Kurama D&D

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Kurama D&D

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Post by QueenSelphie »

Name: Kurama
Race: Half-Elf Human/Elf
Height: 5'11"
Weight: n/a
Appearance: Kurama looks to be about 17 years old. He has long red flowing hair and deep green eyes. His elvian ears have a slight point to them not as pronounced as a true elf's. He wears a white v-neck tunic which is laced up and tan slacks. He carries a satchel across his right shoulder and a belt which he carries a dagger.
Eye Color: Green
Hair Color: Red
Notable Features: He as notably human facial features and slightly pointed ears.


<<>Character Personality<>>

Favorite Food: don't know
Likes: roses
Dislikes: people who are unkind
Favorite Color: Red/pink
Fears: Nothing irrational


<<>Character Background<>>

History: n/a
Notable Accomplishments: n/a
Training (If any): n/a


<<>Weapons/Items<>>

Weapon Name: Mod #: Effect of weapon
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<<>Statistics<>>


515 points to distribute

Experience Total: 0
Unspent Experience: 0
Vital Statistics

Every 10 points in a stat offers a +1 bonus to roll, removing the divided equation.

Physical

Health: 50 +/-
Health Roll: +10 (+2 to every 10 Health)(Improved Health)
HP: 2000 hp (Health * 40)

Dexterity: 70
Flat Foot Dodge: +14 (+2 per 10 Dex points + Reaction skill)(Improved Dodge)
Dodge Roll: +14 (+2 per 10 Dex points + Roll skill)(Improved Dodge)
Physical Attack Roll: +7 (+1 per 10 Dex points + Martial Arts/Weapons Proficiency Skills)

Strength: 60 +/-
Inventory Slots/Comfortable Carry: 6 (+1 slot per 10 points in Strength)
Base Damage: 180 (+1 per 10 points Strength * 30)
Max Carry Weight: 240 (+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: _________ (Base Damage x Weapon mod.)

1 slot - light and easy to conceal items like potions, watches, small knife
2 slots - smg, can be concealed with a slight of hand roll, or the weapon can be modified to be concealable
3 slots - can't be concealed, grenade launchers, sniper rifles, large sword etc

Slot 1: Short Sword
Slot 2: Rose
Slot 3:
Slot 4:
Slot 5:
Slot 6:

Endurance: 10 +/-
Defense (Damage Absorb): 40 (+1 point per 10 Endurance *40)
Survival Roll: 1 (Every 10 points of Endurance = +1 to roll)

Mental

Intelligence: 105
MP: 45 (Intelligence * 5)
Skill Points: 420 (Int * 4)

Magic Affinity: 90
Magic Attack Roll: +9 (10 points in Magic = +1 + Arcane Arts or Psionic Mastery)
Magic Level: _______ (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)

Spirit: 50 +/- _______
Base Magic Damage: _______ (30*([(Spirit Bonus(+1 every 10 points)) + (Arcane Arts skill level)]* Spell Mod)

Willpower: 50 +/-
Mental/Magic Defense Roll: 5 (Every 10 points = +1 +Psionics or Arcane Arts)
Magic Damage Soak: 200 (Willpower Bonus +1 per 10 points*40)

(Counter Magic is now on a crit and Feat can increase chances. That will go under Unique Feats)


Luck: 30 +/-
Luck Roll: 1d1000+3 (+1 point to 10 points in Luck)

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<<>Skills<>>

You have: 420 skill points to spend

An (X) Beside the skill means you can try to use it with a -25 penalty even if you don't have any levels in it. Skill Points (SP) are earned by taking the Intelligence Statistic and multiplying it by 4. These points may be spent on Skills, or with GM approval and met criteria, on Advanced Skills. Remember you have to spend 10 points for the first point in a skill.

Skills add a +1 to the roll per each point given, up to +50 max in a skill.

1-5 newbie, 6-15 intermediate, 16-25 excellent, 26-40 terrific, 41-49 Master, 50 Untouchable

Athletic Skills
Reaction: Level 7 - 38 points
--Advanced Skill Block - 10
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls.

