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Ha'Rashna Kahn EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Ha'Rashna Kahn

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darkshade
Obsessed Member
Obsessed Member



Posts : 144
Join date : 2017-10-29

Ha'Rashna Kahn Empty
PostSubject: Ha'Rashna Kahn   Ha'Rashna Kahn EmptySun Aug 16, 2020 10:32 pm

Name: Ha'Rashna Kahn
Sex: F
Species: Reptilian
Height: 5'6"
Weight: 95lbs
Age: 23
Hair Color: Black
Eye Color: Yellow
Skin Color: Green
Personality: Ha'Rashna Kahn is rather direct and no-nonsense. She can't stand jokes or pranks, having quite the temper. She does care about those around her, seemingly to much chagrin.
Weakness: Cold-blooded, bad temper.
Profession: Mage

Weapons: Quarterstaff, Dagger
Armor: None
Items:

Skills: 
Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for identifying herbs for various purposes, including but not limited to medicinal or poison making.
Mystic and Occult Lore - +1 CS to reasoning for researching or understanding magic and demonic or angelic histories, including telling which is truth and which is fiction.


Description and/or Picture: 
Ha'Rashna Kahn Chexe_10


Stats: 

Fighting: Good
Agility: Good
Strength: Typical
Endurance: Good

Reasoning: Excellent 
Intuition: Remarkable
Psyche: Amazing


Hit Points: 36
Stamina Points: 67
Mana: 100

Spells / Special Abilities:

Thunder
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.

Thundara
Cost: 10MP
Uses: Psyche
Description: Does damage equal to casters Psyche -1CS. Agility to dodge.

Thundaga
Cost: 15MP
Uses: Psyche
Description: Does damage equal to casters Psyche. Agility to dodge.

First Circle:

Downwind Scent
Cost: 2MP
Uses: None
Description: Changes the winds in the area to make tracking easier. Those who can track people by smell get a +1 CS improvement to intuition checks involving scent. Only works outdoors.

High Jump
Cost: 5mp
Uses: N/A
Description: Allows the caster to jump upwards 10 feet times the maximum circle level of the caster. Must land on something at the top of the height or they will fall and take take Typical damage for every 10 feet they fall.

Whisper on the Winds
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same area as them that only they can hear. At Circle 1 this is 1 mile away. By Circle 3 this is anyone within 10 miles. At circle 6, this is anyone on the same world. Both the caster and the target must be outdoors.

Second Circle:

Energize
Cost: 10MP
Uses: None unless resisted, then Psyche
Description: Gives a target a boost to their reflexes. Target gains +1CS to Agility on all rolls and +1CS to Fighting on defending rolls only for one round on a white, two rounds on a green, three on a yellow. On a red this increases to +2CS bonus. When this spell wears off, target will feel somewhat drained and will suffer a -1CS to Agility and Fighting on all rolls for one round.


Fog
Cost: 10MP
Uses: None unless resisted by another wind or weather caster, then Psyche
Description: Brings in a heavy fog to obscure people from sight. trying to attack someone within the fog requires a -2CS roll, however those within the fog receive a -2CS to attack and defense. The caster, as well as anyone with circle 3 wind magic, can see through the fog and take no penalties.


Third Circle:

Downdraft
Cost: 15 MP
Uses: Psyche
Description: A gust of wind slams into a winged target from above, causing them to plummet to the ground , putting them into knockdown and taking 1/2 Psyche damage., full psyche on a red roll or on a defensive botch. Target rolls flight speed to resist, -1 for each passenger they have ( In addition to normal load penalties ).
- If used on a non-winged person, a yellow roll is required to make them land
- If used out of combat, target instead drops 100 feet, half if not winged.


Gust of Wind
Cost: 15MP
Uses: Psyche
Description: Opponent rolls agility. If caster succeeds this attack does psyche wind damage. If the caster's roll was yellow or higher, it also knocks the target into knockdown.


Biography:


Ha'Rashna Kahn lived her life studying magic and honing her skills to better her position in her nation's army. Being trained in the magics of Air and Lightning was no easy task, however she cemented herself into her position.

When Kahn's nation was attacked by marauders she escaped with others of her nation, living in the darkness of caverns until the day they can rebuild and return to their former glory.
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