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Char'rynn Nizico Strasz

Quick Stats:
Char'rynn Nizico Strasz - Lvl 2 - 76 HP, 73 MP, 25 TP

Background:

name: Char'rynn Nizico Strasz - age: 21 years - eyes: black - hair: none - height: 4' 11" - scale color: light brown

Char'rynn (pronounced cheh-arr-rinn), a member of a species known as troglodytes, was born... erm, hatched... within one of the few caves under the Shuman Mountains. Early in her life, at about age two, Char'rynn witnessed an event that few troglodytes see or live through. A dark and sinister dragon descended into the cavern she was in and slaughtered most of her tribe's hatchlings. In the terrible battle that followed, the sole priest (known as "light magi" in the troglodyte's language) of the tribe suffered a near-fatal blow from the dragon's claws. With the aid of a phrase that she had been told never to utter, Char'rynn found that she was able to save the priest's life. However, she almost spent her own life in the process.

Once the dragon was finally driven off, Char'rynn was taken in by the priest and taught about white magic itself. When she finally hit the age of 17, her tribe found it necessary to honor what she had done. Initially they wanted to train her to be the next priest of the tribe. However, she disagreed, saying that she could not live with seeing the horrible incident. She wanted to set out on her own, and managed to get the tribe to let her go, despite their protests. Before she left, however, they insisted that she be given the "skills needed to survive on the surface", which to them meant the ability to combat those who hated her, as well as enough knowledge of the "surface language" (Common) to make basic communication with others, for the troglodytes' normal language is a unique one, not known by any other race.

When she finally made it to the surface world, the light almost blinded her. The caverns she had lived in were always extremely dark, and Char'rynn found difficulty in adjusting to the surface world. That's when she stumbled upon humans for the first time. When she initially communicated with them, and eventually intorduced herself, they mispronounced her name as "Sharon". She told them not to call her that, but the humans, she found out, found her real name unpronounceable - it just would not come off of their tongues properly. Finally giving in, Char'rynn accepted this name as what all surface dwellers would call her. And thus, she set out with the intent of making a life for herself, away from the horrors that she saw as a hatchling.

Recently, she's been on a quest to redeem Riss'ar. However, since she was too scared to go up to a dark angel's mountain lair, she ended up travelling through caverns and meeting up with a human, Jak, and a dragon, Will. The three of them were sent to save students of Gunnir Academy (in actuality, it was Will who was told about them). In the process, they came across some cave sahuagin, who planned to use the students as a sacrifice. The resulting battle was bloody, but the trio came out victorious... but not before Will lost an arm. Luckily, Char'rynn was able to reattach it.

Later, Char'rynn, Jak, and Aya went undercover to infiltrate a cult in Gunnir. The two girls were disguised as drow, while Jak posed as a prisoner. They defeated the cult, but not before Jak got turned into a nightstand (Laugh. Go ahead, laugh), though he WAS turned back to normal when the disguises were lost.

Recently, Char'rynn had trouble with her vision. She suddenly gained the ability to see the auras of others. However, she could not suppress that ability, and thus saw only a blinding radiance if other beings were around. Furthermore, she has been visited by ghosts in her dreams frequently. To control this, she travelled to an elven village, where she got a silver bracelet - while the bracelet touches her skin, her astral sight does not function. However, the bracelet is only a temporary solution, since it also prevents her from using any of her magic. After several weeks of wearing the bracelet, Char'rynn had figured out a more permanent solution to the problem - by figuring out how to suppress her astral sight ability naturally. She is still in the learning stages of the ability's use, but she no longer wears the bracelet she had been given. However, the ghost problem is still there.

Current Items: 500 GP, one average mana restoration potion, equipped stuff (see below)


 
--Basic--
Name: Char'rynn Nizico Strasz
RPer: Divinegon2130
Race: Troglodyte
Level: 2
XP: 675/1250
Max HP: 76
Max MP: 73
Max TP: 25
Initiative: 5+2d6
--Attributes--
Courage +3
Wisdom +1
Intuition +3
Charisma +3
Agility +2
Dexterity +1
Strength +2
Stamina +3
Magic Aptitude: 5
Base AT/PA: 10/10
Modified for weapon: 13/11
Modified for armor/shield: 12/9
Final AT/PA: 11/8

Base Dodge: 17
Base MAttack: 9
Base MBlock: 19

Body= Studded Leather (AC 11, -1/-1)
Shield= Buckler (AC 15, -0/-1; not usable with bow)

Weapon Damage: Hand Axe (X/10/16, -1/-1)
Thrusting - N/A
Slashing - 14+2d4
Chopping - 22+2d6
Bonus Actions: 0

Weapon Damage - Shortbow
Damage Bonus: +0 (+2 with STR factored in)
Accuracy - 13 (17 with bow skill)
Standard Arrows (15) - 16+1d6
Bonus Shots/Round: 0

