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James Osiris Baldwin
James Osiris Baldwin

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Warsinger - Hector Character Sheet (Lvl 23)

Hector & Karalti's sheets, plus the first four chapters will be put up here today! Because the character sheets in Archemi Online are getting kind of long and the characters are reaching mid-levels and are not leveling as often, I am putting them in their own separate appendix from this book forward.

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Dragozin Hector - Dauntan (Tuun)

Level 23 Dark Dragoon

==Stats==

Strength: 45 (+10 bonus)

Dexterity: 65 (+5 bonus)

Stamina: 39 (+5 bonus)

Will: 77 (+20 bonus)

Wisdom: 28

Intelligence: 24

HP: 2185 (+700 bonus)

EXP: 31,555 (4562 to next level)

Adrenaline: 319


==Gear==

The Spear of the Ender and the Maker

Soul-bound Dark/Fire Elemental Weapon

Slot: Two-handed

Item Class: Relic

Item Quality: Mastercrafted

Damage: 277 - 352 Slashing or Piercing

Durability: 97%

Weight: 1lb

Special: Soul-bound, +50 bonus Fire damage, +150 Dark damage (+300 damage to Undead), +500 HP, +10 Strength, +10 Will, +25% evasion, 1% chance to instantly kill an enemy.

Special: Maker's Blessing - learn Crafting skills 5% faster. Nightfather's Blessing - 6% of inflicted weapon damage heals the wielder.

Raven Suit

Mastercraft Armor

260 Armor

25% impact reduction (Torso); 15% Light, Fire and Air elemental damage reduction.

Body Slot

100% durability

Armor purpose-made for wearing while flying an aerial mount. Light, tough, and flexible, it bears the raven crest of House Corvinus.

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

A Mercurion-crafted helm enchanted to allow you to see through the solid 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.

==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. New: Thanks to your Nasaku Halfblood sub-type, you are immune to Stranging. However, you can still take damage from Mana Poisoning if you exceed your tolerance. Over-exposure to liquid or gaseous mana brings on symptoms of Mana Sickness and drains HP.

Eagle Eyes: 20/5 eyesight with enhanced spectrum, 340-degree visual field.

G-force resistance 1: You can remain conscious at up to 5 g of horizontal or vertical pressure.

Stone Bones 1: +10 resistance to crushing damage, 5 damage reduction.

Deep Breather: 1.5x 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.

==Combat Abilities==

Basic Weapons Training: Passive -You are trained in the art of war, and fight unarmed and use all simple and martial hand-to-hand weapons without penalty. Does not include exotic weapons.

Armor Mobility: Passive - You are used to wearing armor and bearing heavy loads. +10 Defense in armor (L,M or H), no penalty to carrying.

(New) Weapon Specialist: Polearms: You have trained extensively in the use of polearms. You may use exotic polearms at no penalty; +10% damage with polearms.

=Path Abilities=

Blood Sprint IV

Hit up to 10 targets, deal +250 bleeding damage over ten seconds, boost attack speed +20 for 10 seconds. Chains with Blood Storm.

> Blood Storm III

Strike up to 10 targets. 35 HP recovered on good hits. Can only be used after Blood Sprint.

>> Death by a Thousand Cuts II

Mark Targets with a curse that lowers their attack power by 4% per skill level, and increases your attack by 4% and Damage reduction by 10%. Percentages rise as you level the skill. Max 1 enemy target per skill level. Chained with Blood Storm.

Jump IV

Spring up to 40ft into the air in any direction and deal x4 damage on landing.

> Obscuring Veil III

Chain combo from Jump. Deal a further x3 damage with a very high chance of dealing the Blindness debuff.

> Master of Blades IV

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 (1088 per lance, 2 lances per level, maximum two lances per enemy).

>> Rain of Glass III

Chained from Master of Blades. Twist acrobatically mid-air, unleashing a second blast of Dark energy shards down on a group of enemies. 1050 damage to 5 enemies. Damage and number of affected enemies increases when you level this skill.

