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Faunalyn the Elven Archer and Blacksmith EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 Faunalyn the Elven Archer and Blacksmith

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SgtSarros
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Posts : 294
Join date : 2017-09-20

Faunalyn the Elven Archer and Blacksmith Empty
PostSubject: Faunalyn the Elven Archer and Blacksmith   Faunalyn the Elven Archer and Blacksmith EmptySat Jun 08, 2019 4:37 am

Name: Faunalyn Moonflower

Sex: Female

Species: Elf

Height: 5'3

Weight: 90lb

Age: 185

Age in appearance: 20 human years

Hair Color: Blond

Eye Color: Green

Skin Color: Peach

Personality: Gentle, Innocent , Peacefull

Weakness: Becomes nervous and scared when alone for long periods of time.

Profession: Weaponsmith and armorsmith

Weapons: Elven sword, bow

Armor: Prefers leather armor, though she does own others, including elven mail

Items: None currently

Skills: Weaponsmithing, armor smithing ( specialty: leather armors, though she has basic skill in metal armors ), Archery, stealth, swordfighting

Picture:

In the shop:

Faunalyn the Elven Archer and Blacksmith Faunal10_800x600

In Battle:

Faunalyn the Elven Archer and Blacksmith Faunal11_800x600

Ceremonial Armor:

Faunalyn the Elven Archer and Blacksmith Faunal12_800x600



Stats:

Fighting: Good
Agility: Incredible
Strength: Typical
Endurance: Excellent

Reasoning: Excellent
Intuition: Remarkable
Psyche: Excellent



HP: 76
MP: 70



Spells / Special Abilities:



Beginner Magic:



Cure
Cost: 5MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -2CS in hp or 6hp, whichever is greater.


Cura
Cost: 10MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -1CS in hp or 10hp, whichever is greater.


Clinging Vines
Cost: 2MP
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 good or higher strength break free automatically.


Nature Magic

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 atttempting 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.



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.




Imbue Level 1
Cost: 5mp + Elemental Shard
Uses: Reasoning or Psyche, whichever is higher
Requirements: Armorsmith skill, Good reasoning
Description: Grants a bonus to armor by adding an elemental protection to the armor. Level 1 allows for poor protection from said element ( 4 less damage from the element added to the armor ). Only one element can be added. Mind magic protection cannot be imbued. On a botch the armor is damaged. It will need to be repaired before the Imbuing can be redone.



Imbue Level 2
Cost: 10mp + 2 Elemental Shards
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Armorsmith skill, Excellent reasoning
Description: Grants a bonus to armor by adding an elemental protection to the armor. Level 2 allows for poor protection from said element, typical on a yellow or higher ( 4 or 6 less damage from the element added to the armor ) Up to 2 elements can be added. Mind magic protection cannot be imbued. On a botch the armor is damaged and all other Imbues on the armor are lost. It will need to be repaired before the Imbuing can be redone.



Enhance Level 1
Cost: 5mp + 1 Elemental Shard
Uses: Reasoning or Psyche, whichever is higher.
Requirements: Weaponsmith Skill, Good Reasoning
Description: Grants a bonus to weapon by adding an elemental force into the blade. Level 1 allows for a weapon to do +1CS damage to the opposite element added. ( Fire vs Water/Ice, Nature vs Necromantic, Air vs Earth, Light vs Dark/Shadow ). Only 1 element can be added to a weapon. On a botch the weapon is damaged and needs to be repaired before it can be used, and the Enhancing will have to be redone.




All elves get a +2 to endurance on drinking rolls, as well as a +2 endurance to poisons. However, any poison that does affect an elf is an automatic -1 to FASE stats until treated, in addition to any other penalties. While all normal penalties are removed once the poison is cured, base endurance must be rolled to see how long it takes to recover from this once cured. Red roll is instant, yellow is 1 hour. green is 6 hours, white is 24 hours.



Heartseeker Lvl 2
Cost: 0MP
Uses: Passive ability
Description: Whenever Faunalyn fires an arrow at an opponent, if her attack is a critical hit, OR the corresponding defense roll is a botch, OR she rolls within 10 of a critical hit AND the corresponding defense roll is a white, the attack is an automatic KO.
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