RhoubheManslayer

High Elf (Night Elf)

Time 7.5
Hit points 1700
Bonus 125
total 1925
Dice 9
sides 11
Recover .25
Spell level 10

BackGround

 

Character Name: RhoubheManslayer Race: High Elf (Night Elf)

 

Allegiance: Royal House of Treader Nature: Kind-hearted, cold but caring

Demeanor: Portrays coldness to all he does not know, yet kind-hearted to those he knows and when it is needed

Age Apparent: 23 True Elven Age: 2140 Concept: Elven Ranger/Fighter

Birthplace: Within the kingdom of Anuire

 

Background:  

 Rhoubhe does not like to mention much of his family background or personal background. It has been so long since he has talked about it or heard a mention of that he has forgotten a lot of it. He does remember bits and pieces of the past, mainly the good parts. Like meeting his very close friend and now Fiancée Lighttreader and his time within the Clan of Iscariot, a very honorable one. Not much can really be mentioned about him. Though if you ask him he may tell you. His training of magic goes far back just like the weapons. His mentor was also his father which drove him hard to be the best at everything and that he was. He was unsurpassed by all within his lands. Now that he has come to the islands he hopes to find a bit of a challenge

 

Native Traits:

 

Immunity to sleep spells and effects (roll 3 less or more then they)

 

Immunity to Mind control (locked)

 

Low-Light vision- the ability to see twice as far as a human in poor illumination (roll 8 required)

 

Portals- an almost sixth sense for hidden doors and portals (roll 12 for physically concealed doors, roll 10 for physically concealed portals, roll 22 for magically concealed doors, and roll 28 for magically concealed portals)

 

Mindspeak (telepathy)- the ability to read the thoughts of those around him (roll 4 for close family and friends, roll 10 for others in the room who are not magically closing their minds, roll 18 for those passively blocking and higher then they  (simple shields and natural ability ), and roll 24 for those actively blocking and not close to him again also must roll higher then target)

 

Charm- the ability to encourage others to like him (roll 8 and higher then other), to feel protective of him (roll 16 and higher then other), to protect him despite their natural tendencies to want to hurt him (roll 20 and higher then other), to make them protect him in violation of orders or duty to harm or kill him (roll 28 and higher then other)

 

Prophecy Weaving- magical weaves, done in a trance state that creates a tapestry picture of an event in the future.  Often these pictures are more symbolic than physical and so can be hard to interpret without additional help.  The interpretation of these weavings is what requires the roll of dice (roll 18 for simple interpretation, roll 26 for complex or subtle interpretation)

 

Spells:

 

Force of Nature - Converts a forested area into an army of tree-men called Treants who will fight at your side.( Roll of 9 to initiate and gain 1 tree per 2 over that. )

 

Entangling Roots - Causes roots to burst from the ground, immobilizing and damaging the intended enemy. This spell holds down the enemy and damages them while preventing their retreat. (must roll higher then target)

 

Metamorphosis (Ultimate) - Transforms the spell caster into a giant Demon that can shoot fireballs. It will only last for a few minutes though. (roll 18 lasts 2 turns damage during is .5 higher)

 

Mana Burn - Sends a bolt of negative energy that drains the enemy's Mana. The Mana then combusts, dealing damage equal to the amount of Mana burned by the enemy. (higher roll the target)

 

Immolation - Engulfs the spell caster in flames, causing damage to enemies around him. (roll of at least 15 and a higher roll then target)

 

Cyclone - Tosses an enemy into the air, rendering it unable to move, attack, or cast any spells for a short period of time (5 higher then target lasts two turns)

 

Abilities:

 

Slow Poison (Passive) - Slows targeted enemy's movement and attack speed. (roll 13 higher then target)

 

Spell Immunity (Passive) - A passive skill that renders the spell caster immune to all magic for a short period of time. (out roll target by of 16 or a ritual of 2000)

 

Rejuvenation - Heals a targeted unit back to full health. ( Must have at least 60 percent of hit points left roll 10 gains 3  gains 1 per 3 higher. and user takes half of hit points. all or nothing )

 

Thorns Aura - Gives a targeted unit a damage shield that wounds enemy melee attackers by striking back with every hit. (roll 9 higher then target lasts 3 rolls)

 

Tranquility - Causes rains of healing energy to pour down in a large area, healing targeted units. (roll 45)

 

Scout - Summons an Owl that the spell caster is able to speak to scout any area. (roll 12)

 

Searing Arrows - Increase the damage of an attack by adding fire to your shot. (put roll 4 damage increase by .5)

 

Trueshot Aura - Gives units around the spell caster bonus damage to their ranged attack. (locked)

 

Starfall (Ultimate) - Calls down waves of falling stars that damage the enemy in a targeted area.(locked)

 

Weapons Mastery:

 

Battle Axe - His preferred weapon of choice. With a single blow it may cut enemy units down right where they stand. (still requires hit points etc)

 

Bow - Marksman weapons that come in short and long variations. Fires arrows. (when roll is made)

 

Darts, Stars, Knives - These Marksman weapons are thrown at a distance for minor damage.

 

Broadsword - Mass-produced, double-edged long blades.

 

Staff - This two-handed blunt weapon is the standard weapon of a traveler.


Weaknesses:

 


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