Umbra Burst IV

Draw Dark energy from the air and emit a chilling burst of enervation that deals elemental damage and has a 25% chance to inflict the Frozen debuff. 

Shattering Darkness III

An attack that freezes and cracks an enemy’s natural or man-made armor. Reduces enemy DR by 15%.

Whirlwind Butcher III

Hit up to 12 targets and recover 10 AP on every good hit.

Shadow Dance II

Basic Evasive Dash reduces damage by 80% at the cost of HP (10 HP per dash).

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 G’s (5 per skill level).

Leap of Faith III

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 3 seconds (1 second per skill level) while falling.

Black Lotus I

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 40ft, inflicts 35 damage per second, has a 30 second duration, and causes the Suffocation debuff. Range, damage and duration increase by leveling this ability.

=Gifts of Matir=

(New) 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: 2137.

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. Inflicts Corruption debuff.

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.

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.

Racial Sub-Type: Vampire Halfblood (Nasaku)

Vampires of all types reproduce by infecting their intended thralls with Hemostigma, a disease which reanimates a corpse with Negative Energy and causes them to rise as new vampires. But every now and then, things do not go as planned - the victim resists the infection and becomes something else - a half-vampire, half-mortal being with some of the hungers, powers and abilities of a Vampiric linage, but also some of the weaknesses. These abilities stack with any other existing mutations you possess. Vampires loathe halfbloods and will hunt any known half-vampires relentlessly, not least because they can inoculate potential victims by sharing their blood with them.

The Nasaku are a vampire lineage exclusive to the living dead realm of Napath. See the Nasaku Bloodline sub-heading for special features.

All Vampire Halfbloods possesses the following features:

· Acquired immunity to Hemostigma.

· Inoculation: You can inoculate other humanoids against contracting vampirism with your blood.

· Vampiric toxicity: Your blood and flesh are toxic to vampires, causing their tissues to rot and slough away. If a vampire attempts to drain your blood, they will take substantial Necrotic damage that cannot be regenerated.

· Deathly Facade: You outwardly resemble a vampire of your bloodline, detect as Undead, and may gain advantages or disadvantages to Renown-based checks depending on the faction you are interacting with. You may slow your heart rate and your breathing to inhuman levels, multiplying your ability to hold your breath in airless environments. However, you are not Undead: you are still a living mortal, and while you now age more slowly than a normal human, you must still breathe, eat and drink, keep your vital organs functioning, etc.

· Immune to Stranging: You can no longer be Stranged through contact with mana.

· Regeneration: like a vampire, you are able to regenerate wounds that would kill a normal human. When injured by normal weapons or obstacles, you regain 2 HP per second. Damage from silver weapons, Fire magic or weapons, or Dark or Light-elemental weapons is not regenerated.

· Allergic to Silver: Contact with Silver drains 5HP per second and causes Severe pain. Extended contact may cause scarring.

Nasaku Bloodline Traits

Descended from the undead Priest-Kings of Napath, the Nasaku have some unusual monstrous qualities that other vampires do not possess. Their hard metallic skin and fangs, their mechanism of feeding and resistance to sunlight are a few traits that distinguish these vampires from their pale northern cousins.

· Necrolord: The Vampire’s power to command animal Familiars does not apply to Nasaku. Instead, the vampires of Napath can call and command a single type of Undead at will. Nasaku Halfbloods also possess this ability, but their power is far more limited. You are a Shadowlord, able to raise and command wraiths and shadows. See your Magic skills list for details.

· Sunwalker: Unlike other vampires, the Nasaku are not damaged by sunlight and will not be killed if exposed to the sun. They are still sensitive to light, however, and you suffer a -10% penalty to all physical and mental skills in bright sunlight. Concealing clothing, shadowed terrain, and elemental Darkness Area of Effect spells can protect you from the sun. Regardless, you are now effectively nocturnal: you gain the Well Rested bonus only when sleeping in the daytime. Sleeping at night only leaves you Rested, no matter your environment or the quality of your bed.

