Ainara

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Ainara

Quote

Post by Kalem »

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

<<> Character Info <>>
Name: Ainara
Race: Corrupted Solar
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 1/18

* 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.

* 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 Chameleon (2 pts) - This character's spiritual signature blends into the background of its environment. When magical, spiritual, etc. detection is being used, this character is considered under Mild "Invisibility" status, raising its anti-detection roll result by 25% (if the character rolls a 60, the result is treated as 75).

* 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.

* 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.

-= Character Classes =-
 
1) Illusionist
Effect: +5 Arcana, +3 Stealth, Perception, Search, Speechcraft

2) Class - Thaumaturge
Effect: +5 Arcana, +3 Artisan: Medicine, Monster Training, Artisan: Arcane Science, Concentration

3) Witch
Effect: +5 Arcana, Artisan: Arcane Science, Speechcraft
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Illusory Spell
Associated Class: Illusionist
Prerequisite:
Effect: An illusionist's non-illusion spells and magical abilities can be, with no additional MP cost, treated as nonlethal and illusory, meaning they will only be perceived by the targets of them mentally, but will still lose HP in the form of stamina and mental fortitude.

*Feat 2(400XP) - Sickening Spell
Associated Class: Thaumaturge
Prerequisite:
Effect: Any spell the Thaumaturge possesses that does not inflict a status effect already may be altered at no additional MP cost to inflict a Mild or Moderate status effect of his/her choice from the following: Disease, Poison, Sleep, Slow, Feeble, Fatigue.

*Feat 3(600XP) - And Now, You're Mine
Associated Class: Witch
Effect: A witch has the ability to conceal and obfuscate her magicks, moreso than most other casters. By expending double MP for a spell, a witch may conceal her magic casting with another action, such as a speech, a dance, a song, or some other distracting maneuver, allowing for the spell to go unnoticed. If the spell deals damage, it may be considered a Sneak Attack in some (not all) circumstances.

*Feat 4(800XP) - Transformation

*Feat 5(1000XP) - Dark Affinity: 1

Feat 6(1200XP) - Dazing Spell
Associated Class: Illusionist
Prerequisite:
Effect: Any spell the Illusionist possesses that does not inflict a status effect normally may be imbued with a Mild or Moderate severity effect from one of the following: Blind, Confuse, Slow, Stop, Off Guard.

Feat 7(1400XP) - Thanatopic Spell
Associated Class: Thaumaturge
Effect: Undead/Devil/Dark-type enemies normally unaffected by status effects have their immunities removed against this character. May not work on all enemies of this type.

Feat 8(1600XP) - Hex
Associated Class: Witch
Effect: If the Witch casts a spell that deals damage and inflicts the target with a status effect, they may negate the damage and add a bonus to their attack roll equal to the spell level * 2 (+2 for a level 1 spell, +20 for a level 10 spell).

Feat 9(1800XP) - 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 10(2000XP) - Feral Heart
Associated Statistic: Health
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 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:
Milestone Derivatives:
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( )  Health: [] + | Bonus: +
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 Magic: + -> +5 awareness bonus on magic attacks
( )  Awareness: [] + | Bonus: +
Initiative: 1d300 | 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 Magic: +
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Magic: +5 (x6)
 
Milestone Derivatives:
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
(PC)  Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 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 Dodge: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Improved Dodge: +5 (x8)
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 Momentum: + -> +5 Strength roll bonus when performing skill checks
( )  Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Momentum: +
Milestones:
(50, 100, 150, 200 exp) Improved Momentum: +5 (x4)
 
Milestone Derivatives:
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
(PC)  Spirit: [] + | Bonus: +
Base Magical Damage: (500 * 2) + 1000 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Magic Damage: +
Improved Magic Defense: +
Milestones:
(50, 100, 150, 200 exp) Improved Magic Damage: +250 (x4)
(250, 300, 350, 400, 450, 500 exp) Improved Magic Defense: +5 (x6)
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: + -> +5 luck roll result
( )  Luck: [] + | Bonus: +
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 exp) Improved Luck: +5 (x4)
 
_______________________________________________________________________
<<>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: 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: 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.
 
