Hector Character Sheet (Lvl 43)
Added 2023-11-16 05:17:52 +0000 UTCOur boy is starting to look pretty stronk.
Dragozin Hector - Dauntan (Tuun)
Level 43 Paragon of the Nine
==Stats==
Strength: 109 (+12)
Dexterity: 128 (+5)
Stamina: 62
Will: 147 (+25)
Wisdom: 73 (+10)
Intelligence: 68
HP: 3893 (+800)
EXP: 132,640 (8819 to next level)
Adrenaline: 1045 (+100)
==Gear==
The Spear of Creation
Soul-bound Light/Dark/Fire/Earth Elemental Weapon
Slot: Two-handed
Item Class: Relic
Item Quality: Mastercrafted
Damage: 604—717 Slashing or Piercing
Durability: 98%
Weight: 7lb
Special: Soulbound, Elemental Quadrat (see description). +400 Damage to Undead, +800 HP, +12 Strength, +25 Will, +10 Wisdom. +25% Evasion, 3% chance to instantly kill an enemy, +15% Stamina Regeneration, +100 Adrenaline Points, Mark of Justice (see description), Mother’s Grace.
Special Abilities
● Elemental Quadrat: At will, you can change the elemental polarity of the Spear of Creation between Light, Dark, Earth and Fire damage, potentially dealing bonus damage to susceptible enemies.
● Maker’s Blessing: Learn crafting skills 8% faster.
● Nightfather’s Blessing: 9% of inflicted weapon damage heals the wielder.
● Mark of Justice: During combat, you may designate one opponent as a marked target. Your attacks against that target increase in priority and deal 10% more base damage for 5 minutes. This damage stacks with ability damage and combos.
● Mother’s Grace: If you fall below 10% health, you immediately regenerate 50% of your total Stamina and Adrenaline points.
Stormrider Scale Armor
570 Armor
+30% Damage Reduction from falls or Bludgeoning weapons
+35% Resistance to Piercing Damage
-15% chance of vital or mortal blows landing on the wearer.
Special: Unarmed strikes made against enemies deal lethal, instead of non-lethal damage.
Medium Armor
Body Slot
100% Durability
Level Required: 25
Price: 1100 gold Olbia
An experimental armor design which relies on precisely machined scales woven into an interlocking matrix. This armor offers exceptional piercing and bludgeoning resistance, but is very expensive due to the expertise required to create it.
Raven Helm
Magical Armor
50 Armor
25% impact reduction (Head), 5% Light, Fire and Air elemental damage reduction, 25% resistance to the Blindness & Deafened status effects. Enhanced flight display.
Head slot
100% durability
Price: 200 gold olbia
A Mercurion-crafted helm enchanted to allow you to see through the solid tempered crystal visor.
Cossack Harness
Masterwork Item
+25 lb. to maximum carry weight
Belt Slot
100% durability
A four-point flight harness worn over armor. Used to attach yourself to the quick-release points on your saddle and prevent falls. It can also hold pouches and weapons.
Belt of Tiger’s Spirit
Magical Item
5 Armor
Belt Slot (2)
+5 bonus against fear
+5 bonus to intimidate checks
An ancient Vlachian shaman bound the spirit of a tiger to this leather belt, which was made from its skin.
Shield Attunement Ring
A rare artifact which lets you freely pass the Shield of Ancestors, the barrier which surrounds Meewhome, and allows the Avatar of Meewhome to connect with you telepathically across any distance.
Amulet of the Spark
Boosts AP regeneration by 20%; regenerate 1 point of Adrenaline per minute when outside of combat.
350 gold Olbia (25% discount)
Ring of the Ocean
Blessed by priests of Rusalka in their dark rites, this ring offers 15% protection against the Water element.
200 gold Olbia (25% discount)
Davri’s Dagger
An exquisitely crafted dagger made out of a strange, flat gray metal. You must attune the dagger with your own blood to activate the magic. Once attuned, whenever you sneak attack an enemy, you deal +200 bonus necrotic damage and regain 100 HP from living enemies. If the afflicted enemy does not treat the necrosis within 5 hours, they may develop Gangrene.
==Abilities==
=Racial=
- Blessing of Burna: +10% bonus to resist disease; +5% Stamina bonus to recover from illnesses. Immune to Pox and Lockjaw. +10% cold resistance. All physical needs accrue 2% slower.
- Plateau Native: No Stamina penalties in thin air, -2 Stamina penalty at sea level.
- Saddle Born: All Riding skills increase 5% faster.
- Sun-sight: No vision penalties in bright or very bright light, -5% penalty in dark environments.
- Blessing of Tarn: +15% movement speed.
- Blessing of Hrrun: No airsickness, reduced inertia at high altitudes, no vertigo.
=Traits=
- Curiosity: The player is an open-minded and engaged person, willing to question their modes of thinking and doing and readily accept new ideas. Combat, craft, and class skills gain 5% more quickly.
