Name: Selina Alto
Age: 18
Gender: Female
Race: Human
Sex: Female
Appearance: 5'6 and quite thin, pale skinned and then... essentially my Avatar picture.
Personality: Shy, quiet, a bit of a worrier, and very much socially awkward.
Level: 3(?)
EXP: 0(?)
HP: 37(?) 30+(CON+Level) [Each level adds CON+Level HP]
Init: 4+1d20 at the start of each combat.
Stats: 26/26 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution- 1 (Health Stat. Grants you more HP per level up.)
Dexterity- 6 (How stealthy and speedy you are. This governs ranged damage.)
Intelligence- 4 (Governs crafting and other such tasks.)
Luck- 6 (Crit chance as well as the chance of better loot drops.)
Resistance- 2 (How tanky you are.)
Strength- 1 (How strong you hit for.)
Synergy- 6 (Governs magic in all forms, ranging from summons, transformations, mana, Ki and so forth. This governs non-melee/ranged damage that does not explicitly use supernatural sources.)
Perks:Summoners Mind: An amazing skill at Art has enhanced her summoning prowess and her mind finds the magic of using such magic as simple as a clap of the hands. +X to Summoning Actions. (Gonna need help on an appropriate gain)
Unstable Existence: Selina's existence in this world is not full for some reason, the rift preventing her from fully being there and causing a slight blurring affect when she is in stressful or life threatening situations. 25% chance to take half damage from any physical based attack.
'Moe' Factor: No one knows why, or how, but in a threat to a group Selina is just less likely to be targeted by combatants that aren't actively evil or malign in some way. Less likely to be attacked by non-evil Humanoids and Creatures.
Equipment:Name of Weapon: Projecting Quarterstaff
Type: Melee
Effects:
-Shielded(-2 Ranged Magic Damage taken per level)
Base Damage: (GM will assign this.)
Description: Almost a large walking stick with the ends being thicker than the middle. Leather Grips have been set at appropriate places along its length, and an array of Dark Blue Runes are carved into it, glowing and projecting a small field around the wielder when a Magic Attack gets close.
Name of Armour: Jacket of the Magi
Type: Light
Effects:
-'Mage Armor'(-2 Melee Magic Damage taken per level)
-Magi Enhancements(+1 Synergy per Level)
Resistance bonus: (GM will assign this.)
Description: A thin Leather Jacket that fits tight on the top but flows out almost like a trench coat around her. Although Leather, it looks much lighter and the stitching and patching is quite stylized in a sparkling silver thread. The thread seems to glow when the clothing is hit by attacks, and a minor resistance is felt at every attempt to strike the wearer.
Name of Bauble: Cloaked Bracer of the Night
Effects:
-'Clone': Creates a Shadowy clone of the user and their clothing. Equipped with two 1d4 damage daggers. The shadow has half the health of its user, and can only attack with the daggers. Stats are also Halved.
-Possession: If the user of the Bracer is dropped to 0 HP while the Shadow is alive, the Shadow takes over the users body and heals their HP equal to the remaining HP it has. The Shadow is then the one in control until the user is healed fully, including the replacement of the Shadow's HP. Until this occurs, or until 4 hours have past, the Shadow will be in control of the Body.
Description: A black leather Bracer marked with dark purple and red runes. On activation, the runes glow and seem burned into the shadow's 'skin'. They grow progressively dimmer as the Shadow takes damage.
Reference: Not!Selina anyone?
Actions: (Your attacks and abilities. these can be Magical, Melee, or Ranged and use the relevant stat. (Synergy for Magic, Strength for Melee, Dexterity for Ranged).
Basic Attack: Bash: Smack the person with the Quarterstaff! (physical)
Basic Defend: Barrier: Mentally focuses on the barriers formed by her Jacket and Staff to
Double their protective abilities.
Note: Only 1 summon can be maintained at a time. The Shadow Clone of the Bracer is not a summon.
