DESCRIPTIVE CHARACTERISTICS
Name: Rayid (Daniel) Tear
Race: Human
Hair: Brown
Height: 6’1
Skin Color: White
Heritage: Unknown (Earth, Western, Pioneer)
Level: 12 (2 level up available)
Alignment: Lawful (Moral)
Affiliation: Lo'sar Elves, Pervolin Patheon, Pervolin Refugees (United States of America)
MATERIAL CHARACTERISTICS
TOTALS / MODIFIERS
General
13.75 / 1.875
Strength
15 / 2.5
Dexterity
12 / 1
Constitution
17 / 3.5
Physical Attraction
11 / 0.5
IMMATERIAL CHARACTERISTICS
TOTALS / MODIFIERS
General
18.8 / 4.4
Intelligence
24 / 7
Emotional Stability
26 / 8
Sensitivity
16 / 3
Perception
14 / 2
Luck
14 / 2
COMBAT STATISTICS
Total Defense Bonus: 18
Health Points: 162
General Attack Bonus (GAB), Melee: 7.5. Ranged, 9.4
TRAITS
Traits are innate, non-magical aspects of yourself that you do not earn, but are rather granted to you at birth, or by a being of great power outside of yourself.
Human Adaptability: Humans are by far one of the most adaptable species in all of Ethria. As such, every level they gain 3 characteristic points until 10th lvl. Upon taking a class they gain 1 free characteristic point, and 2 characteristic points in the primary class characteristic of their chosen class, and 1 point distributed randomly.
Unlucky/Lucky (Agent of Change): Your life is filled with moments of extremes. You are both very unlucky, and very lucky in that bad things tend to happen to you, but they usually work out in the end. Random events generated at +1.5x. Other effects to be discovered.
Right of the Hunter! Razor Back Ursine: +2 Strength. +5% resistance to all fear and terror checks.
Eldritch Knowledge: "Having come from another plane of existence, and having been considered highly educated among your people, you have been blessed by the celestial being (s) of that foreign realm with the ability to perfectly recall any information you had learned on your old world. Be careful however, as those who have any trait or affiliation that ties them strongly to this plane of existence will not take kindly to outsiders such as yourself. Your knowledge is power, hide it well. Other effects to be discovered.”
Gift Of Tongues: You have been blessed by the cosmic being (s) of your home plane to be able to speak or read any language that you might encounter at the level of Proficiency, as if you were a native speaker with no accent. In order for this ability to activate however, you must first encounter the language twice. Other effects to be discovered.
Mysterious Stranger: As you are from another place, certain aspects of yourself are permanently hidden from denizens of this new realm you now call home unless you personally reveal it to them. These aspects are listed as Unknown on your character sheet and will be seen by others as such until you learn more about yourself and claim a new place in the world. You will always have the hidden labels from your past home, but the new labels will be revealed to all that see. Find a new home, forge a new heritage for yourself, and claim Ethria as your own. In addition, this means that you have a natural resistance to mental manipulation, as your experiences and thought patterns are alien. 15%+current level chance of mental manipulation failure, magical/non-magical. Other effects to be discovered.
Mysterious Stranger Aspects
Past Oaths: In your past world, the oaths you took were relatively easy to keep, and as such had little hold on your soul. Most of these were stripped away when you went through the veil. However, you can reclaim these oaths as part of the Mysterious Stranger gift, granting you both guiding principles by which to live your life, and certain restrictions and boons based upon these oaths.
Oaths Reclaimed
The Sanctity Of Life: In your past life you swore to uphold the sanctity of the lives of other humans. You have interpreted this as to apply to the sanctity of all sapient life, a rare sentiment indeed on Ethria. While further growth and knowledge may change your specific understanding and application of the principles of this oath, you are bound to it. Oath Type: Rare. Oath Restrictions: May not willfully or knowingly take the life of a sapient being without just cause. Doing so will have severe negative effects either temporary, or permanent depending upon severity of the breach. Oath Boons: +1 automatic relationship status upgrade to all sapient beings upon their learning of this Oath. Oath Status: Newly Reclaimed, Loyal 1
Unlimited Potential Ethria itself has given your race this boon, you will be able to learn every type of magic native to Ethria. This boon synergizes with each of your cosmic gifts. Known Synergies: None
SPECIAL ABILITIES
Special abilities are abilities you learn that have a super-natural component to them. Weather through the manipulation of mana, life force, or some other thing, they are earned rather then given.
Analyze: Using more than your sight and wits to view and read a situation, you extend your life force over an object, creature, or person to gather more information. Your current Analyze Ability strength is based on your analyze skill, and your ability to manipulate Life Force (also known as Chi, Ki, and Kie among other names), and any other applicable skills, abilities, traits, etc that you might have. Current Strength: Weak. Possible strengths: Pathetic, Very Weak, Weak, Average, Above Average, Strong, Very Strong, Overwhelming. These levels are relative to the average Life Force user on Ethria.
You have a 50% chance to learn basic combat information about an opponent such as current HP, Level, Skills, and Abilities whose Analyze or other applicable skill is of equal or weaker strength to your own. This likelihood is cut in half for every level above yours.
