Semilla Celi 7.0

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Semilla Celi 7.0

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Post by Delfin »

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

<<> Character Info <>>
Name: Semilla Celi
Race: Elf/Vampire
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Traits and Feats <>>

-= Traits =-
Points: 0/18

* 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.

* 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.

* Clean Reputation (2 pts) - Your character is known to be a kind and honest soul. While this can anger the wrong people, even they will acknowledge that you do not tend to lie, which can give you an upper hand in trading.
-10 to Intimidation, but +10 to Diplomacy.

* Lesser Photophobia (-1 pts) - You possess an allergy or similar negative reaction to daylight. While exposed to natural light (or any similar light), your body deteriorates. Natural regeneration is overwhelmed as the body works to undo the damage. Increasing exposure produces more severe effects which persist until exposure stops. Damage incurred is healed on rest:
Immediate: Regeneration ceases
1 Hour: Poison
2 Hours: Venom (500 hp/max hp lost per combat round or minute)
4 Hours: Virus (1000 hp/max hp lost per combat round or minute)

* Vampirism (2 pts) - Your body has adaptations be they magical or biomechanical in order to benefit from the consumption of lifeforce of vitae. Although this trait is commonly found among vampires, this trait is not exclusive to them. Vampirism bestows a special type of point known as Vitae, which serve several functions. Vitae can be replenished by grappling a compatible target and making an unarmed attack to bite, or by feeding on an unconscious victim, both restore 1 Vitae per action in addition to any damage you may deal.
By default, you have 5 Vitae, and gain 1 for every 100 spirit. They may be spent in the following ways, and may be spent multiple at a time.
Spend 1 Vitae to recover your Base Magic Damage in health
Spend 1 Vitae to recover 500 MP
Spend 1 Vitae to recover 1 Luck Point
Spend 1 Vitae (per Level) to activate a Discipline instead of spending health

Current Vitae: 12/12

* Discipline: Auspex (3 pts) - Auspex is a supernatural ability which dramatically enhances the users perception beyond physical norms. This ranges from senses superior than biology to allow to the ability to detect magic and even examine spiritual auras for clues. Invoking Auspex drains lifeforce, either costing the users own lifeforce (in the form of max hp, recovered after rest) or 1 Vitae per level. Each level of Auspex bestows the previous level automatically.
Level 1: Supernatural Senses – Grants advantage on Perception checks for the next 5 minutes. (1250 hp)
Level 2: Aura Sense – Allows the user to view magic as a colored aura and see through illusion, acting as both Detect Magic and True Sight. (2500 hp)
Level 3: Study Resonance – Allows the user to study auras for information. For objects, this provides information about the object or previous owners or uses. For living beings, this functions as a full scan. (5000 hp)



-= Character Classes =-
 
1) White Mage
Associated Statistic:
Description: Clerics are generally regarded as protectors of a faith, whether for better or worse. White Mages are generally support-based magicians, instructed in the healing and restorative arts, as well as practical medicine and healthcare. Clerical skills in magic generally stem from some sort of religious belief or the blessing of a higher power, while white mages are often secular.
Effect: +3 to one Weapon Proficiency: Staves/Swallows, +3 to Divine magic rolls, +3 to Concentration, Speechcraft, Alchemy

2) Medic
Associated Statistic:
Description: The Medic, whether it's a classically trained healer or a graduate of a modern medical institution, is the go-to for injuries or wounds. They're generally warmer hearted than most (though some get jaded and put on pills) and typically a stronger stomach. They also like birds.
Effect: +5 First Aid, Artisan: Medicine, +3 Athletics, Acrobatics
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP)
Elemental Affinity: Holy
Level I

*Feat 2(400XP)
Merciful Spell
Associated Class: Cleric
Prerequisite:
Description: The benevolent heart of the cleric extends to even his/her enemies; after all, all life is sacred, even that of the unrepentant and merciless.
Effect: For no additional MP cost, the Cleric is able to make any spell he/she casts non-lethal.