· Will Worker: The Nasaku are renowned for their patience and willpower, which is exceptional even in the realm of vampires. You gain Enhanced Dexterity (+5) and Will (+10).

· Death Mask: The Nasaku are readily distinguished by their hardened, metallic skin and teeth. Very old vampires of this bloodline appear to be carved from old metal or stone, taking on an eerily sculptural appearance. This is a trait shared by Halfbloods.

· Elemental Weakness: All undead usually take extra damage from the Dark and Light elements, while being largely immune to Time magic. Due to their close relationship with the desert, the Nasaku instead take extra damage from Dark and Water elemental effects and are unaffected by Earth magic. Halfbloods share this elemental alignment to a lesser extent, taking +0.5x damage from Dark or Water magic and -0.5x damage from Earth spells and effects.

· Sand Form: Instead of a gaseous or animal swarm form, Nasaku vampires have the ability to dissolve into sand and reform at will. As a halfblood, you do not gain this trait. However, you are able to see and track a transformed vampire of your linage when they are in sand form.

· Vampiric Hunger: The Nasaku crave both flesh and blood, using their fearsome teeth to tear the former and their hypodermic fingers to drain the latter. You must consume 50 points of Mana from a living, sentient creature at least once per week to sustain yourself. If you do not find a way to feed your hunger, you will become a Revenant: a berserk killing machine with no self-restraint who attacks any living being in their path. After consuming 100 points of mana from one or more living creatures, you will collapse into torpor and rise after 24 hours of rest.

· Cradle of Sand: You regenerate your hitpoints and reduce fatigue at double speed if you are buried in sand. You will not regenerate hit points or fatigue while you are immersed in water.

==Magic Skills==

Shadowlord

Your shadows are capable of growing alongside you, gaining levels and experience of their own. Every time you attain a new character level, your shadows will gain EXP. Each time a shadow increases in level, you may manually assign their stat points, combat ability points, and skill points.


Shadow of the Sun (Level 1)

Suund'karon, Karalt', Binah!

By channeling Mana through a Channeling Device (Spell Glove, Staff of Power, etc), you may call and bind the spirits of the dead to your will. You may enact Shadow of the Sun over a corpse and extract the creature's wraith to serve you. To qualify for extraction, the target must be an NPC of any species that possesses a Wisdom score. This excludes certain monsters and constructs. Constructs animated by a spirit may qualify for extraction, as you can extract and bind the spirit contained within the construct - assuming you are strong enough to defeat the wards and magic laid on the construct by its creator.

You have a default 80% chance to summon an individual creature's wraithform. The chance of failure increases or decreases depending on the extracted creature's level (10% +/- per level relative to your level). For example, at Level 21, you have an 80% chance to bind another Level 21 creature, a 100% chance of binding any creature below Level 19, and a 70% chance of binding a Level 22 creature.

Bound shadows are permanently available to be summoned. The number of summoned shadows you can retain depends on your Will score: 1 shadow per 5 Will points (current Will: 60]. You may permanently dismiss any or all of your Bound shadows to regain a slot and summon a new minion. A dismissed bound shadow cannot be resummoned.

Shadows retain all magical and combat abilities they had in life - however, any Light elemental abilities are transmuted to Dark elemental abilities instead.

Your bound shadows cannot be healed in combat, and must be rested for 1 minute per 1HP/MP to recover.

Summoned shadows do not drain MP once called; however, if a shadow is slain, you will lose 20MP. If you reach 0 MP, all of your summons will vanish.

To increase this mastery of Shadow of the Sun, you must study Necromancy (Incorporeal) or Invocation (Summoning) at the appropriate level.

Cost: 50 MP per shadow.

==Other information==

Kingsmark: Citizens can identify you as an agent of the Vlachian Royal Family within Vlachia. This mark is concealed when not in Vlachia.

Nobility: You have been elevated to the nobility and hold the rank of Count 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 that. 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: 1537 Renown (Public Figure) in Vlachia; 2473 Renown with the Myszno Defense Force (Idol); -1852 in Ilia (Public Enemy).
 



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