You have a 90% chance to learn basic information such as name, race, and disposition towards you of any target with a strength equal or less then you. -10% for every level of strength the target has above yours.
You can increase your chances by 10% for every 1 second of continued use of Analyze on the target. +10% chance for every minute you have used the Analyze Skill on the target before use of the ability for both combat and mundane information."
Mana Redirection: You can now redirect a spell’s mana into another spell, mana fueled object, or willing spell participant. Restrictions: Does not work with multicast, does not work with spells or enchantments of lower rank than the spell being redirected. Warning: Increases spell failure chance of new spell by 15%. Spells failed this way increase damage from mana feedback by x3. Damage from spell feedback from the spell that was intended to be redirected still applies.
MAGICAL STATISTICS
Mana Regen Minute / Second: 320.40 / 5.34
Mana Pool Max / Current: 128160 / N/A
SKILLS
Skill Points / Skill Scores
Read/Write (English)
18.0 / 36.0
Research
5.0 / 5.0
Statistical Analysis
4.0 / 4.0
Deceive (any format)
8.0 / 12.0
Basic House Cleaning / Maintenance
2.0 / 2.0
Basic Cooking
0.0 / 0.0
Singing
5.0 / 5.0
Use Weapon: Sword
6.0 / 6.0
Armor: Light
4.0 / 4.0
Shield: Light
6.0 / 9.0
Survey
4.0 / 4.0
Analyze
3.0 / 3.0
Mana Manipulation
9.0 / 13.5
Water Magic
6.0 / 9.0
No SKILL or MASTERY bonuses have been discovered. Speak to a Master to learn more about Water Magic.
Force Magic
11.0 / 22.0
SKILL BONUS: The Force Magic Skill is less of a burden on one's mana pool size then other magic types. It also acts as a conduit through which other magics can be channeled. Novice level: removes 1 Types of magic from the denominator of your mana pool. Journeyman Level: Removes 2 Types of magic from the denominator of your mana pool. Master Level: removes 3 Types of magic from the denominator of your mana pool. Any type of magic you have Mastered is also removed.
MASTERY BONUS: As force magic is the locus of all magics, mastery of it opens doors that might never have been opened to you before. You may select one Greater Power and become a rank 1 novice in it.
Fire Magic
14.0 / 28.0
SKILL BONUS: Resistance to Counter Mana Manipulation, Magic Absorption, and general Magic Resistances of -5 per skill level. 50% failure rate of all counter mana manipulation or mana absorption attempts to Fire spells you cast at Novice rank, 80% at Journeyman, 100% at Master, and further bonuses to be discovered past the Master rank.
MASTERY BONUS: Fire Magic Damage Reduction Equal to Skill Score in Fire Magic. Current Fire Damage Reduction: 26. Damage Reduction is applied to every instance of damage.
Light Magic
8.0 / 8.0
SKILL BONUS: Light magic spells can cast the Biomancy spell school without penalty for lack of Lore at -50% to the penalty at Novice, -80% penalty at Journeyman, and -100% penalty at Master ranks. Above those ranks unknown bonuses are available.
MASTERY BONUS (Not Gained): Can automatically scan a living creature and know everything about their biology at no mana cost and with no cool down. Certain limits do apply.
Dark Magic
11.0 / 22.0
SKILL BONUS: All dark magic comes from summoning creatures from the Shadow or Dark plain. These creatures are remarkably cooperative with those that understand and accept them. As such it is easier to control Dark Summoned Creatures than any other magic type. Novice Level: Doubles the number of Darklings you can control. Journeyman Level: Quadruples the number of Darklings you can control. Master Level: The number you can summon directly is multiplied by 10. Additionally, you can now appoint Overlords who can control other minions who do not count towards your total summoned.
Average Magic Skill
10.0 / 17.8
Knowledge Enchantment
3.0 / 3.0
Knowledge Spell School Enchantment: Enchantment comes in two kinds that you know of, Charged, and Passive. No bonuses have been discovered.
Healing (Acts as Knowledge Spell School: Biomancy)
3.0 / 3.0
Healing: Counts as: Knowledge Spell School Biomancy: Sometimes called the healing magic, Biomancy is used to heal, cure, and remove all negative effectives on living tissue. +1% to all healing done while using a Biomancy spell, per skill point. -1% to all cool downs of Biomancy spells per skill point to a maximum of 50%. (NOTE: as you do not have true Knowledge Spell School Biomancy, these bonuses only apply to spells that Heal in the Biomancy school). Master Biomancy, and the mysteries of all life will be laid before you.
Knowledge Spell School: Abjuration
2.0 / 2.0
Knowledge Spell School: Abjuration. Sometimes called Support or Shield magic. Knowledge of abjuration spells allows you to manipulate, alter, and enhance any known Shield, Support, or other Protective spells. -10% cool down to all Abjuration spells per 2 skill points, bonus starting at 1, max -50%. -10% cast time to all abjuration spells per 2 skill points starting at 1, to a max of 50%. +1% chance of successful casting for all abjuration spells per skill score to a maximum of 100%. Master Abjuration magic, and not even the Gods can cause harm to those you love.”
Golem Crafting
5.0 / 5.0
Knowledge: Rune Writing
3.0 / 3.0
Dual Casting
1.0 / 1.0