*Feat 3(600XP)
Pacifist
Associated Class: Medic
Prerequisite: Cannot have a notoriety for being dangerous or violent
Description: Those who personally disdain violence, in general or just to themselves, can take refuge in pacifism, wearing their non-combative nature on their sleeves to escape being targetted by honorable enemies.
Effect: Removes the Medic from the init for purposes of random targetting, or forces the attacker to make a non-lethal action against them. This functions only against sentient enemies of relative morality; Ignoring it is a simple matter of being clearly marked as a wretched murderer.
This Feat ceases to function if the Medic is an overly obvious threat (say, they're wielding a zanbato or chaingun), or for the rest of combat in which he or she makes an attack.

*Feat 4(800XP)
Elemental Affinity: Holy
Level II

*Feat 5(1000XP)
Spell Suppression
Associated Statistic: Awareness
Description: This character's ability to manipulate spiritual energy allows it to interact with exchanges that don't even involve it.
Effect: Once per round, this character may attempt to use Magic Defense to dismiss a spell that is not targeted at that character.

Feat 6(1200XP)
Elemental Affinity: Holy
Level III

Feat 7(1400XP)
Widen Spell
Associated Class: Cleric
Prerequisite:
Description: A trained cleric is able to more efficiently use his/her magical power, to spread it over a larger area than most others.
Effect: For double MP, the cleric's spells have their targets doubled (1 becomes 2, 2 becomes 4, 1 Area becomes 2 Areas).

Feat 8(1600XP)
Better Healing
Associated Class: Medic
Prerequisite:
Description: This character is able to ween more effect out of multiple healing sources on him/herself or companions.
Effect: When a restorative spell is used, boosts their effect by +250 and adds an additional target. When a healing One-Use Item is used, extends the effect to a second target.

Feat 9(1800XP)
Deny the Reaper
Associated Statistic: Spirit
Description: This character clings to life so intensely it refuses to give up on others. Whether it's channeling the very last bits of its mana reserves or resorting to hitting someone's heart desperately, this character's got what it takes to keep allies from succumbing to death.
Effect: Allows this character to roll one "step" higher when trying to revive a character using magic, First Aid, or other similar measures. This does not affect normal casting rolls, and only activates when trying to save a character from "bleeding out" and approaching their death threshold.

Feat 10(2000XP)
Elemental Affinity: Holy
Level IV

Feat 11(2200XP)
Consecrate Spell
Associated Class: Cleric
Prerequisite:
Description: A trained Cleric is able to bless even mundane magics to be aligned with their chosen diety.
Effect: For no additional MP cost, a Cleric is able to make any spell they possess into a Level 1 Holy-element spell. This will replace the element of any elemental spell (therefore, a Fire spell would become only Holy, not Holy and Fire). Spells treated with this ability are considered Level 1 Holy ONLY, regardless of the character's Elemental Affinity, for the purpose of damage against opposing elements.

Feat 12(2400XP)
Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

Feat 13(2600XP)
Life Giver
Associated Class: Medic
Prerequisite:
Description: This character's affinity for the living makes them a natural healer and rejuvenator, allowing him/her to ward death away from those around him/her.
Effect: If one Medic in a party has "Life Giver," the party benefits from +1000 HP to each character's Death Threshold (if a character has a DT of -2000, then it is lowered to -3000 HP). However, for each additional Medic (without life giver), an additional +500 HP is granted. For each Medic with Life Giver, +1000 HP.

Feat 14(2800XP)
Attuned
Associated Statistic: Spirit
Description: The character is naturally more inclined to the world around them, whether it's considered "airheaded", abstractly creative, or more in tune with the beyond.
Effect: +50 Spirit (put in temporary)

Feat 15(3000XP)
Feat 16(3200XP)
Feat 17(3400XP)
Feat 18(3600XP)
Feat 19(3800XP)
Feat 20(4000XP)
_______________________________________________________________________
<<>Statistics<>>
Experience Total: 2956
Total: 2950/2956, 6 free

( ) Health: [550]| Bonus: +55
HP: 23000 ((health * 50) + Milestones) | Armor: 510 (health + Milestones) | Physical Soak: 510 (health + Milestones + traits)
Magical Soak: 510 (health + Milestones + traits) | Status Resistance: 25% (See Milestones) | Death Threshold: +1000 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Improved Resistance: +25%
Implacable: +1500
Improved Soak: +75
Milestones:
(50, 150, 250, 300, 350 exp) Improved Resistance: +5% (x5)
(100, 200, 500 exp) Implacable: +500 (x3)
(400, 450, 550 exp) Improved Soak: +25 (x3)

