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Page name: RoL - Padma Fatih [Logged in view] [RSS]
2011-12-14 04:23:13
Last author: Duredhel
Owner: Duredhel
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Info


Player – [Sturmi]
Name – Padma Fatih
Race – Human
Sub-race – Caerham
Class – Shaman
Age – 20
Appearance – Padma's most distinctive trait are her eyes, which are gray instead of brown like it's usual in Caerham. They're framed by dark long eyelashes and finely arched eyebrows. She's got full thick lips, brown skin, and her hair is black and slightly wavy. To keep it away from her face, she normally pins a few strands away. She always has a scarf close to hand which she uses to cover her head when travelling. She's 1,68m tall and has a rather curvaceous figure, which she dresses with fitted tunics and long skirts, wide enough to allow her to move freely. She doesn't wear a lot of decorations, but likes to use a small jewel which hangs on a chain from her head and rests on her forehead.

Personality – Padma may appear sometimes to be a distracted woman. She will suddenly stop talking just to listen to something nobody else hears, for example, or to look at some sort of sign in the stones or the sand, being a little bit theatrical about it sometimes. Even though she does have a gift to hear the spirits, sometimes she makes up stuff either to joke or to get away with something.

She is a generally open minded and tolerant person, except when it comes to people who go against nature. She has a strong appreciation for all living things, be it plants, animals or people. There's few who manage to survive in the desert, and she has learned to appreaciate this fragile life. She'll most likely act when she sees someone harming people or animals. She is normally the first to raise in the mornings, and likes to have time to sit and stare at the sun, meditating before starting the day.

History – Padma grew up in one of the oasis of the Tyla desert, on the way between Caerham and Ravilla, a route well transited by caravans. Padma's mother died at childbirth, and her confused father left Padma to be raised by her grandmother, who is a relatively well known alchemist. Grandma Madhu prepared all kinds of pots made of ingredients she grew at the oasis and collected from the desert. Every few weeks, caravans would stop by the small town and buy potions from her, which would later be sold at the bazaar in Caerham. Padma knew most of these potions did absolutely nothing, but combined with a little talk, people seemed to believe they had an effect, and kept coming for more.

She and her grandmother kept a whole air of mystisism around their hut, in order to convince any buyers there were really magical forces involved into the process. It was surprising for Padma to realize that maybe there was indeed something magical around them, when after turning 16 she suddenly started hearing the wind whispering and the grass moving in a language she didn't understand, while she went out every day to pick up herbs and critters for the potions.

At first she tried to ignore it, but from day to day, she started to feel a presence she would later identify as spirits. She grew curious about what was it that she was hearing, and started asking the people of the town and sometimes, some of the visitors who passed through the town in caravans, as sometimes wise men traveled with them. This way she learned about shamans, and has recently started to accept how nature's powers work and come somehow to her.

When she turned 17, the town started to be too small for her, as she heard so many stories from the travelers and wondered about how the rest of the world was. She asked her grandmother to allow her to travel with the caravans, and maybe try to find a way to sell her potions in other places. The old woman was afraid Padma could run into trouble, but understood she couldn't keep her forever, so she agreed to let the girl start making trips at first to other towns close by, and then further and further. Just recently, Padma attempted her first visit to Ravilla and Decima.

Weapon of Choice – Katar
Element – White


Stats


Level – 4

Experience/To next level – 1685/2050




Equipment
Main Hand:
Bronze Katar (Medium Claw/ Piercing or Slashing, One-Handed, Crit 3 / 3 Atk, 1 Def, 3 Spd, 2 Enc, 1 Rng, 4 Wgt)
Off-hand:

Armor:
Silk Robes(Light Armor / 1 Def, 3 Enc, Wgt 4 / +10% MP)
Helm:

Accessories:
Gloves -
Boots -
Necklace -
Earrings -
Ring -
Cloak -
Backpack
Lesser Healing Potion x 4 (2 Wgt)
Healing Potion x 1 (1 Wgt)
Magic Potion x 1 (1 Wgt)
Waterskin/full (2 Wgt)
Freelancer's Guild Badge
187 GP




Stats -
HP – 12
MP – 8/22
STR – 4
CON – 4
DEX – 6 (S)
INT – 6 (S)
MAG – 9 (S)
CHA – 4

CC – 15/24

Skills
Lv 4 Handle Claws 
Lv 1 Scribble ScrollsCreate magical scrolls of spells of Level 1 for later use. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Level x 50 GP). DC (INT) = 7*spell level.
Lv 1 Magic Resistance+2 to Magic Power rolls in order to resist or dispel spells.
Lv 5 Basic White Magic 
Lv 2 First AidBrew potions, the success rate is 50+Intelligence %. Heal 5 + Intelligence % of max HP once a day.(Used)
Lv 1 Charm+2 to Detect Lies and Diplomacy.
Lv 1 Moment of ClarityOnce a day for every five levels, you may increase your Intelligence stat by 50% for one round.
 

