Info
By [Levoton]
I should get a Nobel Prize of Psychedelic backgrounds. :P
Player - [
Levoton]
Name - Kei'rin Feluria
Race - Planetarii
Sub-race - Hydran
Class - Hydromancer
Allegiance - House Hydrous
Appearance - Kei'rin has a long hair, which reaches her lower back and turns from dark green to dark blue and back to green. She has dark blue eyes, the usual light blue Hydran skin and white fins. Her clothing is generally light blue with symmetric white patterns as decorations. She wears a skirt which reaches her knees and stylised boots that are long enough to cover her legs. Her fingerless, long and white yet loose gloves are tied against her arms with green bands so that they wont flip-flap around when moving. Under her additional white sleeveless shirt, she has a T-shirt (with sleeves reaching her elbows) matching her skirt. And finally, she has a bright blue belt which can carry her swords, if she has any.
Kei'rin is fit and slightly muscular. She has a kind-looking face and a bright smile (which one shoudn't rely on too much, however). Thanks to the long years of combat training, she is very flexible and agile. Her posture is good and she tends to walk rather quickly (at least when she's alone) because of her energeticness.
Age - 22
Personality - Kei'rin doesn't really worry about anything. When asked how can she be so relaxed all the time, she answers either "I don't feel like worrying" or "I'm too 'lazy' to not to be relaxed" or something along those lines. She appreciates most people, but not Dah'kin or any other race she was raised to loathe. She is, or at least tries to be, humble. She is fearless, rather crazy at times and always in for a laugh or a joke, even when fighting, which may be annoying sometimes. She is happy, energetic and curious, but also a little careful for she doesn't want to go sneaking too far. While she understands the concept of an insult, she takes very few things personally.
History - Kei'rin was born into a good and healthy family. She has a couple older siblings who taught her to fight at young age. Her father is a Hydromancer and that is what little Kei'rin wanted to be when she would grow up. She got interested in real fighting when she was very young and so she went for training. She attended to fighting classes for several years where she learned to handle swords, spears, maces, bows, shields and a little of others, until she thought it's the time for her to go, leave home and go discover the open world. She wasn't quite an adult at the time, so her parents would only let her go with her older friends which they knew could be trusted. Then she left, travelled around and encountered many problems, fought battles and learned to survive on her own. Finally she parted from her friends and went on with her life style. It was quite the same as before, but now she was alone. As the time passed, she gathered more experience, learned spells and also achieved her childhood-drea
m. She became a Hydromancer, just like her father. Fighting became her number one hobby, nearly an obsession. She went on challenging other fighters, of course accepted the ones pointed to her (not much matter who was challenging) and battled many uncalled fights, too. So far she hasn't stepped away from her path and is still just wandering around, looking for fights.
Not a very nice adventure, this had been. Here she is, after chasing far and wide the legend of a hero, a survivor of the war of corruption, the great Paladin Camus Mattia. And now she lies trapped in a wagon with a priest who's got a crush on you and a weirdo Eolan. Her quest for greater opponents had led her to a hero himself, one that she hoped would be her greatest challenge yet. However, now, contemplating upon her current situation, she realizes her approach to the challenge might not have been the best. Running to the head of the column of soldiers while they were pursuing a dangerous fugitive, Vineg Tor'eael, and challenging their leader to a fight did not bode well with the soldiers, Camus had her removed by some men, who she promptly beat up, and then screamed and trashed about as he was forced to send a whole platoon to get her. Eventually the Paladin and his companion (Ortho, the Priest who now seeks her attentions) concluded she was crazy. They decided to simply lock her up with the prisioners and then turn her in to the proper authorities. Of course herr protests were no avail. However, a glance at the Paladin and the respect he commanded of his men was more than enough for her, it was love at first sight. And now she is at a crossroads once more, the Priest who has taken care of her and the other prisioners, Ortho, she is sure he is madly in love with her, but she doesn't correspond, yet she doesn't wish to break the heart of such a gentle man. And still, once she comes face to face with Camus, she is certain she will not be able to hide her feelings.
Weapon of Choice - Damascus
Others - Kei'rin is ambidextrous and has a very good sight and hearing.
Stats
Level - 25
Experience/To next level - 93010/97150
Equipment -
Chill Blade + 5 (Magical Flamberge, 6 Atk, 5 Def, 2 Mag, 9 Wgt, Deals 2d8 extra blue magic damage and has a 15% chance of paralyzing the oponent for d4 turns.)
E Hedgehog (Unique Magical Damascus Blade +5, 8 Atk, 6 Def, 3 Mag, 6 Wgt, Has a 25% chance of blinding its target for d6 turns, Special Skill Thorns Aura - When Hedgehog blocks an attack, the attacker takes d8 damage.)
Incarne + 5 (Magical Sabre, 7 Atk, 6 Def, 5 Wgt, Scorching blade, deals d8 damage for d6 turns after it hits)
Robes (1 Def, 1 Mag, 5 Wgt)
E Chainmal +5 (9 Def, 10 Wgt)
E Hunter Hat + 3 (+5 Spd, 2 Wgt)
E Tribal Necklace (2 Atk, 2 Spd, 1 Car, 3 Wgt)
E Viper Ring (Poison Inmunity)
E Saphire Ring (Blue spells deal 25% more damage)
E Blue Cloak (Bonus to Lv 1 Blue Magic, 3 Wgt)
E Angel Wing Earrings (+4 HP)
4 Healing Potions (4 wgt)
4 Magic Potions (4 wgt)
Scroll of Dessecrate x 3
Scroll of Restore Undead
Scroll of Screech
Scroll of Lightning Shield
Scroll of Acid Pond
Scroll of Dissipate Fire.
Bedroll Sack (5 Wgt)
Thief Tools (2 Wgt)
Stats
HP - 72/72
MP - 85
Str - 8
Con - 9
Int - 10
Mag - 11
Dex - 8
Car - 5
CC - 58/51
Skills – Handle Swords, Minor Enchantment, Level 1 Blue Magic, Lv 2 Blue Magic, Lv 3 Blue Magic, Lv 4 Blue Magic, Nullify Green Magic, Blue Magic Mastery
Skill Points - 3
Spells -
Level 1 - Mirage, Hail, Frost Beam, Chill Metal, Purify, Steam Jet, Mirage.
Level 2 - Ice Fang, Frost Shield, Acid, Geiser.
Level 3 - Freeze, Summon Water Elemental, Deluge.
Level 4 - Blizzard, Aquameld
Special Skills
Alter Spell - Every 5 levels, the Hydromancer can select a blue magic spell and alter it, either increasing all of its effects by 1 or more grades ( 1 grade means from 4 turns duration to 5 turns, from d4 damage to d6, etc) or adding an extra GM-approved effect. The alteration of the spell has an XP cost of 500XP per spell level.
Ice Casket - Once a day, the Hydromancer can call upon his powers to save his life, creating a frozen tomb around himself. The ice casket protects the hydromancer from any damage, however the frozen Hydromancer inside cannot take any action until the casket melts or it is destroyed. The Ice casket has 5*intelligence HP.
Hydra's Blessing - The Hydromancer receives a 25% discount on the costs of enchanting items with Blue Magic.
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