(PC) Awareness: [700]| Bonus: +70
Initiative: 1d700 1d700 | Base Attack Bonus: +70 | Perception Bonus: +70
Melee: +0 (See Milestones) | Ranged: +0 (See Milestones) | Magic: +30 (See Milestones)
True Sight: -40 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: -40 (See Milestones)
Milestone Derivatives:
Improved Magic: +30
True Sight: -40
Eyes in the Back: -40
Milestones:
(50, 100, 450, 500, 550, 600 exp) Improved Magic: +5 (x6)
(150, 200, 350, 700 exp) True Sight: -10 (x4)
(250, 300, 400, 650 exp) Eyes in the Back: -10 (x4)

Ability:
Pinpoint Spellcasting
Description: There's a force in the universe that makes things happen. For the arcanist, that thing is you, growing in tune with the environment and its inner workings, striking the foe with precision spells.
Effect: On a magical or psionic attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.

( ) Dexterity: [500]| Bonus: +50
Full Dodge: 65 ((dexterity / 10) + See Milestones) | Flat-foot Dodge: 70 ((dexterity / 10) + See Milestones) | Block Bonus: +0 (See Milestones)
Dodge Bonus: +15 (See Milestones) | Agility Bonus: +15 (See Milestones) | Flat-foot/reaction Bonus: +20 (See Milestones)
Style Points: 2300 (dexterity * 5)
Milestone Derivatives:
Improved Reaction: +20
Improved Dodge: +15
Improved Agility: +15
Milestones:
(50, 150, 250, 500 exp) Improved Reaction: +5 (x4)
(100, 200, 300 exp) Improved Dodge: +5 (x3)
(350, 400, 450 exp) Improved Agility: +5 (x3)

( ) Strength: [150]| Bonus: +15
Base Physical Damage: 300 (strength * 2) + Milestones | Inventory Size: 17 (strength / 10) + Milestones | Momentum: 0 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: -200 (See Milestones)
Milestone Derivatives:
Improved Slots: +2
Juggernaut: --200
Milestones:
(50 exp) Improved Slots: +2 (x1)
(100, 150 exp) Juggernaut: -100 (x2)

(PC) Spirit: [750]| Bonus: +75
Base Magical Damage: 2750 (750 * Mage Level) + 2000 | Spell Points: 3750 (spirit * 5) + Milestones | MP: 7500 (spirit * 10) + Milestones
Magic Defense: +25 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +10 (See Milestones)
Milestone Derivatives:
Improved Crafting: +10
Improved Magic Damage: +2000
Improved Magic Defense: +25
Milestones:
(50, 100 exp) Improved Crafting: +5 (x2)
(150, 200, 250, 300, 350, 400, 700, 750 exp) Improved Magic Damage: +250 (x8)
(450, 500, 550, 600, 650 exp) Improved Magic Defense: +5 (x5)

Ability:
Area Control
Description: This character's manifestation of spiritual energy and use thereof is so fine-tuned, they can pick and choose where and how the effects coalesce. It takes an immense amount of concentration, a lot of training, and certainly some hereditary luck, but it makes a talented user into a force to be reckoned with.
Effect: Allows a character to select targets that are not affected by an Area of Effect spell such as Comet and Ash Storm. For twice the MP it requires to cast the spell normally, the character may choose a number of targets equal to the caster's Mage Level of the spell that is cast to be immune to the spell's effect. This can be used with spells that have been affected by Metamagic, but the Area Control MP price is still double the cost after Metamagic.

( ) Luck: [300]| Bonus: +30
Luck Points: 30 | Critical Damage: +0 (See Milestones) | Luck roll result: +100 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: -1000 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck: +100
Critical Defense: --1000
Milestones:
(50, 100, 250, 300 exp) Improved Luck: +25 (x4)
(150, 200 exp) Critical Defense: -500 (x2)

_______________________________________________________________________
<<>Skills<>>
5885 (Used) / 5912 (Maximum) / 27 (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: +65, Flat-foot Dodge: +70, Agility Bonus: +15 | Strength: +15, Momentum: +0

General - Acrobatics  830 = Level 8

Dodge Roll
Cost: 60 SkP
Skill Level Required: 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.

General - Reaction  475 = Level 6

Block
Cost: 10 SP
Skill Level Required: 1
Untrained: No
Type: Enabler
Effect: Use a melee weapon to block another melee attack.