Knight of the Rowan Woods: (Level 2) Placing a drawn portrait of a Plate Armored Knight with a Tree as his symbol on the ground, the paper glows before moments later he rises from the paper in full form to fight, Longsword and Shield at the ready.
'Ghost' of Telorin: Placing a drawn portrait of a dark Cloaked Figure with a shortbow on the ground, the paper glows and a moment later she darts swiftly out of the paper and hides in the nearest cover, ready and waiting to strike from Range.
SLIMES!: A band of 5 yellow humanoid beings appearing to be made of slime or jelly, each holds a Shortsword and Shield as they leap out of their glowing cards to form a protective force around the summoner.
Dimension Shift: (Level 2) Selina becomes a great Blur of motion in place for a second before disappearing entirely. 1 turn later she returns to a spot within a few feet of where she was.
This ability is an instant but can only be used Twice per combat normal. Any attempt to use the ability again results in the action succeeding, but causes her to take half her current remaining HP in damage. (5 damage minimum)
Mass Barrier: Focusing until her next turn, Selina extends her normal damage reductions from her
equipment to her allies
while also acting as if she used her Basic Defence on herself. The bonuses to her allies ends prematurely if she takes 3 or more damage, turning the action into her regular
Basic Defence for herself only.
Inventory:
-Various mundane objects which serve no practical use in battle.
-Art Supplies to change her summoning drawings on level up for improvement.
Summons:
Summon Template:Name: Knight of the Rowan Woods
Type: Physical Melee
Appearance: Plate Armored Knight with a Tree as his symbol
HP: 41 [Each level adds CON+Level HP]
Init: DEX+1d20 at the start of each combat.
Stats: 20/20 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution- 5
Dexterity- 2
Luck- 1
Resistance- 5
Strength- 5
Synergy- 1
Actions:Basic Attack: Slash: Slash with the Longsword.
Basic Defence: Steadfast: Stands his ground, shield raised and ready.
Bull Rush: Charges Shield first to attempt to push and/or knock over a target through Brute Force.
Body Guard: Sets himself up to take any attacks directed towards the target, taking the damage himself. Does not work against AoE.
Summon Template:Name: 'Ghost' of Telorin
Type: Physical Ranged
Appearance: Cloaked Figure with a Shortbow
HP: 34 [Each level adds CON+Level HP]
Init: DEX+1d20 at the start of each combat.
Stats: 14/14 points to spend (Stat cap of 4+Level. +4 Points every level.)
Constitution- 3
Dexterity- 4
Luck- 2
Resistance- 2
Strength- 2
Synergy- 1
Actions:Basic Attack: Shoot: Fires an Arrow from the Shortbow.
Basic Defence: Elusive Stance: Standing poised to dodge, adding to Dodge.
Triple Threat: Fires 3 arrows at up to three targets at reduced damage, cutting down the combatants.
Assassination: Fires an arrow at an exposed weak point, dealing double damage to the target.
Summon Template:Name: SLIMES!
Type: Physical Melee
Appearance: 5 yellow humanoid beings appearing to be made of slime or jelly.
HP: 13 [Each level adds CON+Level HP] -Have 1/3 normal HP each-
Init: DEX+1d20 at the start of each combat.
Stats: 0/12 points to spend (Stat cap of 4+Level. +4 Points every level.) -Have 4 less stat points-
Constitution- 2
Dexterity- 3
Luck- 1
Resistance- 2
Strength- 3
Synergy- 1
Actions:
Basic Attack: Slash: Slash with the Shortsword.
Basic Defence: Shield Wall: Forms up into a line with Shields out and ready to block damage.
Gang-Up: Surrounding a single target swiftly to prevent movement while also each taking a Basic Attack.
Massed Mass: All remaining Slimes morph together, gaining their total stats and remaining HP for one massive creature. After 3 turns the effect dispels and the summon itself is ended entirely.