Post by agnes on Jun 3, 2011 21:41:41 GMT -5
Name: Agnes Clayborn
Age: 20 Race: Human
Height : 5'6" Weight : 120lbs
Birthplace: Kierberian Alignment: Good
Racial Weakness: The usual vices of the human race.
Languages Known. : common, ancient & Kh'ronish
Rank: 2d60 - Grinja Defender AP : 218
Class : Arch Mage ( +5 defense )
A brief history: Agnes is the middle most child out of a family of seven children. Her father is the Baron Malcolm Clayborn, lord of the Fifteenth House of the Twenty Seven within the lands of Kierberian. As with any large family there was sibling rivalry among the children, at one point two of her brothers locked her away in the cold dark wing of the Manor house. They of course did so after spending an hour of telling stories of that part of the house being haunted. It was closing in one dinner time and the sun went down fairly early. Leaving the little girl of six along in the long dark hallways with the sounds of the wind and age of the manor creaking. It was the fear of the little girl that brought the first appearance of her talent. The strange lopesided yellow light came into existence. Though she had been nearly as frightened of it as she was of the darkness around her. As she ran from the light it followed her , both came to an immediate halt when finding the large hall of books. Her eyes widened, even her father's study seemed so small in comparison.
In the years to follow , she would often slip away during the tea parties and dinners her mother and sisters so loved to host. Agnes withdrew more and more into the realms of knowledge and information. Always the strange little bobble of light hovering at her shoulder.
Due to the successful marrages of her brothers and sisters alike, she was allowed her own leadway in her lifestyle choosings. Agnes' parents were accepting when they came to realize that Agnes placed her wishes in joining the Sisterhood of the One Thousand. However in her nervousness while waiting for the initiates trials, the bobble of light appeared over her shoulder. It was a law of the Abby, those harboring the talents of the arcane were forbidden to join.
Such a decision left her lost in what to do.. what direction her life could and should go in. For her birthday her Aunt arrived with gifts, one of which she had given to Agnes in private. It was her own journal , a written record of what she had come acrossed in her own travelings and adventures. Agnes took many things to heart, the talents were not a curse..but a gift in which she would have to decide how it would be used.. as none other truly had the right to form opinions for her.
There was also the gift of being named the successor of the very small estate that was within her Aunts name, if andwhen the time came to such things. Right now , however, Agnes is far more intrigued by the libraries of books.
Primary Class : Mage
Bonus : "Surge of Power" Once a day a mage is allowed a surge of power, giving them a +10 boost to any magical spell that they are casting outside of combat.
Secondary Class: Psion (grants Psion affinity skill )
Primary Weapon. : Her Magic
Secondary Weapon : Battle Book
Adventures Equipment. : Her book and backpack of holding.
Equipment in Backpack
Item Weight lbs.
Blanket 0.1
Bucket 4
2 Wax candles 1
Leather Scroll case 2.5
4 sticks of Chalk 0.8
Comb 0.5
fishing hooks 0.5
Hairbrush 0.1
2oz Ink Pot 1
Iron pot 2
Sm Silver Mirror 2
Flask oil ( G.F) 2
Copper Kettle 2
Paint brush 1
Pouches 2 LG 3
Pouches 2 Sm 1
50ft silk rope 5
Sealing Wax 1
Sewing Needle 0.1
Tea cups 4 1.5
Water Skin 0.5
5oz Soap 0.3
2 Metal Vials 8
2 Crystal Vials 6
Winter Blanket 3
Clothing
Soft boots 3
Good Cloak 2
Leather Gloves 1
Gown Common 2
Blouse 1
Skirts 1
Tunic 1
Total Weight 59.9 lbs
Weight Available 90.1 lbs
Racial Skill ~
Iron Will [glow=gray,2,300]1[/glow]/2/3 : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers.
