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Redsent

#1 User is offline   Red Sentinel Icon

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Posted 06 January 2007 - 12:39 AM

Name: Redsent.
Gender: Male
Race: Aphorite
1st Class: Druid
2nd Class: Ardent Conjurer
Hometown: Aderon
Alignment: Nature
Devotion: Agnostic


Aphorites: An intelligent race of lifeforms (alien to this world) which somewhat resemble humans in form. Their intelligence allows them to build impressive ships and advanced technology, and use it to explore new systems and sometimes destroy groups of Karlorons and other malicious creatures.
- Vitality Effect (per stat point): Increases your hit points by 45
- "Bonus Post Count" of 300

* Druid (of the Nature alignment): Conjurors of nature, Druids specialize in controlling the natural forces of the world and the animals found throughout Earthia.
- Intelligence Effect (per point): Decreases EP consumption of abilities by 15
- Strength Effect (per point): Normal attack DP + 2
- Starting Affinity: 2
- Starting Constitution: 3



Stats:

As of PC: 3550 (+300 Racial Bonus)
Stat Points: 162 (138 Base +12 Racial +10 Starter Bonus)

VIT: 71 (64 Base + 7 from Equipment)
STR: 0 (0 Base)
INT: 100 (100 Base)
CON: 0 (0 Base)
AFF: 0 (0 Base)
DEV: 0 (0 Base)

Health: 3195 (71 from Hit Points (45 per))
DP: 0 (0 from Strength (2 per) + 0 from Equipment)
EC Bonus: -1500 (-1500 from Intelligence (-15 per))



Items:

Money: 8000 cn.

Primary Weapon: Redsent's trusty stick (Vitality + 7; Two-Handed): item description.
Off-hand: --- (Redsent's trusty stick)

Head: ---Rebreather (Effect: Allows entrance into airless regions):
Body: ---
Legs: ---
Arm(Right): ---
Arm(Left): ---
Hands: ---
Feet: ---
Neck: Amulet of Amplification (Effect: Increases damage you do with spells by 140 DP if applicable; Neck Slot; Spellcasters and Priests only): 10000 cn
Shoulder: ---
Back: ---
Charm(1): ---
Charm(2): ---
Finger(1): ---
Finger(2): ---
Finger(3): ---
Finger(4): ---



Druid Abilities:

- Cool Breeze (0): EC=7; Effect = Recovers 5 of the target's HP per turn regardless of action: A cool breeze refreshes the target.

- Flame (0): EC=7; DP=5: The Druid conjures a small flame and burns the target.

- Frost (0): EC=7; DP=5: The Druid surrounds the target with a freezing gust of wind.

- Shock (150): EC=55; DP=40: A minor bolt of lightning strikes the target.

- Whirlwind (220): EC=70; DP= 60: A blast of rotating wind slams the target.

- Nature's Blessing (350): EC=150; Effect: Decreases a target's damage by up to 60 DP per turn for three turns: Nature looks upon the target with benevolence, providing protection.

- Mask of Nature (450): EC=300; Effect = Invisibility in a Connection Region/ Lasts until the target leaves the region or takes an action: A cover of local vegitation hides the target from view. from ground based attacks as long as the target (anyone) is in the region.

- Burn (600): EC=300; DP=80: A target is surrounded in flames.

- Cyclone (750): EC=350; DP=125: A burst of powerful winds slams the target.

- Regeneration (900): EC=400; Effect = Recovers 20 of the target's HP per turn regardless of action: The target is surrounded in an aura of regeneration.

- Angry Swarm (1200): EC=500; DP=180: The Druid summons a swarm of deadly insects to attack the target.

- Ice Storm (1300): EC=550; DP=180; Effect = Target cannot use a physical attack in the next turn: An ice storm surrounds the target suddenly.

- Bolt of Lightning (1500): EC=750; DP=260: A powerful bolt of lightning strikes the target.

-> Summon Wolf (2000): EC=500; Effect = Summon a wolf companion/ Can move independently even in a remote region/ DP per attack: 50/ HP: 175/ Will cancel other summon spells in effect: The Druid summons a wolf companion.

-> Summon Hawk (2000): EC=500; Effect = Summon a hawk companion/ Can move independently even in a remote region/ DP per attack: 20/ HP: 100/ Can skip connection regions/ Will cancel other summon spells in effect: The Druid summons a hawk companion.

-> Summon Bear (2000): EC=500; Effect = Summon a bear companion/ Can move independently even in a remote region/ DP per attack: 40/ HP: 210/ Will cancel other summon spells in effect: The Druid summons a bear companion.

- Firestorm (2100): EC=1000; DP=400: A cyclone of fire engulfs the target.

- Alter Weather (2400): EC=0; Effect = Changes the weather in the Druid's region to anything desired/ Stays in effect as long as the Druid is there (will not thaw Frionia): The Druid changes the weather in his/her current region (this is currently a roleplay ability). the target.

- Crushing Wave (2600): EC=1500; DP=600: A wall of water crushes the target.

- Microburst (3000): EC=2300; DP=750: A sudden downward shift of pressure crashes down on the target.

- Supercell (3500): EC=2500; DP=900: A powerful electrical storm destroys the target.

- Force of Nature (3500): EC=2500; Effect = For five turns, increases physical DP by 250 and absorbs up to 250 DP per turn: The power of nature augments the target.

- Tornado (3700): EC=3000; DP=1000: The Druid conjures a powerful tornado to hit the target.

-> Summon Lion (4200): EC=1500; Effect = Summon a lion companion/ Can move independently even in a remote region/ DP per attack: 90/ HP: 400/ Will cancel other summon spells in effect: The Druid summons a lion companion.

- Megaburst (5000): EC=4000; DP=1400: A target is crushed by a concentration of the planet's entire atmosphere.



Ardent Conjurer Abilities:

- Transcendent Meditation (1000): Effect lasts until cancelled or broken by battle, movement, or another ability: EC=0; Recovers 100 EP Per Minute Of Meditation (cannot stack with other EP recovery states): When an ardent conjurer requires arcane energy for his/her spells and abilities, this form of meditation can help establish a connection to another plane to acquire some of its power.

- Amplify Magic (2000): Persistent Effect = Increases the damage of your magical attacks by 20% (divide normal DP by five and add that to the normal DP value): An experienced conjurer is capable of amplifying his/her magic.

- Reflect Magic (3500): EC=1500; Effect = The next magic attack used against the conjurer will do half of its damage to the conjurer and half to the caster (can only be used once per battle; effect lasts until magic is used against him/her; can also be used for a spell requiring more than one turn to cast while it is being charged): Through great concentration a conjurer is able to reflect magic back at its source.

- Boundless Power (5500): Persistent Effect: Total EP + 1000: A master conjurer is capable of wielding and using more power than most other spellcasters.


(Mental note to self)
HP: 3195
DP: 0
ECB: 1500
EC: 3770
0

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