Recovery
Cost: 30 SkP
Skill Level Required: 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.

General - Swimming  25 = Level 1
General - Athletics  130 = Level 3

Utility
Bonuses: Health: +55 | Awareness: +70, Perception Bonus: +70, True Sight: +-30
General - Perception  475 = Level 6
General - Concentration  475 = Level 6

Spiritual Ward
Cost: 15 Skp
Skill Level Required: 2
Untrained: No
Type: Enabler
Effect: Allows for the user to defend against magical and psionic attacks directed against it. Using Concentration as the base skill, add Spirit bonus and any other skill or magic defense roll bonuses. This is not affected by bonuses that enhance a user’s casting skill.

Counterspell (Magic)
Cost: 30 Skp
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: When declared, on a successful Ward, the user may immediately counterattack with a single, non-elemental burst of energy at the caster equal to a spell of the user’s Concentration level (i.e. at Level 2 Concentration, will deal spirit-based damage equivalent to a Level 2 general magic spell or telekinetic attack). This cannot be used in conjunction with an Elemental Ward, a Status Ward, or a Warding Field.

Combat
Bonuses: Awareness: +70, Base Attack Bonus: +70, Melee: +0, Ranged: +0, Combat Reflexes: +0, Sneak Attack Negation: +-40 | Dexterity: +46, Flat-foot/reaction Bonus: +15
Weapon Proficiency - Bows  220 = Level 4
Weapon Proficiency - Staves / Swallows  475 = Level 6

Magic
Bonuses: Spirit: +75, Magic Defense: +25 | Awareness: +60, Magic: +30
Magic - Divine Arcana  830 = Level 8

Arcane Intuition
Cost: 10 SP
Required Skill Level: 1
Untrained: No.
Type: Action
Effect: Gives the ability to recognize the discipline of a Divine Arcana spell.

Arcane Defense
Cost: 10 SP
Required Skill Level: 1
Untrained: No.
Type: Action
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

Arcane Identification
Cost: 30 SP
Required Skill Level: 3, 'Arcane Intuition' Advanced Skill
Untrained: No.
Type: Action
Effect: Recognize a spell cast in the Divine Arcana discipline.

Improved Healing
Cost: 160 SP
Required Skill Level: 7
Untrained: No.
Type: Bonus
Effect: Boost all healing modifiers by +500.

Soul Retention
Cost: 120 SP
Required Skill Level: 6
Untrained: No.
Type: Action
Effect: This allows a cleric to retain a soul, delaying the death of a person by 1 minute per level of the skill. This can buy time to get the person proper medical assistance.

Artisan
Bonuses: Spirit: +75, Crafting: +10
Artisan - Cooking  640 = Level 7

Burger Technician
Cost: 30 SP
Level Required: 3
Prerequisite: none
Untrained: No.
Type: Action
Effect: Increases 'sell item' value of cooking projects by 25%.

Ingredient Proficiency (x2)
Cost: 60 SP
Level Required: 3
Untrained: No.
Type: Action
Effect: Grains/Candy enhanced to +10 per level. Choose one.
Fruit/Dairy enhanced to +2/+4% per level.

Ingredient Expertise (x2)
Cost: 240 SP
Level Required: 6
Prerequisite: Ingredient Proficiency
Untrained: No.
Type: Action
Effect: Grains/Candy enhanced to +15 per level. Choose one.
Fruit/Dairy enhanced to +3/+6% per level.

Artisan - Arcane Science  65 = Level 2
Artisan - Botany  25 = Level 1
Artisan - Medicine  25 = Level 1

Field Training
Bonuses: Awareness: +60, Perception Bonus: +60, True Sight: +-30
General - Survival  65 = Level 2
General - First Aid  220 = Level 4

Field Medic
Cost: 15 Skp
Skill Level Required: 2
Untrained: No
Type: Enabler
Effect: Using standard medical supplies and techniques, this character can restore a target’s Hit Points equal to (Spirit * Skill Level) with a Standard Action. This can be used in and out of combat. The mental focus this requires expends MP according to the skill level used, and does not have to be used at the user’s max level. (1 - 10 MP; 2 - 40 MP; 3 - 90 MP; 4 - 160 MP; 5 - 250 MP; 6 - 360 MP; 7 - 490 MP; 8 - 640 MP; 9 - 810 MP; 10 - 1000 MP)

C.P.R.
Cost: 30 Skp
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: Using standard medical supplies and techniques, this character is able to bring a character back to 1 HP when it is suffering the “Death” status effect with a Standard Action. This can be used in and out of combat. The mental focus this requires expends 90 MP.