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Speechcraft
General - Perception
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Arcana
 
    Name: Arcane Intuition
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Gives the ability to recognize the discipline of an Arcana spell.
 
    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: Extension Meta-Magic
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Ability
    Effect: Like the other meta-magic skill, this allows you to modify a spell on the fly. +2 rounds to the given duration for a spell for 2x mp cost.
 
    Name: Improved Spell Damage
    Cost: 160
    Required Skill Level: 7
    Untrained: No
    Type: Bonus
    Effect: Boost Arcana magic damage by +500.
 
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Artisan - Arcane Science
 
    Name: Scholarly Identification
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Enabler
    Effect: Allows an arcane scientist to immediately identify the class, element, and type of spell across any magic school. This also allows an Arcane Scientist to study Alchemy works, including transmutation circles, results, and experiments.
 
    Name: Golem
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Enables construction of golems, elemental machinations that have very low forms of sentience and directly obey orders.
 
    Name: Arcane Research
    Cost: 120
    Required Skill Level: 6
    Untrained: No
    Type: Enabler
    Effect: This allows a character to study various forms of magic with greater ease than his/her peers. This characte, when learning spells, may substitute his/her Arcane Science roll for his/her magic school roll when learning ANY magical spells.
 
    Name: Homunculus
    Cost: 200
    Required Skill Level: 8
    Untrained: No
    Type: Enabler
    Effect: Enables construction of homunculi, or artificial sentient creatures. Generally considered to be soulless, the homunculus is a strange, rare creature that owes usually unwavering obedience to its master.
 
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
 
_______________________________________________________________________
<<> Abilities <>>

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

-= Magical/Psionic (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 <>>
_______________________________________________________________________
<<> Character Description <>>
Age: Eternal
Height: 6'5"
Weight: (optional)
Appearance:
Eye Color: Red
Hair Color: Black
Notable Features: Tall, sexy, horns, wings, clearly a devil.

<<> Character Personality <>>
Favorite Food: Specific vintages of blood.
Likes: Sound, excitement, mischief.
Dislikes: Boredom, quiet, waiting.
Favorite Color: Black contrasted against a bright color
Fears: Undiscovered.

<<>Character Background<>>
History:
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by Kalem on October 7th, 2023, 4:10 am, edited 1 time in total.
Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

Re: Ainara

Quote

Post by Kalem »

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

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

Points: 0.5/18

* 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.

* Merciless Magic (2 pts) - When this character strikes a target under a status ailment with magic(some may not apply), this character deals +250 magic damage.

* 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.

* Scavenger (3 pts) - When making a loot or a Search 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.

* Deep Magic (2 pts) - This character benefits from a +10 bonus when casting dispel effects against a target object or creature.

* Sky Sentinel (2 pts) - This character benefits from a +10 bonus to Athletics checks while flying.

* 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.

* 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!

* 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.

-= Character Classes =-

1) Mageknight
3 to Weapon Proficiency: Swords, +3 to Arcana magic rolls, +3 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science
2) Psychic Warrior
Effect: +3 to a Weapon Proficiency: Swords, +3 to Telekinesis, +3 to Athletics, Reaction, Gather Information, Speechcraft
3) Class - Wilder
Effect: +5 to 1 Psionic Mastery skill OR Force Sensitivity; +3 Speechcraft, Acrobatics, Reaction, Athletics


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

(* denotes feats taken at character creation.)

*Feat 1(200XP) - Unconditional Power
Associated Class: Wilder
Effect: The Wilder is able to perform Psionic techniques as normal under the following Status Effects with an additional 50% MP expenditure: Mild, Moderate severity Blind, Slow, Stop, Off Guard, Fatigue, Weak, Pain; Mild, Moderate, Acute Berserk.

*Feat 2(400XP) - Combat Manifestation
Associated Class: Psychic Warrior
Effect: This character may add his/her Telekinesis skill level * 2 as a roll bonus to Block checks at an MP cost of (Telekinesis Level * 50) (Level 4 = 200 MP).

