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Aeryn AKA Nature's Protector EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Aeryn AKA Nature's Protector

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SgtSarros
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Posts : 583
Join date : 2017-09-20
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Aeryn AKA Nature's Protector Empty
PostSubject: Aeryn AKA Nature's Protector   Aeryn AKA Nature's Protector EmptySat Oct 07, 2017 8:42 am

Name: Aeryn / Nature's Protector
Sex: Female
Species: Unicorn
Height: 5'5 human, 16 hands ( 5'4 ) unicorn
Weight: 140lb human, 900lb unicorn
Age: over 1000 years old
Age in appearance: usually early 20's
Hair Color: Blond human, White unicorn
Eye color: Blue
Skin color: Peach human, white unicorn
Personality: wise, forgiving, compassionate
Weakness: Has severely reduced powers outside of a forest, all she can do is speak to animals. If the forest, or especially the clearing she has linked herself to is damaged, her power weakens considerably depending on damage done.
Profession: Forest Guardian
Weapons: Staff human, hooves unicorn
Armor: None
Items: Her human form has a medallion. This medallion is required for her to change back into a unicorn. She must do so few at least a few minutes every 72 hours, or she will start to age. If she is trapped in her human form for over a week, she will die.
Skills: Weapons Expert: Staves, Communion With Nature, Tracker, Herbalism, Farming
Picture:

Aeryn AKA Nature's Protector Aeryn10


Stats: Unicorn / Human
Fighting: Good / Good
Agility: Excellent / Good
Strength: Marvelous / Typical
Endurance:Remarkable / Excellent
Reasoning: Excellent / Excellent
Intuition: Excellent / Excellent
Psyche: Incredible / Incredible


OPTIONAL: Only include this section if it is different then normal
Running Speed: Excellent / Typical


Hit Points: 85 / 46
SP: 83
Mana: 80



Spells / Special Abilities:

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.


Create Water
Cost: 5MP
Uses: None
Description: Creatures enough drinkable water to go an entire day for one person times the higher circle of Nature Magic you know. You need a container to hold the water.


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.


Sense Life
Cost: 2MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Description: Allows the caster to sense all living beings in the nearby area. At first circle this is about a block within a city, or a mile if within an area strong of nature. At level three this spell has no MP cost and can sense life up to three blocks away, or an entire forest if within one.


Whisper In the Woods
Cost: 2MP
Uses: None
Description: Allows the caster to send a verbal message to a person or area in the same forest as them. At circle three this is any forest on the same world. At circle six, this is any forest on the same plane. ( Limbo and Hell, for example, would not be reachable from Fantasy Island )




Second Circle:

Banish
Cost: 10MP
Uses: Psyche
Description: Does Good damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Creatures resist with endurance. 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.


Companion to Animals
Cost: 10MP
Uses: Psyche
Description: Can turn any hostile animal into an ally, convincing it that the caster is one with the forest and will not harm them. This spell will only work on non-sentient animals and is broken only when the animal is harmed or if the spell is released.


Remove Poison
Cost: 10MP
Uses: None for natural poisons, Psyche for magical poisons
Prerequisite: Cure
Description: Removes any poison from a person's body and removes any negative side effects. Elven characters also have their penalties removed when this spell is cast.


Woodland Gaze
Cost: 10MP
Uses: Psyche ( See Below )
Requirement: Whisper In The Woods
Description: Allows the caster to 'see' through the trees and plants of the same forest they are in, though they will see as a tree sees. This means more shapes, emotions and noises, from fixed points. At circle 4 this spell requires half MP. At circle 5 this spell is further reduced to no MP and no roll.
Special Considerations:
1. This spell only needs a green to roll unless there is someone else viewing through the same tree, or if the tree is 'sentient' ( such as a treant ), in which case a yellow is needed.




Third Circle:

Aura of Peace
Cost: 10 MP
Uses: Psyche
Description: Creates a circle around the caster where people are less willing to fight or be aggressive. Anyone entering this circle with intent to harm must roll psyche. If they fail all offensive combat rolls are at -1 CS. On a red roll, this becomes -2 CS.
- Area of Effect is 25 feet ( 1 area ) times the max circle known by the caster. Duration is Four hours times the max circle known by the caster.