Sleight of Hand: Level 7 - 38 points
Roll: Level 7 - 38 points
Move Slowly: Level 7 - 38 points

Honed Perception Skills
Spot: Level 7 - 38 points
Listen: Level 7 - 38 points


Minor Skills

Lock picking: Level 7 - 38 points
--Advanced Skill Detect Trap (5) - 10 SP Bonus (+10)
Effect: Look for hidden mechanisms that may trigger a trap

Bluff: Level 7 - 38 points


Combat Skills

Weapons Proficiency - Knives/Daggers: Level 5 - 25 points
Weapons Proficiency - Whips: Level 7 - 38 points


Magic Skills

Arcane Arts: Level 5 - 25 points


Knowledge Skills

Knowledge - Botany: Level 7 - 38 points


Vehicle Skills

<skill> <level> <points>


Survival Skills

Survival - Forest: Level 5 - 25 points


Crafting Skills

Craft - Medicine: Level 5 - 25 points


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-= Feats =-

General Feats = For any character, able to be purchased by anyone Specific Feats = For specific unique types of beings that it would make sense for them to have. Individualized Feats = meant for only one specific character. Those Feats with a * by them indicate that these are Feat spots you choose at character creation. Do not add more.

*Feat 1 (Free) - Creativity
Stat: Intelligence
Enhancement: +10 to Craft Skill Checks.

*Feat 2 (100 SP) - Slight of Hand Mastery
Stat: Dexterity
Enhancement: +10 to selected skill NOT ALREADY COVERED BY A FEAT. Make sure you mark the Skill that this is used for with some note.

*Feat 3 (200 SP) - Improved Dodge
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge Rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: Amy has a 40 Dexterity. She would normally earn +4 to Flat Foot Dodge. She doubles this to become +8 with this Feat.

*Feat 4 (300 SP) - Botany Mastery
Stat: Intellegance
Enhancement: +10 to selected skill NOT ALREADY COVERED BY A FEAT. Make sure you mark the Skill that this is used for with some note.

*Feat 5 (400 SP) - Dodge Mastery
Stat: Dexterity
Enhancement: +10 to Flat Foot Dodge rolls and this carries over to regular Dodging.

*Feat 6 (500 SP) - Improved Health
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: Joe has 40 Health. Normally he would have 40*40= 1600 for HP. However, with this Feat he has 40*60=2400 for HP. His HP is then 2400 with this Feat.


Feat 7 (600 SP)-
Feat 8 (700 SP)-
Feat 9 (800 SP)-
Feat 10(1000SP)-
Feat 11(1500SP)-
Feat 12(2000SP)-
Feat 13(4000SP)-
Feat 14(6000SP)-
Feat15(10000SP)-

_______________________________________________________________________

Zenith Stones are special stones that were given to the DW group and Zon or Sephiroth have spare ones for each new player character in the game. All characters are considered to have one once it is determined they are in the group and Sephiroth or Zon passes one to the character. For now just note that it is there.

Zenith Stones: 1

-=Zenith Stones=-

( ) ( )


( ) ( )

Zenith Stones

( ) ( )


( ) ( )

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-=Magic/Psionics=-

Arcane Arts: (Magic Spells)
Rose Whip :
Level 1
Description: This is a long whip which is formed from a single rose that Kurama can find or carry on his person.
Roll Bonus:+2
Damage Modifier::1.5
30 MP

Rose Whip Lash:
Level 1
Description: it is a series of up to 8 whiplashes with the rose whip it targets only one person. Roll 1d8 to see how many attacks are successful. 30 MP

Psionic Mastery: (Psionic Abilities)

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-=Zenith Stones=-

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-=Equipment=-


Weapon:
Stainless Steel Short Sword
Price: 1000 credits
Augmentation Slots:1
Roll Bonus:+1
Damage Modifier:: 2.0
DC to Make:10
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-=Inventory=-


Item Name Purpose Effect

(Heal, Attack, Equip, Special)


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Vehicles

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Cyber Bakuroth

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Special Notes:

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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

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