Pharmacist
Cost: 60 Skp
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Doubles the effect of Potions and Ethers. This does not affect percentage-based healing items.


_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / 2300 (Max) StP

Dark Hunger - (Free - Given through racial)
Associated Statistic: Spirit
Description: This character feeds off the spiritual energy of another entity, allowing it to siphon power from an external source to either maintain or enhance itself.
Effect: Using a Weapon Proficiency attack, this character deals a single hit of standard physical, non-elemental damage that impacts a target's MP instead of its HP; that MP amount is restored to the character equally.


-= Magical/Psionic (Spell Points) =-
Current Spell Points: 1105 (Used) / 3750 (Max) / 2645 (Free) SpP

Level 0 (5mp / 5 SpP):
Detect Magic - Detects magical auras within one Area for (Mage Level) actions; this spell allows closer inspection the more time is dedicated to it. First, the presence of an aura; then how many and how strong each is; then, further inspection can allow checks to further determine the specifics of the aura. Overly powerful auras may mask weaker ones, and magic-rich areas may distort the effect.
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.
Create Water - Generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. This cannot create water inside a creature.
Spark - Allows the caster to ignite flammable objects. This function grows more powerful as a character's mage level increases; the Level 0 version is equivalent to using flint and steel, so as the character progresses, its Mage Level determines how potent its Spark is. A master mage may be able to ignite rocket fuel inside an engine.

Level 1 (10mp / 10 SpP):
Bless - This spell grants a single target a +2/Mage Level (+20 at Level 10) bonus against "Fear"-type attacks/spells, as well as anti-Intimidation checks.
Sanctuary - The caster is able to sanctify and protect (Mage Level) Areas from incursion of the caster's enemies, mundane or otherwise. If an enemy attempts to pierce Sanctuary, user's magic damage +200 is dealt, and the target uses an attack roll vs. the caster's roll to pierce it. If the target fails, it's rebuffed from the shield. If the target succeeds, Sanctuary remains, but the target is able to reside inside of it without further harm from the spell.
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.
Dancing Lantern - Allows a target light source to follow the caster; this can be a listed item or otherwise, but must be on-hand. The light does not require power, batteries, fuel, or other similar prerequisites. It hovers about shoulder-height and will follow the caster at its speed. The spell ends after 1d5 move actions.
Summon Monster I - The caster is able to summon a Level 1 Holy-type creature for 5 rounds.
Bane - This spell has the ability to reduce a target's NEXT immediate action by -2/Mage Level (-20 at Level 10), whether it's offensive, defensive, utility, or noncombat.
Air Bubble - Allows the caster to create a small pocket of breathable air that surrounds a target's head or a target object. The air bubble allows the target to breathe underwater or in similar airless environments, or protects an object from water damage. This will allow a target to breathe in a vacuum, but will not prevent the other effects from exposure to vacuum. This will not stop a directed gas or vapor-like attack (a chemical thrower, for example) but will permit a target to ignore or decrease the effects of environmental hazards (choking gas clouds, et cetera) at GM discretion. The Air Bubble is considered self-sustaining for 1d5 rounds.
Fire - A small fireball strikes a single target. (+500 damage)
Cure - A healing flow of energy that augments recovery. (+500 damage)
Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds.
Dia - A blast of Holy energy strikes the enemy. (+500 damage)

Level 2 (40mp / 15 SpP):
Spear of Purity - The character forms a long, pointed spear of holy energy before casting it at a target. Deals +400 magic damage and inflicts Mild "Blind" status for 5 rounds.
Consecrate - The character is able to consecrate and bless (Mage Level) Areas with Holy energy. When Undead-, Dark-, or Devil/Demon-type enemies enter these Areas, they constantly take the caster's magic damage +400 and suffer from Mild "Pain" status. The Areas remain consecrated for (Mage Level * 2) rounds.
Weapon of Awe - The character is able to temporarily bolster the strength and damage of a single weapon. The weapon's damage modifier is raised by (20 * Mage Level) (+200 at Level 10) for 5 rounds.
Pearl - A small explosion of Holy energy around a single target affects them in a strange and mysterious way... Inflicts Mild "Reverse" status for 1d5 rounds. (+1000 damage)(Requires Dia)

