Ainara
Posted: October 7th, 2023, 3:10 am
<<> 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)
_______________________________________________________________________
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 <>>
_______________________________________________________________________
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 <>>
_______________________________________________________________________
<<> Traits and Feats <>>
_______________________________________________________________________
<<>Statistics<>>
<<>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: +
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Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
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Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
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Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
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Artisan
Bonuses: Spirit: +, Crafting: +
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Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
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_______________________________________________________________________
<<> 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 <>><<> Traits and Feats <>>
<<>Statistics<>>
Experience Total:
Skill Points Total:
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:
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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:
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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:
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.
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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:
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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:
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.
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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:
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_______________________________________________________________________Skill Points Total:
Milestone Derivatives:
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( )Â Health: [] +Â | Bonus: +Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 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:
Milestone Derivatives:
Improved Magic: + -> +5 awareness bonus on magic attacks
( )Â Awareness: [] +Â | Bonus: +Improved Magic: + -> +5 awareness bonus on magic attacks
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:
Milestone Derivatives:
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
(PC)Â Dexterity: [] +Â | Bonus: +Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
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:
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.
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Milestone Derivatives:
Improved Momentum: + -> +5 Strength roll bonus when performing skill checks
( )Â Strength: [] +Â | Bonus: +Improved Momentum: + -> +5 Strength roll bonus when performing skill checks
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:
Milestone Derivatives:
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
(PC)Â Spirit: [] +Â | Bonus: +Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
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:
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.
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Milestone Derivatives:
Improved Luck: + -> +5 luck roll result
( )Â Luck: [] +Â | Bonus: +Improved Luck: + -> +5 luck roll result
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:
<<>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: +
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General - Athletics
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    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: 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.
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    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.
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     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.
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Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
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General - Speechcraft
General - Perception
 Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
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Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
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Magic - Arcana
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    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 Intuition
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Gives the ability to recognize the discipline of an Arcana spell.
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    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: 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.
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    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: 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.
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    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: 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.
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    Name: Improved Spell Damage
    Cost: 160
    Required Skill Level: 7
    Untrained: No
    Type: Bonus
    Effect: Boost Arcana magic damage by +500.
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     Name: Improved Spell Damage
    Cost: 160
    Required Skill Level: 7
    Untrained: No
    Type: Bonus
    Effect: Boost Arcana magic damage by +500.
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Artisan
Bonuses: Spirit: +, Crafting: +
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Artisan - Arcane Science
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    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: 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.
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    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: 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.
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    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: 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.
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    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.
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     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.
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Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
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<<> 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 <>>
_______________________________________________________________________
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 <>>
_______________________________________________________________________