RhoubheManslayerHigh Elf (Night Elf)
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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