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 Echoa Estyrrui

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Posts : 12
Join date : 2018-01-17

Echoa Estyrrui Empty
PostSubject: Echoa Estyrrui   Echoa Estyrrui EmptyFri Apr 26, 2019 6:24 pm

Name: Echoa Estyrrui(EH - ko - ah)(est - AIR - yu - ee)

Sex: Female

Species: Elf

Height: 4'8

Weight: 85lbs

Age: 90

Age in appearance: Late teens(17 or 18)

Hair Color: Platinum

Eye Color: Ranges from Lavender to Red depending on mood

Skin Color: Caucasian

Personality: Kind and polite to others until they give her a reason to lose her respect towards them.

Weakness: Heavily prejudiced against the more evil races ranging from Goblins and Orcs to Demons and Devils.

Profession: Princess

Weapons: Duel Dirks/Bow-and-arrow

Armor: None

Items: Royal Madallion

Skills:
Sharp Weapons: +1 CS to Fighting
Bows: +1 CS to Agility
Communion With Nature: +1 CS to Intuition rolls in the forest, and +1 CS to Reasoning to trying to calm an angry animal.

Description and/or Picture:
Echoa Estyrrui Echoa10

Echoa Estyrrui Echoac10

Stats:
Fighting: Excellent(Remarkable with Cat's Grace)
Agility: Remarkable(Incredible with Cat's Grace)
Strength: Typical
Endurance: Good

Reasoning: Excellent
Intuition: Good
Psyche: Incredible

Running Speed: Good(30mph)
Flying Speed: N/A
Swimming Speed: Typical(15mph)

Hit Points: 66
Stamina Points: 68
Mana: 70


Spells / Special Abilities:
Nature:
First Circle:
Cause Light Wounds
Cost: 5MP
Uses: Psyche
Description: Does Good damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.

Creeping Vines
Cost: 5MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs poor to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with excellent or higher strength break free automatically.

Communication with Animals
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to forest creatures such as deer, foxes, wolves and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.

Nature's Touch
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Reaches into the heart of a dying tree or plant, giving it energy to help it heal and repair itself.

Second Circle:
Banish
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Alternatively, this spell can do Remarkable damage to one non-living creature. Creatures resist with endurance. On a red roll, or any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.

Third Circle:
Cause Moderate Wounds
Cost: 10MP
Uses: Psyche
Prerequisite: Cause Light Wounds
Description: Does Excellent damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.

Mind:
Circle One:
Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.

Telekinesis ( Basic )
Cost: 1MP / minute out of combat, 1MP / round in combat, per person or item ( only if used for more then 1 minute / round )
Uses: Psyche ( only if another person with mental abilities tries to target the same item )
Description: Allows the user to lift an object into the air and move it where they wish. User must be able to maintain eye-contact with the object at all times. Maximum weight of the item is 10 pounds. Maximum movement speed is Typical air speed.

Cat's Grace:
Held within her amulet is an enchantment to bear it's user with feline features making her faster and more agile for a single action. Can be used up to five times a day before it depletes it's charges, which renew with the sunrise.


Biography: Echoa grew up as the only child of a forest king, her mother dying on her birthing bed. She had handmaidens to tend to her, but otherwise grew up a very independent person. While proper etiquette and mannerisms were important, fighting is what excited her more. The rough and tumble sort of adventures. She was acknowledged as a tomboy of sorts and so time went on.

Studies of magic were important as well, nature magic being a given, but a fortune teller spoke to her of a different kind of magic. Her mind being strong enough, her fortitude being tough enough, she began training in mind magic which was unique to her kingdom. They had brought in a specialist from a neighboring kingdom for her training.

It wasn't but a month or so after that their castle was raided in the middle of the night by a band or orcs, but they weren't normal. These were smarter, stronger than normal, and relying on stealth initially, as opposed to numbers. By the time the alarm had been raised, she found herself to her father's chambers just in time to see him cut down by one of these ninja orcs.

Tangling him in vines, she vindictively Moderately Wounded him, watching his black gi seep with the orc's blood. After inspecting the orc and it's equipment, she readied her escape, but braced herself as she heard heavy footsteps coming towards the door...
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