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Eryndis Starweaver

Posted: July 17th, 2026, 9:13 am
by CandyMiasma
<<> Player Info <>>
IRC Nick: CandyMiasma
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Eryndis Starweaver
Race: Astral Elf
Sheet Approved by: Packie(7/19/2026)
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<<> Traits and Feats <>>

-= Traits =-
Points: 0/18
  • 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.
  • Cat's Luck (2 pts) - Once per mission, this character may choose a dodge check to roll twice and take the better of the two rolls.
  • Divine (-3 pts) - You are touched by the gods or the light of your faith. Because of this evil often can corrupt those in power faster than those without it, seeing the light with the wish to snuff it out. Objects of the damned deal double damage to you. THIS is not holy, merely a state of being.
  • Phobia (-2 pts) - This character has an unnatural fear of...something. Must specify the phobia upon taking this trait. Charater suffers Moderate "Stop"(Character has a 50% chance of not acting, but can still flee) when in the presence of this fear.
    Skin to skin contact
  • Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.
  • Natural Charmer (2 pts) - In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.
  • Omen Sight (1 pts) - A limited version of precognitive vision, this allows a character to see signs that may indicate a future event. This may include cryptic visions, recognition of omens, or other similar signs.
  • Clairvoyant (2 pts) - Your character is oddly sensitive to visions and may have visions of other places. These visions however are a double edged sword, and may contain things you do not wish to see…
    Controlled
  • Precognition (1 pts) - Your character sees visions of the future at varying intervals. These may be cryptic visions, or complete sections of events to come. Like Clairvoyance, there is a heavy burden placed on precognitive beings…
    Uncontrolled
  • Hand of Fate (2 pts) - Your character has further developed and learned to understand their powers. This power may mean one of two things, that you are able to change the course of events, or that you SET the course of events in motion by way of your actions.
    Uncontrolled
  • Past Life (3 pts) - The character has more then one lifetime under its belt, due to reincarnation of some sort or an alien life cycle. The character gains an additional 50 starting EXP to account for their extended journey through the living world. This can only be taken at character creation. Note: If combined with junior hero player must take hunted.
  • Millionaires Club (2 pts) - This characters personal holdings are very vast and exceed one million credits. They may get away with larger withdrawls than a smaller character, but are also recognizable for their wealth, which may attract undesirable attention.
  • 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.
  • Combat Paralysis (-3 pts) - This character hesitates when it comes to direct, violent confrontation. When this character rolls intiative, its Awareness score is reduced by half.
  • Arcane Focus (3 pts) - This character benefits from a +10 bonus when making a magic defense check.
  • Curiosity (2 pts) - This character gains a +10 bonus when making Gather Information checks.
  • 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.
  • Ambidextrous (2.5 pts) - This character halves penalties incurred from Dual Wielding.
  • Name: Striking
    Value: -1.5
    Prerequisite: None
    Effect: 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.
-= Character Classes =-
 