Level 3 (90mp / 20 SpP):
Water Walk - The character can increase the density of (Mage Level) Areas of water to allow safe passage across it. This lasts for (Mage Level) rounds.
Symbol of Healing - The character is able to place a "trap spell" inscription on a smooth, flat surface. This glyph covers roughly an Area of space, and when tripped detonates with spiritual energy, restoring HP equivalent to the user's magic damage +600.
Dispel Magic - The character is able to remove the most recent Mild status effect placed on a single target. This can only be used once every 3 rounds.
Continual Flame - The character is able to give a torch-like radiance to a single object. This effect is permanent until dispelled, and is able to illuminate (Mage Level) Areas or less to reduce or remove low-light penalties.
Heal - A wave of curative energy washes over 2 targets. (+600 damage)(Requires Cure)
Holy - A pillar of holy energy strikes a target 1d2 times. (+600 damage)(Requires Dia)
Luminaire - A sphere of holy energy strikes 2 targets. (+600 damage)(Requires Dia)

Level 4 (160mp / 30 SpP):
Magic Weapon, Greater - For 5 rounds, the character is able to imbue the melee weapons of one target with their spiritual energy, adding magic damage +300 damage to the character's normal damage.
Symbol of Revelation - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, an illusion is projected around the surrounding (Mage Level) Areas. This effect lasts for 5 rounds.
Tongues - The character is able to temporarily speak and understand a great deal of terrestrial languages. Unique, inhuman, dead, or ancient languages are not always applicable. This effect lasts for (Mage Level) verbal exchanges.
Restoration - The character is able to restore strength via divine power to a character who has lost theirs. This spell removes Mild and Moderate Curse, Weak, and Plague status effects. This can only be used once every 5 rounds.
Water Walk, Communal - The character can increase the density of (Mage Level) Areas of water to allow safe passage across it. Up to (Mage Level) people can cross with the caster, so long as they keep touch with him/her or someone who is, allowing hands to be chained together to cross. This lasts for (Mage Level) rounds.
Order's Wrath - The character is able to dole out magic judgement at range. This spell deals +2000 magic damage at a range, and inflicts Moderate "Pain" status on a single target.
Cura - An even stronger flow of curative energy that heals and mends the wounds of two targets. (+2000 damage)(Requires Cure)
Diara - A beam of holy power sweeps through 2 targets, smiting them. (+2000 damage)(Requires Dia)

Level 5 (250mp / 40 SpP):
Breath of Life - The character is able to awaken a character and restore a portion of his/her stamina. Removes the KO status from a single character and restores 50% of his/her Max HP. This can only be used once every 3 rounds.
Raise Dead - The character is able to restore life to a character who has passed beyond the Death Threshold within the past 24 hours. The character may still require medical treatment, but will return to the realm of the living.
Cleanse - Heals a myriad of status effects from one target. Removes Mild and Moderate "Blind," "Confuse," "Disease," "Petrify," "Poison," "Silence," "Sleep," "Slow," "Stop," "Zombie," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses. This can only be used once every 5 rounds.
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.
Pearlra - A concentrated blast of Holy energy mutates the spiritual energy around a target. Inflicts Moderate "Reverse" status for 1d5 rounds. (+3500 damage)(Requires Pearl & Diara)

Level 6 (360mp / 60 SpP):
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 30% of target's total 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.
Word of Recall - The character is able to specify a "sanctuary" (such as with the Hallow or Sanctuary spells) for his/her use to allow teleportation from any place back to that sanctuary at any time. This can only be used once per cast, to one sanctuary per cast, and can take (Mage Level * 2) characters with him/her per cast.
Dispel Magic, Greater - The character is able to remove the most recent Mild, Moderate, or Acute status effect placed on up to (Mage Level) targets. This can only be used once every 5 rounds.
Wind Walk - The character and his/her allies are able to take a gaseous/vaporous form in the likeness of their normal selves and are given the ability to fly at twice their running speed for a short time. This allows them to cross great distances quickly, without bonuses to maneuverability or speed save for those with Flight feats; this effect can be placed on (Mage Level) allies per cast and lasts for (Mage Level * 2) rounds.