[glow=gray,2,300]Iron Will +1 - No Prerequisites[/glow]Iron Will +2 - Must have Iron Will & Mel'yn Rank
Iron Will +3 - Must have Iron Will +2 & Rohel Rank
Skills~
Innate Spell ~ You have mastered one spell so well, that you may choose to cast it at will as an (advanced level) spell. You must choose the spell when you take this skill. If you wish you may still roll your mage dice and add the roll to the lowest "Advanced" score available. ~ prismatic spray
Prerequisite: Magical Affinity
Elemental Resistance ~Pick one element to take a defense of +5 against ( fire )
Enraged Casting ~ A mage is able to cast a COMBAT spell with greater damage done, once per combat. They are able to add +5 to any combat dice roll they make to cast their spell.
Prerequisite: Magical Affinity or Psionic Affinity, Abet'zi Rank
Extra Spell ~ A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Rosha to Abet'zi you get an extra spell. Abet'zi to Mel'yn you get an extra spell.
Prerequisite: Magical or Psionic Affinity
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars have half your dice and as many hit points, as their dice, if needed. Such as if you are d60, they are d30 with 30hp.
Prerequisite: Magical Affinity
Immunity to Charm : You are immune to charm effects and spells, including the sweet words of a Charmer.
Telepathy : You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
Prerequisite: Psionic Affinity
Alchemy ~ You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale.
Prerequisite: Magical Classes OR Healer
Poison/Venom Immunity : Immune to poisons and venoms.
Underwater Breather : You are able to breathe underwater.
Iron Will 1/[glow=gray,2,300]2[/glow]/3 : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers.
Iron Will +1 - No Prerequisites
[glow=gray,2,300]Iron Will +2 - Must have Iron Will & Mel'yn Rank[/glow]Iron Will +3 - Must have Iron Will +2 & Rohel Rank
Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points
Craft Magic Item : This crafting skill allows you to create magical items, or enchant weapons or armor. You are allowed to open up a shop if you wish per Shop Rules.
Prerequisites: Magical Affinity
Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. [Druid, Healer do not need to take this in order to heal, they have this class skill automatically.]
Age: 20 Race: Human
Height : 5'6" Weight : 120lbs
Birthplace: Kierberian Alignment: Good
Racial Weakness: The usual vices of the human race.
Languages Known. : common, ancient & Kh'ronish
Rank: 2d60 - Grinja Defender AP : 218
Class : Arch Mage ( +5 defense )
A brief history: Agnes is the middle most child out of a family of seven children. Her father is the Baron Malcolm Clayborn, lord of the Fifteenth House of the Twenty Seven within the lands of Kierberian. As with any large family there was sibling rivalry among the children, at one point two of her brothers locked her away in the cold dark wing of the Manor house. They of course did so after spending an hour of telling stories of that part of the house being haunted. It was closing in one dinner time and the sun went down fairly early. Leaving the little girl of six along in the long dark hallways with the sounds of the wind and age of the manor creaking. It was the fear of the little girl that brought the first appearance of her talent. The strange lopesided yellow light came into existence. Though she had been nearly as frightened of it as she was of the darkness around her. As she ran from the light it followed her , both came to an immediate halt when finding the large hall of books. Her eyes widened, even her father's study seemed so small in comparison.
In the years to follow , she would often slip away during the tea parties and dinners her mother and sisters so loved to host. Agnes withdrew more and more into the realms of knowledge and information. Always the strange little bobble of light hovering at her shoulder.
Due to the successful marrages of her brothers and sisters alike, she was allowed her own leadway in her lifestyle choosings. Agnes' parents were accepting when they came to realize that Agnes placed her wishes in joining the Sisterhood of the One Thousand. However in her nervousness while waiting for the initiates trials, the bobble of light appeared over her shoulder. It was a law of the Abby, those harboring the talents of the arcane were forbidden to join.
Such a decision left her lost in what to do.. what direction her life could and should go in. For her birthday her Aunt arrived with gifts, one of which she had given to Agnes in private. It was her own journal , a written record of what she had come acrossed in her own travelings and adventures. Agnes took many things to heart, the talents were not a curse..but a gift in which she would have to decide how it would be used.. as none other truly had the right to form opinions for her.
There was also the gift of being named the successor of the very small estate that was within her Aunts name, if andwhen the time came to such things. Right now , however, Agnes is far more intrigued by the libraries of books.