- Introvert: With a preference for their own company or small groups of loyal friends, the player gains a 5% bonus to accumulate skills in solitude provided they are not disturbed. Fatigue accumulates 10% faster in large groups and crowds outside of combat situations.
- Dyslexic: The written word is something of a mystery to the player. Books take longer to read, and all language-related skills gain 3% slower.
- Natural Leader: You have a natural inclination to take charge. Social skills increase +2% faster when engaged in leadership activities.
- Endurance: You are accustomed to pushing yourself, even when you are exhausted. You may spend Adrenaline to offset starvation, fatigue, or bleeding for +1 minutes x your Stamina.
- Mark of Matir: May convey special abilities at higher levels. When Mark is activated, drain health from enemies on a critical hit. HP regained is equal to remaining AP + Will bonus. 300 second cooldown. You are immune to undead fear effects. –500 Infamy in places hostile to worship of Matir.
=Dragon-forged Abilities=
- Mana Tolerance: You have great resistance to Stranging and Mana Sickness, and may consume magical potions without permanent ill effects. Your toxicity threshold is now equal to your HP. See the Mana Tolerance ability entry for details and related skill and ability trees.
- Eagle Eyes: 20/5 eyesight with enhanced spectrum, 340-degree visual field.
- G-force resistance: You can remain conscious at up to 5 gs of horizontal or vertical pressure.
- Stone Bones 1: +15 resistance to crushing damage, 5 damage reduction.
- Deep Breather: 2x lung capacity.
- Iron Body 1: You are largely immune to extremes of heat and cold. You can safely weather extremes between -20 and 120-degrees Fahrenheit.
- Gyroscopic orientation: You cannot be disabled by extremes of motion. You are immune to disorientation and vertigo, and suffer no penalty to vision or concentration while spinning, falling, or while upside down.
- Blood Pact: By undergoing the Rite of Marantha, you have become dependent on dragon blood to sustain your metabolism. Every week, you must consume at least one Dragon Blood Elixir to maintain your abilities. Failure to consume the potion will trigger the Starvation and Withdrawal statuses. All abilities gained through the Rite will become unavailable, and AP will regenerate 50% slower.
- Stranged: The Rite has resulted in permanent mutations to your body which are visible and identifiable by some creatures. In places (or with people) where Stranged or magical beings have pariah status, you suffer a Severe penalty to all social interactions.
=Path Abilities=
Blood Sprint V
Hit up to 10 targets, deal +550 bleeding damage over ten seconds, boost attack speed +20 for 10 seconds. Chains with Blood Storm.
> Blood Storm IV
Strike up to 10 targets. 65 HP recovered on good hits. Can only be used after Blood Sprint.
>> Death by a Thousand Cuts V
Mark Targets with a curse that lowers their attack power by 12% per skill level, and increases your attack by 12% and Damage reduction by 20%. Percentages rise as you level the skill. Max 1 enemy target per skill level. Chained with Blood Storm.
Jump VII
Spring up to 80ft into the air in any direction and deal x4 damage on landing, with +20% knockdown resistance while in the air.
> Night Falls III
Chained from Jump. You are a master of aerial combat: as you descend from Jump, you deal a powerful Area of Effect strike that knocks down up to five enemies and deals elemental Darkness damage. If you land on an enemy while activating Night Falls, you also deal your Jump damage to that enemy. If you have already dealt damage with Jump before chaining this ability, you only deal the AoE effect damage.
> Obscuring Veil III
Chain combo from Jump. Deal a further x3 damage to 3 targets with a very high chance of dealing the Blindness debuff.
> Master of Blades VII
Chain combo from Jump. Before you hit the ground, leap backwards into the air and manifest a rain of shadow lances onto your foes, dealing massive damage to enemies (2331 per lance, 4 lances per level, maximum 4 lances per enemy).
>> Rain of Glass VII
Chained from Master of Blades. Twist acrobatically mid-air, unleashing a second blast of Dark energy shards down on a group of enemies. 2399 damage to 9 enemies. Damage and number of affected enemies increases when you level this skill.
Umbra Burst V
Draw Dark energy from the air and emit a chilling burst of enervation that deals elemental damage and has a 35% chance to inflict the Frozen debuff.
Whirlwind Butcher IV
Hit up to 12 targets and recover 45 AP on every good hit.
Shattering Darkness V
An attack that freezes and cracks an enemy’s natural or man-made armor. Reduces enemy Damage Reduction by 22%.
Shadow Dance VII
Basic Evasive Dash reduces damage by 95% at the cost of HP (3 HP per dash). Can now be used four times in a row before recharging, including while in mid-air. You can now dash in any direction without needing prior momentum: straight up or down from standing, etc.
Mantle of Night III
Boost movement speed and special attack power 25% for 25 seconds.
