5/mage level bonus to dodge checks for (Mage Level) rounds.

Level 6 Druid Spells: 360 MP to cast, *6 damage, 60 Spell Points Total 120
* Cat's Grace, Mass - The character grants a bonus of +20 Dexterity/Mage Level to up to (Mage Level * 2) targets for movement and dodging purposes (+200 at Level 10).
* Epidemic - The character is able to infect a single target with a powerful contagion that ravages the body extremely rapidly, and is difficult to remove. Inflicts Chronic "Disease" and Terminal "Poison" status on a single target.

Level 7 Druid Spells: 490 MP to cast, *7 damage, 75 Spell Points Total 300
* Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Mage Level) hours.
* Heal - The character is able to heal +5000 damage to a character, restore a great amount of satmina, and remove a number of negative effects from a single target. Restores 50% of target's HP and cures Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Poison," "Silence," "Sleep," "Slow," "Stop," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses from the target. This can only be used once every 5 rounds.
* Siege of Trees - This spell transforms up to (Mage Level) trees into medieval siege weapons, ranging from small catapults up to massive trebuchets. Ammunition does not have to be supplied to these trees; they will automatically load themselves with rocks and boulders in the area, digging them deep from the ground if need be. This spell lasts for (Mage Level) rounds per cast.
* Scrying, Greater - Using a smooth, unbroken, reflective surface, the character is able to visually spy on another point through the aether. The character receives audio through the aether as well, and can otherwise control the scry point as if it were a camera.

_______________________________________________________________________
<<> 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 <>>

Name: Garnet Claw Edges
Reinforcement X(+10 to blocks. Can block weapons up to 8 slots large.)
Tempering V(+75 to damage)
Aerodynamic Design V(+10 to-hit)
Price: 200,000(797,500) gil
DC to Make: 94/164/234
Augmentation Slots: 3
Roll Bonus: +18(+28)(+38 when blocking)
Damage Modifier: +500(+1153)
Skill Level Required: 3
Retrofit: Vibration Variant(Colt Cobra Revolver - +578 damage)
Slot 2: Martial Arts +16
Slot 3: Awareness stat +80

Name: Heavy Kunzite Armor
Price: 275,000(588,475) gil
DC to Make: 110/180/260
Physical Soak: 625(725)
Magical Soak: 375(475)
Stat 1: Exoskeleton V10(Dex, Str, or Health stat +100)
Stat 2: Strength stat +80
Stat 3: Awareness stat +80
Stat 4: Spirit stat +80
Support 1: Athletics +16
Support 2-3: Variable Pressurized Suit
Support 4: Internal Shielding IV
Support 5: Cardioverter Defibrilator
Support 6: Crystal Gel Polymer(Soaks +100)
Support 7: Auto-Haste(Mild Haste for 1d5 rounds at battle start.)

Name: Amber Greater Totem
Cost: 262,500 gil
DC: 102/172/252
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 6
Breath Bonus: +22
Nature 1-5: L3 Bursting(Adds an additional hit to a Burst Breath, and two hits if the greatest possible combo is rolled.)
Nature 6: L1 Grandeur(Next speechcraft check is +1 per level of breath used.)
Slot 1-2: Flamerend(+1000 fire damage)
Slot 3: Breath Weapon +16

Name: Amber Greater Totem
Cost: 262,500 gil
DC: 102/172/252
Level Requirement: 4
Augmentation Slots: 4
Nature Slots: 6
Nature 1-5: L3 Suppressive(-8 instead of -20. Affects one extra area behind the targetted, and one each to the left and right of the targetted one.)
Nature 6: L1 Grandeur(Next speechcraft check is +1 per level of breath used.)
Breath Bonus: +22
Slot 1-2: Flamerend(+1000 fire damage)
Slot 3: Breath Weapon +16

Name: Malachite Ring of Manslaying
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
Manslayer(+250% damage to humans)

Name: Malachite Ring of Stamina
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
HP+21%
Avian Killer - +75% damage to avians

Name: Malachite Amulet of Initiative
Price: 620000 gil
Crafting DC: 120/190/260
Max Enchantment Level: 6
Natural Property:
Initiative die +105
Physical Damage +90
_______________________________________________________________________
Last edited by Kalem on March 4th, 2024, 9:19 pm, edited 4 times in total.
Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

3 posts Page 1 of 1