1)Diplomat
2)Summoner
3)Oracle
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -Ambassador
Associated Class: Diplomat
Description: An ambassador is a step above a standard diplomat, with great legal precedence and respect in their home representation. In most civilizations with any sort of trade or negotiating procedure, ambassadors are granted great leeway in their practices.
Effect: Character is far less likely to be attacked by NPC's while attempting formal diplomatic missions, provided they do not attempt a provocative action (espionage, attack, etc). Attacking a diplomat unprovoked has severe repercussions.
*Feat 2(400XP) -Boost
Associated Class: Summoner
Prerequisite:
Description: A combination of cheerleading and spiritual focus allows a Summoner to cheer on their guardian force as they charge into battle. This is exhausting, but adds that special punch to an already earth rending attack.
Effect: When utilizing a Grand Summon's calling, the MP cost can be doubled in exchange for a hyperextending of the effective Level of the call by 1.
If the spell used already costs all of the user's MP, it can be Boosted by effectively breaking the Summoner's mana gauge, disallowing them from using any sort of magic until they have had proper rest and recovery. This enhances the effect by 20%.
*Feat 3(600XP) -Ectoplasmic Spell
Associated Class: Oracle
Prerequisite:
Description: The Oracle's spells breach the gulf between the physical and the spiritual, sending ghostly emanations into the Aether. These spells are generally invisible to the naked eye but visible in the spiritual realm.
Effect: For double MP cost, the Oracle's spells are considered unsoakable and have the ability to impact such spiritual/physical oddities such as Null Space Entities, ghosts, and spirits.
*Feat 4(800XP) -Servant
Associated Statistic: Spirit
Description: An NPC is constantly with your character to assist you. A person can have multiple servants, but each servant must be built separately (one set of feats affect servant A, one set of feats affect servant B)
Effect: The servant character has 500 stat points, but can earn more experience via the master character taking feats or opting to give earned mission xp to the servant instead of the primary character. Every time you take this feat, your servant gets an additional 150 stat points. They are allowed 1 Feat every 200 experience points up to a maximum of 5. This does not include the single 'free' feat all things are allowed. Servants are also allowed traits that sum up to 12 points, but cannot take classes or primary characteristics.
*Feat 5(1000XP) - Holy Abilities
I -
Access to the Divine Arcana school of magic.
Sense Balance - The character is able to sense and locate nearby disruptions of the balance between all of the elements, whether it's Fire/Water, Shadow/Light, or Holy/Darkness. The stronger or larger the disturbance, the easier the character will be able to recognize it. This is a passive ability and does not cost MP unless the disturbance is great enough to drain the character by sensing it.
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
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) -
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<<>Statistics<>>
Experience Total: 1050
Total: 1050/1050, 0 free

( ) Health: [100]+0 | Bonus: +10
HP: 5500 ((health * 50) + Milestones) | Armor: 100(base) (health + Milestones) | Physical Soak: 100 (health + Milestones + traits)
Magical Soak: 100 (health + Milestones + traits) | Status Resistance: 5% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Improved HP: +500 -> +500 Max HP
Improved Resistance: +5% -> +5% resistance to negative Status Effects (Capts at 50%)
Milestones:
(50 exp) Improved HP: +500 (x1)
(100 exp) Improved Resistance: +5% (x1)

( ) Awareness: [100]+0 | Bonus: +10
Initiative: 1d100 1d100 | Base Attack Bonus: +10 | Perception Bonus: +10
Melee: +5 (See Milestones) | Ranged: +5 (See Milestones) | Magic: +0 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Melee: +5 -> +5 awareness bonus on melee attacks
Improved Ranged: +5 -> +5 awareness bonus on ranged attacks
Milestones:
(50 exp) Improved Melee: +5 (x1)
(100 exp) Improved Ranged: +5 (x1)

( ) Dexterity: [100]+0 | Bonus: +10
Full Dodge: 15 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 10 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +5 (See Milestones)
Dodge Bonus: +5 (See Milestones) | Agility Bonus: +0 (See Milestones) | Flat-foot/reaction Bonus: +0 (See Milestones)
Style Points: 500 (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +5 -> +5 Dexterity bonus when dodging an attack
Improved Block: +5 -> +5 Dexterity bonus when blocking a melee attack
Milestones:
(50 exp) Improved Dodge: +5 (x1)
(100 exp) Improved Block: +5 (x1)

( ) Strength: [100]+0 | Bonus: +10
Base Physical Damage: 200 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 12 (strength / 10) + Milestones | Momentum: 5 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: 0 (See Milestones)
Milestone Derivatives:
Improved Slots: +2 -> +2 Inventory Slots
Improved Momentum: +5 -> +5 Strength roll bonus when performing skill checks
Milestones:
(50 exp) Improved Slots: +2 (x1)
(100 exp) Improved Momentum: +5 (x1)

( ) Spirit: [500]+0 | Bonus: +50
Base Magical Damage: 1500 (500 * 2) + 500 | Spell Points: 2550 (spirit * 5) + Milestones | MP: 5400 (spirit * 10) + Milestones
Magic Defense: +5 (See Milestones) | Item Defense: +10 (See Milestones) | Crafting: +10 (See Milestones)
Milestone Derivatives:
Improved Spell Points: +50 -> +25 Spell Points
Improved MP: +400 -> +200 Max MP
Improved Crafting: +10 -> +5 Spirit roll bonus when crafting
Improved Magic Damage: +500 -> +250 magic damage
Improved Magic Defense: +5 -> +5 Spirit roll bonus when resisting magic
Improved Item Use: +10 -> Raises DCs to avoid one-use items by +10
Milestones:
(50, 350 exp) Improved Spell Points: +25 (x2)
(100, 400 exp) Improved MP: +200 (x2)
(150, 450 exp) Improved Crafting: +5 (x2)
(200, 500 exp) Improved Magic Damage: +250 (x2)
(250 exp) Improved Magic Defense: +5 (x1)
(300 exp) Improved Item Use: +10 (x1)