*Feat 3(600XP) - 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 4(800XP) - Holy I

*Feat 5(1000XP) - Mysterious Power: Soulbound Blade
A Solar's sword is a part of them.
Ainara while in solar form can wield her Soulbound Blade with her telekinesis, allowing her to attack at range, defend, block, etc. The weapon can also be summoned to Ainara so long as she is not in a dimensional lock, or null-magic zone.

Feat 6(1200XP) -Reckless Offense
Associated Class: Wilder
Effect: The Wilder may expend a round's action to enter a (Psionic Skill Level)-round period of Terminal "Berserk" status. During this time, however, he/she must replace all his/her defensive actions with Flat-Foot (Reaction-based) Dodge.

Feat 7(1400XP) -Chain Power
Associated Class: Psychic Warrior
Effect: Upon a successful hit with a single target psionic ability, this character may choose another subject to force to dodge the same effect, then another if that target is hit, and so on, up to a maximum of (Psionic Skill Level / 2) (5 at Level 10), at an additional MP cost of (Ability Level * 100) (Level 4 = 400 MP)

Feat 8(1600XP) - 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 9(1800XP) - Manadrive
Associated Statistic: Spirit
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 10(2000XP) - Feral Heart
Associated Statistic: Health
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 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:

Milestone Derivatives:
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( ) Health: [] + | Bonus: +
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: + -> +5 awareness bonus on melee attacks
( ) Awareness: [] + | Bonus: +
Initiative: 1d350 | 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 exp) Improved Melee: +5 (x7)

Milestone Derivatives:
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
(PC) Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 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: +
Milestones:
(50, 100, 150, 200, 250, 300, 350 exp) Improved Block: +5 (x7)
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.
[/spoiler]

Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
( ) Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 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, 300 exp) Improved Physical Damage: +100 (x6)

Milestone Derivatives:
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
(PC) Spirit: [] + | Bonus: +
Base Magical Damage: (300 * 2) + 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 exp) Improved Magic Defense: +5 (x6)
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.
[/spoiler]

Milestone Derivatives:
Improved Luck: + -> +5 luck roll result
( ) Luck: [] + | Bonus: +
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: +5 (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.
General - Acrobatics

Name: Dodge Roll
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Enabler
Effect: Perform a tumbling maneuver to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. An Acrobatics check with this Advanced Skill prevents this character from being the target of that attacker’s next immediate attack. This does not apply in one-on-one combat or against area-of-effect attacks that include the character, and can only apply to the most recent attacker.

Name: Leaping Strike
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: This character can reach and attack enemies that are up to one Area above it. This can also be used to attack Giant-class creatures when normally out of reach.
General - Reaction

Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Perception

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
Prerequisites: Dual Strike
Type: Action
Effect: Allows a 1d3 hit combo.

Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Psionics - Telekinesis

Name: Telekinetic Defense
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Action
Effect: Allows a quick witted psion to engage their telekinesis as a limited defensive measure, either to deflect or to outright stop the attack.

Name: Improved Range
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Bonus
Effect: The range at which your telekinesis can be used is increased from one area to two areas.

Name: Controlled Telekinesis
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Action
Effect: Fine tune the force of your telekinesis. This allows you to levitate people and others without risk of injury.

Name: Passive Telekinesis
Cost: 90
Required Skill Level: 5
Untrained: No
Type: Action
Effect: Basic telekinesis (Self-levitation for example) may be performed as a passive thought and may be performed as a free action on your turn in combat. This may be extended +1 Area/2 Levels of telekinetic skill.
Magic - Divine Arcana

Artisan
Bonuses: Spirit: +, Crafting: +

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

_______________________________________________________________________
<<> Abilities <>>

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

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

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Character Description <>>
Age:
Height: 6'5"
Weight: (optional)
Appearance: Flaming devine angel.
Eye Color: Holy fire.
Hair Color: Holy fire.
Notable Features: Sparkly fire angel.

<<> Character Personality <>>
Favorite Food:
Likes:
Dislikes:
Favorite Color:
Fears:

<<>Character Background<>>
History:
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by Kalem on December 2nd, 2023, 12:37 am, edited 3 times in total.
Kalem
Posts: 57
Joined: July 4th, 2009, 4:46 am

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