Primary Class : Mage
Bonus : "Surge of Power" Once a day a mage is allowed a surge of power, giving them a +10 boost to any magical spell that they are casting outside of combat.
Secondary Class: Psion (grants Psion affinity skill )
Primary Weapon. : Her Magic
Secondary Weapon : Battle Book
Adventures Equipment. : Her book and backpack of holding.
Equipment in Backpack
Item Weight lbs.
Blanket 0.1
Bucket 4
2 Wax candles 1
Leather Scroll case 2.5
4 sticks of Chalk 0.8
Comb 0.5
fishing hooks 0.5
Hairbrush 0.1
2oz Ink Pot 1
Iron pot 2
Sm Silver Mirror 2
Flask oil ( G.F) 2
Copper Kettle 2
Paint brush 1
Pouches 2 LG 3
Pouches 2 Sm 1
50ft silk rope 5
Sealing Wax 1
Sewing Needle 0.1
Tea cups 4 1.5
Water Skin 0.5
5oz Soap 0.3
2 Metal Vials 8
2 Crystal Vials 6
Winter Blanket 3
Clothing
Soft boots 3
Good Cloak 2
Leather Gloves 1
Gown Common 2
Blouse 1
Skirts 1
Tunic 1
Total Weight 59.9 lbs
Weight Available 90.1 lbs
Racial Skill ~
Iron Will [glow=gray,2,300]1[/glow]/2/3 : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers.
[glow=gray,2,300]Iron Will +1 - No Prerequisites[/glow]Iron Will +2 - Must have Iron Will & Mel'yn Rank
Iron Will +3 - Must have Iron Will +2 & Rohel Rank
Skills~
Innate Spell ~ You have mastered one spell so well, that you may choose to cast it at will as an (advanced level) spell. You must choose the spell when you take this skill. If you wish you may still roll your mage dice and add the roll to the lowest "Advanced" score available. ~ prismatic spray
Prerequisite: Magical Affinity
Elemental Resistance ~Pick one element to take a defense of +5 against ( fire )
Enraged Casting ~ A mage is able to cast a COMBAT spell with greater damage done, once per combat. They are able to add +5 to any combat dice roll they make to cast their spell.
Prerequisite: Magical Affinity or Psionic Affinity, Abet'zi Rank
Extra Spell ~ A spellcaster is granted an extra spell for each gemstone rank they gain. Such as moving from Rosha to Abet'zi you get an extra spell. Abet'zi to Mel'yn you get an extra spell.
Prerequisite: Magical or Psionic Affinity
Familiar : You gain a familiar, which is able to channel your spells. You may send your familiar to make a magical attack upon an opponent, allowing you to stay out of melee range of combat. Familiars have half your dice and as many hit points, as their dice, if needed. Such as if you are d60, they are d30 with 30hp.
Prerequisite: Magical Affinity
Immunity to Charm : You are immune to charm effects and spells, including the sweet words of a Charmer.
Telepathy : You can speak to any sentient creature telepathically and understand them in the same manner. If the other humanoid cannot speak their language however, communication might be difficult at best.
Prerequisite: Psionic Affinity
Alchemy ~ You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale.
Prerequisite: Magical Classes OR Healer
Poison/Venom Immunity : Immune to poisons and venoms.
Underwater Breather : You are able to breathe underwater.
Iron Will 1/[glow=gray,2,300]2[/glow]/3 : You have extreme willpower, giving you a +1/+2/+3 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects and powers.
Iron Will +1 - No Prerequisites
[glow=gray,2,300]Iron Will +2 - Must have Iron Will & Mel'yn Rank[/glow]Iron Will +3 - Must have Iron Will +2 & Rohel Rank
Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points
Craft Magic Item : This crafting skill allows you to create magical items, or enchant weapons or armor. You are allowed to open up a shop if you wish per Shop Rules.
Prerequisites: Magical Affinity
Healing Affinity : You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. [Druid, Healer do not need to take this in order to heal, they have this class skill automatically.]