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.


Entangling Vines
Cost: 10MP
Uses: Psyche
Prerequisite: Creeping Vines
Description: Opponent rolls agility. If caught, opponent rolls their strength vs typical 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 remarkable or higher strength break free automatically.


Nature's Aura
Cost: 10MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Prerequisite: Nature's Touch
Description: Reaches into the hearts of nearby dying trees and plants, giving energy to all plants within 10 feet of the caster to help them heal and repair themselves.


Summon Faun / Satyr
Cost: 15MP
Uses: Psyche
Description: Summons a small woodland creature to you. You can choose only one ( the decision made when you learn the spell ). This creature has the stealth talent and can be used to scout out areas ahead and report back or listen in on conversations. It can also send you important information via the whisper in the woods spell if both of you are in a treed area on the same world. The creature can only speak to the caster and one other person at a time, and it will only take orders from the caster unless told to obey someone else. If attacked the creature has Excellent agility to defend itself. If it is struck by an attack or enters an anti-magic area the creature is unsummoned. This creature can only be summoned once every 12 hours. The creature lasts for 2 hours times the maximum Circle of the caster, unless dismissed or the previous actions occur.




Fourth Circle:

Blessing of the Hunter
Cost: 15 MP
Uses: Psyche
Description: On a green roll, grants a +1CS bonus to attacking with a bow or crossbow within a forest or jungle area. If targeting game such as a moose or deer for purposes of consumption, this bonus increases to +2CS. On a yellow roll, this bonus increases to +2/+4. On a red roll, this also grants a +1CS damage bonus, regardless of target.


Elemental Shielding
Cost: 15MP
Uses: Psyche
Description: Grants the target Good protection ( up to 10 less damage ) from the spells of Fire, Water, Ice, Air, and Earth. Lasts five rounds or until damage limit has been reached. Protects 20hp of damage on a white, 30hp on a green, 40hp on a yellow, 60hp on a red.


Eyes of the Forest
Cost: 20MP
Uses: Psyche
Requirements: Companion To Animals
Description: Allows the caster to 'see' through the eyes of a trusted animal companion. Must have line of sight on the companion, and the companion must not resist. If the companion is unwilling or made to resist, the spell is broken. At Circle 5, line of site is no longer needed, just must both be in the same forest / area. At Circle 6, this spell has no MP cost and no roll.


Greater Banish
Cost: 20MP
Uses: Psyche
Prerequisite: Banish
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Creatures resist with endurance. 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.


Tranquility
Cost: 15 MP
Uses: Psyche ( Only needed in situations where there is something attempting to block this spell )
Description: Turns a part of a forest ( usually a clearing ) into a place of peacefulness. Animals will not attack anyone in this area, unless controlled by another person, then their controller's roll must beat the caster's roll of this spell, or the animal is no longer under their control. Characters with Typical psyche or lower will also lose any aggression and will not be able to attack within this area.



Fifth Circle

Element of Nature
Cost: 20MP
Uses: Psyche ( Only if there is something in the area attempting to block this spell )
Prerequisite: Nature's Aura
Description: The caster becomes nature itself. Where they walk nature will start to grow in the way of grass, flowers, and so forth depending on the terrtain they are in. Can also be used to cleanse darkness / pollutants from the area as they travel. Lasts 30 minutes.


Restoration
Cost: 25MP
Uses: Psyche
Prerequisite: Curaga
Description: Fully restores a character on a yellow roll. Restores half health or 30hp on a green, whichever is higher. Restores quarter health or 20hp on a white, whichever is higher.



Biography:

Spirit Protector of the forests of Fantasy Island, she comes from another world completely, one where her duty as Forest Guardian was interrupted by a deed by mankind. One that ended the life of a powerful being of good, and one she has been paying the price for since then...

Aeryn is known by most, as one who gives advise and a place of peace and protection to all who are friends of the forest. The fact she is a shifter is one she hides from all but her closest friends. With her wolves and foxes, she constantly fights to protect the forest not just from humanity, but also from the forces of darkness and beings from beyond this world.
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