Plunge III
Your acquired resistance to g-forces has increased beyond the threshold granted by the Rite of Marantha, even if your head is above your feet. You are able to withstand 15 negative Gs (5 per skill level).
Leap of Faith V
You gain the ability to better control your direction in the air if you fall off your mount, even when flying at high speeds. You experience time dilation of 10 seconds (2 second per skill level) while falling.
Black Lotus II
You manifest a terrifying garrote of shadow that wraps around your target’s neck and crushes the life out of them. The garrote has a range of 50ft, inflicts 38 damage per second, has a 35-second duration, and causes the Suffocation debuff. Range, damage, and duration increase by leveling this ability.
Lifestrike I
You channel a blast of raw positive energy through your weapon, dealing massive damage to creatures of the Undead and Void types, and potentially healing living beings. Lifestrike deals x4 damage to Undead and Void-type enemies, and restores HP to a maximum of your base weapon damage to living targets. It has no effect on constructs other than Mercurions.
Metabolize I
You draw positive energy from deep within yourself and use it to fuel your next attacks. Sacrifice 25% HP and completely refill your Adrenaline Meter.
=Gifts of Matir=
Shadow Lance: Your weapon transforms into solid darkness. In a single strike, you deal bonus Dark damage equal to 75 x half your Will score. Your opponent gains the Blinded status (unless immune). Current damage: 5512.
Blessing of the Raven: You call on your power and gain increased insight into knowledge and skills. +10% Skill EXP for 45 min.
Life for Life: Channel a blast of damaging dark energy into your enemy and drain their lifeforce to replenish your own.
Spider Climb: You gain the ability to climb and travel vertical surfaces, crawl across ceilings, and hang on walls. Level this ability to extend duration. Duration: 20 seconds.
Mortal Grudge: Deal five powerful non-elemental magic attacks to one enemy (35 x half your Will score), and inflict the Death Sentence status on yourself (countdown: 60 seconds). Speed increased by 25%, Adrenaline Point regen increased by 2.5x for 60 seconds. Current damage: 2,572 per strike.
Dancing Fly (Life): When this ability is activated in combat, it drains one Adrenaline Point per second. Each time you successfully evade an attack while activated, your Evasion increases by 5%. The bonus is cumulative and ends when the combat ends or you run out of Adrenaline.
==Magic Skills==
Summon Matir
You are able to summon the transcended form of Matir, the draconic god of the Darkness element, to aid you in battle.
Matir may only be summoned during mass combat scenarios. To summon him, you must be in an outdoor, open area, such as a battlefield. You cannot summon him indoors. Matir will fight independently until he reaches 25% HP or until your enemy is defeated. You may call to him and urge him to use certain attacks, but there is no guarantee the ancient draconic god will heed you.
You must spend two minutes to perform the summon. If you are muted during this time, or fail Willpower checks against attack, the god will not appear.
Lifebringer
You have awoken Matir and received the gift of Life magic: magic that allows you to cure diseases, heal wounds, and manipulate the foundational energy of Life itself. It will take time for this magical discipline to return to full power within Archemi.
Caduceus I
You transmute mana into a gentle flow of positive energy, capable of healing all but the gravest of injuries. Caduceus will restore 200HP and cure burns, nausea, internal traumas and simple fractures, but cannot be used to regrow limbs. It will not cure severe fractures, any form of poisoning, including blood poisoning, disease or infections. Caduceus also cannot heal damage caused by Void corruption or remove Void corruption.
Casting cost: 15ml Azurine
Sin Eater I
A specialized healing ability that allows you to draw out infections, corruption, and disease from people. This spell takes a toll on the caster, reducing their HP by half and inflicting the Exhausted debuff until the caster is able to sleep. Sin Eater has no effect on Void corruption.
Casting Cost: 100ml Emeraldine or 50ml Azurine
==Other information==
- Royalty: You have been elevated to royalty and hold the rank of Prince in Vlachia, conveying significant prestige and responsibility. If you verbally reveal or display your title through clothing or regalia, friendly and neutral NPCs of inferior social rank will defer to you, but people of equivalent or higher social rank will ignore your pre-titled Renown (any Renown you gained as a commoner) unless they personally assigned you those points. Other nobles will perceive you competitively. You may attract the attention of kidnappers, extorters, and other unfriendly actors who pursue you for reasons specifically related to your station.
- Renown: +8850 Renown (Royalty) in Vlachia; +9886 Renown with the Myszno Defense Force (General); +552 Renown in Ilia (Unique status: Liberator).
Comments
Karalti's is next!
James Osiris Baldwin
2023-11-17 03:30:56 +0000 UTCI thought he'll include her too in this description.
Norbert Szabó
2023-11-17 01:47:55 +0000 UTCLovely! Now we need Karalti Character Sheet 😍.
Thomas Maher
2023-11-16 18:57:12 +0000 UTC