Level 7 (490mp / 75 SpP):
Symbol of Weakness - The character places a runic symbol on a smooth, flat surface about an Area wide, and when it is triggered by another person crossing over it, inflicts Acute "Weak" status on all targets in the Area for 5 rounds.

Level 8 (640mp / 100 SpP):


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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Court Wizard's Rivalry (Orichalcum Staff)
Side Arm: Aetherium Tome
Armor: Light Jasper Armor
Pendant:
Ring 1: Jasper Ring of Mana
Ring 2:

Money:
Gil: 22,007,495
Crowns: 22,450,000
Zollar: 2,339,356

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<<> Inventory <>>

Name: Court Wizard's Rivalry (Orichalcum Staff)
Description: Whom the owner of this staff was is lost to history, but anyone that wields this staff can quickly identify his deep burning rivalry for other Court Wizards. This staff carries the names, and the courts they serve, of several other court wizards all since perished to the passage of time, several of the names having a neat line cut through them. Clearly this weapon was forged to either serve, or end his rivalry.
Natural Property: Mage Killer(Double damage to mages)
Natural Property: Mutestrike(Roll luck on a physical hit. On 751+, inflicts Acute Silence(Mute) - Character cannot use magic.)
Hardening V: +5 bonus to Weapon Blocks and Arcane Defenses
Mana Conductivity V: +5 bonus to Magic Attacks
Price: 44,000 (70,400) gil
DC to Make: 66/106/146
Augmentation Slots: 9
Roll Bonus: +33(+38 when blocking)
Damage Modifier: +120
Skill Level Required: 2
Slot 1-3: Augmented Casting(+600 spell damage)
Slot 4: Strength stat +70
Slot 5: Spirit stat +70

Name: Aetherium Tome
Cost: 130,000 gil
DC: 68/108/148
Level Requirement: 3
Augmentation Slots: 3
Nature Slots: 6
Casting Bonus: +14
Nature Slot 1-2: L1 Divine(Elemental Strike increases potency against targets of the same element, increasing healing and durations by 50%. Status Touch innately cures up to Moderate of the status it would normally cause, on either a heal or support.)
Nature Slot 3-4: L1 Thrift(Level 1-2 spells cost -5% MP.)
Nature Slot 5-6: L1 Sustenance(+1 round duration on status effects.)
Aug Slot 1: Divine Arcana +16
Aug Slot 2: Spirit stat +80
Aug Slot 3: Awaeness stat +80

Name: Light Denzium Armor
Price: 10,000 gil
DC to Make: 36/63/90
Physical Soak: 15
Magical Soak: 35
Stat 1: Spirit stat +80
Stat 2:
Support 1: Cooking rolls +16
Support 2:
Support 3:

Name: Light Jasper Armor
Price: 225,000(265,575) gil
DC to Make: 86/156/216
Physical Soak: 300
Magical Soak: 500
Slot 1: Dexterity stat +80
Slot 2: Magic Affinity stat +80
Support 1: Internal Shielding IV (+200 Soak/4 hits/5 round recharge on depletion)
Support 2: Acrobatics +16
Support 3: MP+10%

Name: Jasper Ring
Price: 225,000 gil
Crafting DC: 96/166/236
Max Enchantment Level: 4
Enchantments:
Dark Ward - Reduces dark damage by 20%. Apply soak BEFORE applying this.
Natural Property:
MP+900

_______________________________________________________________________
<<> Character Description <>>
Age: 114
Height: 151cm
Weight: Light! (It's a mystery) (optional)
Appearance: Semilla is a short petite elven girl with long silvery hair reaching past her waist and alluring crimson red eyes. She has fair but pale skin and her clothing is often simplistic; one-piece frilled dresses in various colors, often dark colored in black, green or blue, or the simplistic pure white. She always appears to have some form of adornment or two in her hair be it a red flower or a larger red ribbon tied into a side-tail often on the right side of her head. She also has a pair of batlike wings partially covered by her long hair, often kept small enough her hair hides them but never small enough. For an average guesser, Semilla easily passes as a child or young teenager at best as her youthful appearance makes her look to be between twelve to fourteen years of age. Much thanks to her elven blood and the fact she is a vampire it's unlikely she'll appear any older without using magic for better or worse, but for Semilla her appearance to others aside from her wings has never been on her mind.

