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Started by VySaika, December 26, 2012, 11:08:40 PM

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VySaika

"Shall we dance?"

Spoiler: ShowHide


Name : Autumn Crow
Race: Human
Job: Monk
Level: 2
Destiny: 2

Basic Stats
PWR: 6 (8 with Muscle Scarf)
RES: 7
DEX: 9
MND: 5

Force: 3
Finesse: 3

Combat Stats
HP: 74 (79 with Muscle Scarf)
MP: 0
ARM: 1
M.ARM: 0
AVD: 7
ACC: 2

Attacks
Winter Fan: Attack: 2d6+2. Damage Roll+6 Ice damage. Abilities(Counterattack, Ice-Strike)
Muscle Scarf: Attack: 2d6+2. Damage Roll+16. +2 PWR and +5 HP when equipped. Abilities(Critical, +2 PWR, +5 HP)
Aura Bolt: Slow Action, auto-hits. 2d6+20 Holy M.ARM damage. Builds 2 chain. 1/session.

Skills
Athletics: +5
Acting: +4
Awareness: +1
Escape: +2
Lore(General): +1
Negotiation: +2
Perform(Dancing): +6
Synthesis(Cooking): +4

Abilities
Job Innate - Martial Arts: May deal greater damage unarmed. Also allows for building combo points and using combo finishers. Refer to Page 54 since I'm not typing all those up.
Formless Strikes: Crow's attacks may hit ARM or M.ARM as she chooses.
Skillful Hero 1: +5 skill points, Skill cap +2
Aura Bolt: See attacks section

Equipment
Winter Fan: Tier 1 fan. (Counterattack, Element Strike: Cold)
Muscle Scarf: Tier 2 Scarf. (Critical Attack, PWR+2, +5 HP)
Accessory: Leather Gloves(+1 ARM)
Antidote
Antidote
Eyedrops
Revivify
Phoenix Down
120gil

Bag of Holding
Spoiler: ShowHide

432 gil
4 Magic Tarts(25% MP healing)
Old Robe
Potion
3 Zombie Eye
Antidote


Biography/Goals
The only daughter, and heir apparent, of Autumn Dragon, High Lady of the Autumn Temple and Grand Master of the Dance of Four Seasons school of kung-fu. As the only daughter, and the fact that the highest secrets of the Dance of Four Seasons can only be passed down to women of the High Lady's bloodline, Autumn Crow has her work cut out for her. She must become a martial arts master without equal, or the entire temple will suffer for her failure. It's a good thing she's always up for a challenge, and is only too willing to bear the expectations of her family.

Small and slender, Crow has a dancer's build that she's quite proud of, having worked her ass off to get and keep it. She is equally proud of her nearly ankle-length red hair, which she often wears in a high ponytail, but styles it for performances when she needs to. What she is not proud of, however, is her utterly flat chest. Mentioning such a thing, or heaven forbid mistaking her for a boy...are probably the fastest ways to pick a fight anyone has yet found. There are less painful ways to die.

As she cannot wear armor, Crow prefers to wear light robes in seasonal colors. She almost never wears shoes, no matter how bad the terrain gets. Somehow, her feet are still just as smooth and delicate as ever in spite of this.

Goals
1: Recover the Four Seasons Fan that was stolen from the Autumn Temple.
2: Perform before a reknowned King/Emperor/Divine Being/etc and be praised for her skill.
3: Learn how to cook excellent meals from cuisines around the world.
Life Goal: Become the new High Lady of the Autumn Temple, preferably by defeating her mother, Autumn Dragon, in single combat.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

Taishyr

#1
Name: Janus Kimitta
Class: White Mage
Age: 19
Race: Human
Appearance: A tall, well-built blond-haired young man with the distinctive White Mage's robe trimmed into a long-sleeved tunic, and a pair of workingman's slacks; short hair, angry green eyes, and a small traveling pack strapped loosely to his back. The staff in his hands looks incredibly awkward, as if he's not used to using it.
Quote: "Shut up so I can focus on not moving your insides to your outsides."