SP - 0

Special Skills -
Summon Spirit - The Shaman can summon forth one spirit per every 5 character levels to help him. The spirits he summons have 1 HP and are incorporeal. Meaning they can only be hurt by magic. They help the spiritist by whispering information about their lifes into his ears (+1 general knowledge), sacrificing themselves in order to block magic attacks, spying for him or going kamikaze in other incorporeal creatures, dealing d6 damage upon explosion. The spirits will remain with the shaman until they are dismissed, destroyed, or 24 hours pass since their summoning.

Spells
Level 1 - Heal 1, Bless, Courage.
Level 2 - Heal 2, Divine Inspiration




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2010-04-20 [Sturmi]: in progress

2010-04-20 [Duredhel]: Cool :D. Want to start doing the rule process while you work on it?

2010-04-20 [Sturmi]: sure

2010-04-20 [Duredhel]: Ok, first off, since the character is Caerhamian, you get + 1 to Intelligence or Magic and -1 to Dexterity or Constitution.

2010-04-20 [Sturmi]: Mag determines MP, right?

2010-04-20 [Duredhel]: Yup

2010-04-20 [Sturmi]: ok + 1 to Mag and -1 to Con

2010-04-20 [Duredhel]: Ok, you've also got six points to assign to whatever stats you want :3, but a stat can't go over 7.

2010-04-22 [Sturmi]: okay (+1 to CON, +1 to DEX, +2 to INT and +2 to MAG)

2010-04-22 [Duredhel]:
<img500*0:stuff/aj/48479/1271906822.jpg>

Ok, now we go on to skills :D, this is your skill tree, its basically like connecting the dots, you can start off from any of the 5 skills on the top that are not starting skills (First Aid, Charm, Basic Magic, Sneaky and Dread). To buy a skill it costs an SP (you have 6) and you can improve it by putting more SP into it (for example, Basic magic you can improve up to level 3) you can check a list of skills and how many times they can be improved here.

http://realmsoflemire.wikispaces.com/VI.4.1)+List+of+skills

if you need any help, just let me know :D!

2010-04-22 [Sturmi]: ok, 3 points to basic magic (White - heal 1, bless / heal 2) , 2 points to First Aid, 1 to Charm. I get a Special Skill too?

2010-04-22 [Duredhel]: Yup, you can pick any special skill from the first line :D

2010-04-22 [Sturmi]: summon spirit

2010-10-16 [Roma]: Detect Lies (Cha or Int) - Figure out if someone is lying to you.
Bluff (Cha) - Tell another character something you know is false.
Diplomacy (Cha or Int) - Increase another character's disposition towards yours.
Intimidate (Cha or Str) - Scare another character.
Hide (Dex) - Hiding
Spot (Int) - Noticing something at a distance
Search (Int) - Finding something in particular up close.
Move Silently (Dex) - Moving without making noise.
Listen (Int) - Paying attention to particular noises around you
Run (Dex) - Beat someone in a short sprint
Climb (Str) - Climb up.
Swim (Str) - Swimming in a current or dangerous condition.
Jump (Dex) - Jump over something.
Scent (Int) - Catfolk only, sensing someone's smell.
Detect Disguises (Int) - Tell if someone is wearing a disguise
Disable Traps (Int) - Disable a trap.
Appraise (Int) - Figure out how much something is worth
Barter (Cha) - The art of trade, bonus is you've appraised the item.
Concentration (Con) - Keeping focused on the task at hand.
General knowledge (int) - knowing stuff about.. uh... stuff.
Ride (Dex) - Perform actions from a mount
Sense Magic (Mag) - Tell if something is magical or not.
Sleight of Hand (Dex) - Pickpocketing, stealing, etc

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