Eye Color: Crimson red
Hair Color: Silvery white
Notable Features: Semilla's most notable features are her ears and the ever so present devilish bat wings on her back that she despite her magical prowess is incapable of hiding.

<<> Character Personality <>>
Favorite Food: Raspberries and strawberries
Likes: Tea, desserts involving her favorite berries
Dislikes: Soybeans, especially roasted ones, vampires (she does not hate herself however)
Favorite Color: Red
Fears: Unnatural, absolute silence.

<<>Character Background<>>
History:
Originating from an alternate Earth where elves existed, Semilla hails from a secluded elven village over a hundred years ago. Blessed by holy arts and close attunement to life, the elven village remained hidden from the outside world as to avoid conflict as many often sough to abuse powers where it coul dbe found and bent to their will, especially by humans. However little could the village predict that their biggest threat would not be humans but a band of vampires led by a power mage attuned to the polar opposite of the holy blessing the elves much took for granted to protect them.
While the village was deemed blessed, not all of the elves were actually attuned enough to use any holy arts of any kind, but once in a while there would be a newborn that was attuned enough to be capable of learning simple healing arts and were taken in to become sages and leaders for the village's future. Semilla was one of those elves, blessed by the holy arts at birth she and several other elves born in the same year as her had all grown attuned enough to the holy light blessing the village, a miracle it was deemed as having just one newborn in several years was uncommon. Semilla was unknowingly more attuned to the holy than the others of her kin, a fact that wouldn't reveal itself for years to come.
Approaching her teens, Semilla had lived a peaceful but educating life under the tutelage of the village elders, and it was also now her stronger affinity was starting to become apparent among her peers as things just came far easier and naturally to her. A few more years passed and in the middle of the night, the young elven girl is awoken by loud screems and crashing sounds from outside, caused by a sudden invading enemy force. Rushing out in a sleepy stupor, the teenage girl finds herself standing in a burning village where most of her kind are running for their lives from shadowy predators hunting them. The younger elves are rounded up and gathered at the central square, including Semilla herself, the perpetrators quickly revealing themselves to be a gang of vampires.
The small elven girl can't quite remember much of what happened after she was captured, but from what she was told by survivors of her village, every child of the village and more than half the adults were killed that night, the children unintentionally so but it gave reason for the invaders to leave and abandon the remaining survivors. The vampries had tried to turn the children into vampires to bolster their own ranks but the corruptive nature clashing with the blessing of creation within the elves, even dormant proved fatal for the children and the surviving elders could not explain why Semilla survived. Unknowingly to her and the elders, her touch for the life arts were strong enough that not only did she survive the corruption, she had adapted it into her own being.
But having become a vampire was quickly evident thanks to her sudden aversion to sunlight and certain materials and foods that were common in her village. Before even being able to have a say, the teenage elf was put into a magical sleep by her elders as they spent years, nearly a hundred studying her and trying to cure her. But eventually her parents could not stand seeing their unaging girl be held in a perpetual sleep they could not cure and as such they convinced the elders to free her, unfortunatel ythe condition to do so would mean banishing her from the village. Semilla again had no say in the decisions made for her and soon found herself thrust into a world she knew nothing about.
Perhaps by a stroke of luck or the guidance of someone watching over her, she stumbled upon a gate to a pocket dimension between countless Earths and took up residence in a human village she found there. Well more accurate in the forest at the edge of it as they were wary of her odd appearance. Quickly adapting to a new life and trying to learn more about herself, one day she accidentally transformed into a bat for but a brief moment but as she transformed back, she now had a pair of fuunctional and very real bat-like wings attached to her back. Something she has ever since tried to figure out how to get rid of but all she has managed to do is learn how to actually maintain a bat form, and change the size of her wings in her elven natural shape to some degree but not actually get rid of them.

_______________________________________________________________________
<<> Special Notes <>>
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Last edited by Delfin on May 3rd, 2024, 5:32 pm, edited 4 times in total.
Hurp Durp This is a Signature.
Delfin
Train Conductor
Posts: 31
Joined: November 8th, 2008, 11:44 pm
Location: Southern Sweden

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