Level: 2
HP: 50
MP: 35 (base 30)

PWR: 7
RES: 7
DEX: 4
MND: 9

Force: 3
Finesse: 3
Avoidance: 6
Accuracy: 1
ARM: 6
M. ARM: 8
Destiny: 2


Equipment:
Weapon: Beginner's Staff. 2d6 * MND melee damage. Arcane: Quick Cast. (Instant action: next spell cast takes Standard, not Slow, time)
Armor: Old Robe-tunic (3 ARM, 7 M.ARM, +5 MP) [Made from the robe found when beating the Red Bone.]
Shield: Leather Shield (3 ARM, 1 M.ARM, +1 AVD)
Accessory: Nymph Cloak (Elemental Ward: Water).

Items:
Potion
Potion (on loan from Crow)
Potion (on loan from Crow)
Potion
Revivify
Revivify
Revivify
Antidote
KEY ITEM: Cancer Stone?

Trinkets: Some sewing needles and thread. Used to patch clothing and sew up his robes into more travel-suitable wear. A small pendant made of wood, with a leather string.

Gold: 161

Abilities:
Body and Soul (WM innate): Team full-heals HP at the end of the fight, if the WM is conscious.
Reckoning (WM): Holy/Wind damage does one step higher (PWR * 1) -> (PWR * 2) -> (PWR * 3), so on
MP Stroll (WM): Regain 25% MP after every fight.
Shield Bearer (WM): Can use Shields regardless of class.

Spells:
Aero (8 MP): Deal 2d6 + (PWR * 4) ST, 2d6 + (PWR * 2) MT Wind damage.
Cure (7 MP): Heal 2d6 + (MND * 3) ST.
Banish (10 MP): Deal 2d6 + (PWR * 6) ST, Undead -only-. If enemy has Undying, they lose it until the start of their next turn.


Skills:
Finesse+1 ranks total. 22 points overall

Athletics: 1
Awareness: 1
Escape: 1
Healing: 4
Inquiry: 2
Lore (General): 2
Lore (Magic): 2
Mercantile: 2
Nature: 2
Negotiation: 3
Scavenge: 1
Synthesize (Alchemy): 3

Background:
A longtime resident of the area, Janus was quickly recruited by the local Healer's School as a youth after he demonstrated a precocious talent for healing (in an incident he'd rather not freely talk about)... and barely avoided being kicked out a few days later for his rather rebellious attitude combined with a wanderlust unmatched by most of the locals. Still, after settling down a bit, he applied himself well to his studies in mundane healing and alchemy, and quickly picked up the basics of the Aero magic. Shortly after learning how to actually cast Cure, however, an argument with the head of the school and an incident involving his shield spiraled out of hand and Janus's shield was confiscated until he performed an errand for the head of the school. Making the best of the situation, Janus found a group of like-minded adventurers and prepares to set out with them, considering joining them to be his ticket out of town - once he gets his shield back...

While his studies have had their obvious impact, and outside of the Healer's School he's at least tolerated as another able hand and a competent healer, his time spent wandering the local region - getting into and out of scrapes, and generally fending for himself and exploring - has left him with a broad, if shallow, set of skills he falls back on when the problem isn't something to heal or something to make to heal people.

Goal #1: Delve as far as possible into the limitless possibilities of Wind magics. (Learn one Superior-level Wind spell, and, if possible, create a new Wind spell.)
Goal #2: Oh yeah and healing magic might be nice too I guess? Whatever. (Learn one Superior-level healing spell, and, if possible, create a new healing spell.)
Goal #3: Get his shield back and begin figuring out just precisely who left it in that old cave, and what sort of powers lie dormant in it. (If the shield has legendary potential, access it; otherwise, improve it as far as he can.)
Life Goal: Become an archsage. Archmagi? Sagemagi. Omnisage! Omniarch?! Sageacri- wait no. (Learn 1 Ancient spell from each spell type, and obtain a Rank 3 or better summon.)


Skill points:
4+4+2+2+2+2+1+1+1+1+1+1
8+8+6
22

Stats:

HP: (Res+HP Bonus)*Lvl = 22
MP: (MND+MP Bonus)*Lvl = 14
Avoidance: Dex/4 + Class = 5
Accuracy: Class+Lvl/2 = 0