( ) Luck: [150]+0 | Bonus: +15
Luck Points: 16 | Critical Damage: +0 (See Milestones) | Luck roll result: +5 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +2% (See Milestones)
Milestone Derivatives:
Improved Luck Points: +1 -> +1 Luck Point
No-Sell: +2% -> +2% chance to nullify an opponent's Critical card when struck
Improved Luck: +5 -> +5 luck roll result
Milestones:
(50 exp) Improved Luck Points: +1 (x1)
(100 exp) No-Sell: +2% (x1)
(150 exp) Improved Luck: +5 (x1)

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<<>Skills<>>
2090 (Used) / 2100 (Maximum) / 10 (Free) (Skill Points (Max XP*2))

0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master

Movement
Bonuses: Dexterity: +10, Full Dodge: +15, Flat-foot Dodge: +10, Agility Bonus: +0 | Strength: +10, Momentum: +5

General - Acrobatics  220 = Level 4

  Name: Dodge Roll

  Name: Tumble


Utility
Bonuses: Health: +10 | Awareness: +10, Perception Bonus: +10, True Sight: +0

General - Speechcraft  335 = Level 5

  Name: Silver Tongue

  Name: Quick Wits

  Name: Shift Attitude


Combat
Bonuses: Awareness: +10, Base Attack Bonus: +10, Melee: +5, Ranged: +5, Combat Reflexes: +0, Sneak Attack Negation: +0 | Dexterity: +10, Flat-foot/reaction Bonus: +0

Weapon Proficiency - Bows  65 = Level 2

  Name: Sweet Shot


Magic
Bonuses: Spirit: +50, Magic Defense: +5 | Awareness: +10, Magic: +0

Magic - Divine Arcana  220 = Level 4

  Name: Arcane Intuition

  Name: Arcane Defense

  Name: Scribe Scroll

  Name: Arcane Identification

  Name: Religious Caste

Magic - Summoning  220 = Level 4

  Name: Creation Summoning

  Name: Summon Compatibility I

  Name: Sustainable Summoning


Artisan
Bonuses: Spirit: +50, Crafting: +10

Artisan - Writing  220 = Level 4

  Name: Formal Writing

  Name: The Pen is Mightier


Field Training
Bonuses: Awareness: +10, Perception Bonus: +10, True Sight: +0

General - First Aid  130 = Level 3

  Name: Field Medic

  Name: C.P.R.