--Skills--
Weapon (Axes) - 4 <str/agi/cou>
Weapon (Bow) - 4 <str/cou/dex>
Holy Magic - 6 <mag/int/wis>
Healing Magic - 6 <mag/int/wis>
Prayer - 3 <mag/int/wis>
Diplomacy - 4 <cou/cha/int>
[s]Shield Blocking - 4 <str/str/agi>
[s]Observant - 4 <Int>
--Spells/Techs--
  • [Innate] Infravision - A passive, inherent skill. Out to a distance of about 20 yards, Char'rynn can see through many forms of darkness (but not ALL of them; GM's discretion as to what darkness she CAN'T see through). This vision is only in varying shades of red, since it works via infrared light. This skill is granted to all troglodytes, and numerous other races also have it (say, elves).
  • [Innate] Light Sensitivity - Another passive, inherent skill. Since Char'rynn's eyes are very sensitive to light, she has no penalties to skill rolls for which sight is involved when she is in low-light conditions ("low-light" as in less than half normal daylight). However, Char'rynn suffers a -2 penalty to all skill rolls for which sight is involved when she is in full daylight. "Full daylight" can also be shining a light directly into Char'rynn's eyes.
  • [Innate] Horrid Stench - Once per day, when Char'rynn is extremely frightened, her skin can secrete a horrible stench. Anyone within a 10-foot radius (except other troglodytes) must roll STA+STA+COU+d20 and beat Char'rynn's roll (STA+LVL+d20) or suffer penalties of -4 to all skill rolls for as long as they remain within 10 feet of Char'rynn and for 1d6 rounds after. Those that fail by 10 or more actually fall unconscious. However, for 7 hours of RP time, Char'rynn suffers a -5 penalty to her effective Charisma modifier due to her lingering stench.
  • [Bow=3, Holy Magic=2] Light Arrow (5 TP, 12 MP) - Char'rynn "enchants" an arrow with holy magic and lets it fly. Deals 14+rank*5+3d6 damage plus the damage of the bow.
  • [Holy Magic=1] Blood Star (2 HP, 4 MP) - Char'rynn uses a small portion of her blood to form a small 'star' of holy magic, which she flings at the opponent. Deals 7+rank*2+1d6 damage to one target. Also, check for burn damage. Roll a d6, and on a 4 or higher, the attack deals an additional 6+1d6 damage immediately.
  • [Holy Magic=4, Axes=4] Power Axe (4 TP, 15 MP) - Char'rynn charges her axe with Holy magic, then swings it at the opponent. Deals Chopping damage plus 11+rank*4+2d6 damage, and has a penalty of only -3 rather than -6. If the magic portion of the attack hits, check for burn damage. Roll a d6, and on a 4 or higher, the attack deals an additional 6+2d6 damage immediately.
  • [Holy Magic=6] Spirit Cannon (26 MP) - Char'rynn blasts an area in front of her with beams of holy magic. Deals 12+rank*2+2d6 damage to all creatures within a 60-degree arc.
  • [Healing Magic=1] Minor Cure (8 MP) - Heals one target, restoring 9+rank*2+1d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
  • [Healing Magic=4] Light Cure (21 MP) - Heals one target, restoring 17+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
  • [Healing Magic=1] Purify (7 MP) - Cures poisoning. The maximum amount of levels of poison that this can cure is equal to Healing Rank/2, with a minimum of 1.
  • [Healing Magic=2] Visual Aid (9 MP) - Cures blindness to those who have been made blind by magical effects or spells. Does not cure blindness caused by injuries or other causes (this cannot restore sight to one who is missing their eyes, for example).
  • [Healing Magic=3] Mind Calm (10 MP) - Cures berserked condition and may also cure confusion.
  • [Healing Magic=4] Restore Feeling (14 MP) - Cures paralysis caused by magical effects or spells. Does not cure paralysis caused by wounds or injuries, such as having one's back broken.
  • [Healing Magic=4] Heal Lesser Condition (19 MP) - Cures berserk, confusion, magically induced paralysis and blindness, and cures up to 3 levels of poison. If the user has at least 4 ranks of Astral Magic, this also cures up to 3 levels of astral drain.
  • [Healing Magic=4] Life Bringer (35 MP, 4 TP) - Revives an unconscious ally to 11% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order).
  • [Healing Magic=5] Unravel (12 MP) - Cures the "muted" condition, so long as it was caused by a magical effect or spell. This spell cannot allow, for example, a person without a tongue to speak.
  • [Prayer=1] Bless (10 MP) - A single ally within 20 feet gains a bonus of +rank to AT/PA for rank+1d4 rounds. This cannot go above +10 to AT/PA. Char'rynn must be able to speak to pray.
  • [Prayer=2] Guardian Hands (23 MP) - Shields all allies, bestowing damage reduction against physical attacks equal to rank points of damage for rank+1d4 rounds. Char'rynn must be able to speak to pray.
  • [Prayer=2] Heavy Weights (15 MP) - Decreases an opponent's AT and PA by rank for rank+1d4 rounds. Char'rynn must be able to speak to pray.
  • [Prayer=3] Guardian Feet (24 MP) - As Guardian Hands, except the damage reduction is against MAGICAL attacks. Char'rynn must be able to speak to pray.
  • [Prayer=3, Healing Magic=3] Spirit Light (34 MP) - Up to rank allies heal 3+rank+2d12 damage for (rank/2)+2 rounds. In order to pray, Char'rynn must be able to speak.
  • [Shield Blocking=3] Thrust Block (7 TP) - An aggressive block. Char'rynn forfeits her turn and gains a +(shield blocking) bonus to her PA until her next turn. Should she successfully parry any attack, the attack is automatically countered by an attack (of the same type, or slashing if Char'rynn's weapon does not have the appropriate type of damage) from Char'rynn's melee weapon (whatever it is, usually an axe), and she has a +(weapon used) bonus to this attack roll.