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<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 90 (Used) / 2460 (Free) / 2550 (Max) SpP
Divine Arcana
Level 0:
Bleed (5 mp, 5 SpP): Allows the caster to de-stabilize a creature that is "Bleeding Out." This forces the target creature to resume taking normal "bleed" damage and advance towards the death threshold. The target can be restabilized after this spell is cast. This spell has no effect on creatures that are above 0 HP or are already "Bleeding Out."
Detect Magic (5 mp, 5 SpP): 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.
Guidance (5 mp, 5 SpP): Grants a single target a +10 bonus on a single out-of-combat check. This effect lasts for 5 rounds; if the bonus is not used within that time, the spell fades.
Purify Food and Drink (5 mp, 5 SpP): Allows the caster to remove the taint from spoiled, rotten, diseased, poisonous, or otherwise purify contaminated food and water to be pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Level 1:
Comprehend Languages (10 mp, 10 SpP): Allows the caster to understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables the caster to understand or read some unknown languages, not speak or write it. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic. It does not decipher codes or reveal messages concealed in otherwise normal text.
Shield of Faith (10 mp, 10 SpP): The character is able to quicken a character's reaction speed when fighting with melee weapons. When a "Block" technique is used for 5 rounds, the caster adds a +2/Mage Level to the Block roll for melee weapons and shields.
Summon Monster I (10 mp, 10 SpP): The caster is able to summon a Level 1 Holy-type creature for 5 rounds.
Diagnose Disease (10 mp, 10 SpP): When cast, the character is able to quickly diagnose the symptoms of status effects for 5 rounds. This reduces First Aid rolls to cure the status by 10%.
Level 2:
Aid (40 mp, 15 SpP): The character is able to imbue a single target with +500 HP/Mage Level (+5000 at Level 10) and a +2/Mage Level (+20 at Level 10) bonus to attack and dodge rolls for 5 rounds.
Summon Monster II (40 mp, 15 SpP): The character is able to summon 1 Level 2 lesser monster for 1d5 rounds.
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Name: Denzium Short Bow
Price: 10,000 gil
DC to Make: 36/63/90
Augmentation Slots: 1
Roll Bonus: +21
Damage Modifier: +80
Skill Level Required: 1
Side Arm:
Armor:
Name: Light Durallium Armor
Price: 20,000 gil
DC to Make: 38/65/92
Physical Soak: 35
Magical Soak: 65
Pendant:
Ring 1:
Ring 2:
Gil: 1,000,000 gil
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<<> Inventory <>>
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<<> Character Description <>>
Age: 145
Height: 5'10
Weight: 135 (optional)
Appearance: Eryndis Starweaver carries herself with the quiet grace of someone who has learned to make as little contact with the world as possible. Tall and slender, she moves with measured, deliberate steps, every motion careful and precise, as though even the slightest misstep could unravel an unseen thread of fate. Her skin is pale with a soft, moonlit complexion, contrasting beautifully against the deep midnight hues of her wardrobe. Long silver hair tumbles in gentle waves to the middle of her back, often adorned with delicate braids woven with tiny silver charms shaped like stars and crescent moons. Her striking violet eyes seem almost luminous, holding a distant, knowing look that often makes others wonder if she is truly looking at them or at something yet to come. Eryndis is never seen with bare skin exposed. A high-collared gown of dark navy and black velvet conceals her neck, while fitted sleeves disappear beneath elegant black lace gloves that never leave her hands. Layer upon layer of fine fabric drapes her frame, embroidered with intricate constellations stitched in silver thread that catch the light like scattered stars. Even her boots rise nearly to her knees, leaving no part of her vulnerable to accidental touch.
Eye Color: Luminous violet, flecked with tiny silver specks that resemble stars
Hair Color: Long silver hair reaching the middle of her back, usually worn partially braided with celestial charms
Notable Features: he combination of her height, layered celestial clothing, and careful movements would make people instinctively step aside for her not out of fear, but because she carries herself with the quiet confidence of someone who has seen things no one else has.

<<> Character Personality <>>
Favorite Food: Pastries
Likes: Sweets, politeness, reading
Dislikes: Sour, uneducated, rudeness
Favorite Color: Dark almost black blue
Fears: More than anything, Eryndis fears unintentional skin-to-skin contact. A simple handshake, catching someone as they fall, or brushing past a stranger could trigger an overwhelming vision that leaves her vulnerable—or reveal something she wishes she had never seen.

<<>Character Background<>>
History: Eryndis Starweaver was born into an Astral Elf family renowned for reading the threads of fate through an ancient deck of celestial cards. From an early age, her talent surpassed that of her teachers, but it came with a dangerous curse. While the cards offered glimpses of possible futures, the touch of bare skin forced powerful visions upon her—moments of the past, present, or future that she could neither choose nor control.

After several overwhelming visions left both Eryndis and those around her shaken, she chose to cover herself from neck to toe, wearing long sleeves, high collars, and silk gloves to prevent accidental contact. Over time, the cards became more than a tool of divination; they became a safe way to guide others without surrendering herself to uncontrollable prophecy.

Now Eryndis wanders the world as a fortune teller and seeker of forgotten knowledge, hoping to uncover the true source of her gift. She believes the stars have woven a purpose into her fate, but whether that destiny is a blessing or a curse remains a mystery only time can reveal.
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<<> Special Notes <>>
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