It makes sense, but it's technically incorrect.It made sense to me, and I'm a native English speaker. I interpreted it the same way you did.
*shrug*
It makes sense, but it's technically incorrect.It made sense to me, and I'm a native English speaker. I interpreted it the same way you did.
*shrug*
Some answers: That combustible thing is just a bit of flavor. I fixed my inability to write correctly (in a couple places, and gave Merdia more of a story. Made the wall of fire shapeable, so he could surround himself with the wall to prevent people from getting to him. @lenscas You're correct, but I've changed it so it sounds better. I've also updated my Appearance and Personality to reflect some of the changes)
Name: Erildus Oritun
Age: 27
Magiks: Fire
Appearance (picture or description): Human wearing a sort of clockwork device powered by a fire elemental that can shoot fire a short distance. Also wearing dark blue leather armor, and has a sword at his waist. He wears a necklace with a small, purple gem heart.
Personality: Can be hostile, usually sees the worse of people, and is typically a loner. He always keeps a coin handy for children on the street. He hates the cold and any form of magic that revolves around it.
Backstory (You've always lived in Pert):
Erildus grew up in the center of Pert as an orphan. His parents died earlier than his memory, fighting to protect him. Typically a smaller child, Erildus was always harassed by the other orphans (of which there were many), and made few friends. When alone, he tinkered with small clockwork mechanisms, which interested him greatly. Around ten years old, Erildus discovered that he could manipulate fire to his liking. He initially hid his discovery, telling only his close friend (and fellow orphan) Merdia. She encouraged him to use his power to help the settlement defend against the constant attacks by hostile creatures. As she was already nearly old enough to fight (She was older, almost 14 (age of leaving the orphanage) at the time), she promised to get him out of the control of the orphanage once she was old enough. Once that happened, Erlidus was free to fight and do as he wanted. During the down time he used his skill with small contraptions to set traps for enemies, before discovering that a device that makes a big display of flame is far more scary and effective. With this in mind, he trapped a small fire elemental in a cage built to be fire resistant, and channels its energy into a more projectile form of flame, creating the one of a kind Inferno Device. After several years of fighting, Merdia was killed, by an ice spike in the chest. As she died in his arms, he swore to hunt down her killer, but has so far been unable to find him. Ever since, he has always hated cold magic, and wears her necklace.
Equipment: Leather armor, the Inferno Device (flamethrower), a Clockwork Saber (simple looking longsword with some hidden clockwork features, such as a flip out second blade and timekeeping and navigation device), and Merdia's necklace (No special effects). Also carries some equipment to make some simple traps.
Stats
Health: 4
Armour: 5
Agility: 3
Strength: 5
Accuracy: 3
Magical skill: 3
Magical defense: 2
Magical abilities (Italics represent spells/activated abilities, Bold represents a passive power):
Flame Dart: Shoots a dart of fire at an enemy. Rolls Magical Skill against Magical Defense. Bypasses armor but does little damage, unless the armor is specifically designed against fire. (Not sure if this is better @RJS ?)
Wall of Conflagration: Creates a wall of fire approximately 10 feet high, with a length of up to 60 feet, in any shape. 2 turn cooldown. Burns anyone who crosses, but doesn't prove a physical barrier.
Blaze Armor: Gains +2 Bonus to Armour or Magical Defense, decided upon casting. 2 turn? cooldown, lasts for 3 turns? Flammables that make contact while the spell is active (but nothing on his person) may catch fire. (Feedback on this?)\\
I just edited my character sheet. I moved the ability lore to its own section (spoilered) and made the combat statistics separate. I also changed vine whip to not have any cooldown per cheese's decree, and edited bramble to be clearer on its effects. It deflects any attack with a magic attack that retains the original attack's special effects.Name: Lexia
Age: 25
Magiks: Natural
Appearance (picture or description):
Personality: Gentle, caring. She wants to help whoever she can no matter the personal cost.
Backstory (You've always lived in Pert):
Equipment: A full set of ironwood armor and a pair of livingwood gauntlets. Also a giant rat familiar named Arkus. See backstory for more info.Lexia was born and raised in Pert. Her family isn't quite wealthy, and so they lived in a makeshift hut on the outskirts of town. The only thing special about lexia is her natural ability.
Her family were nothing but humble farmers, and lexia always loved tending to the crops. She discovered with very little help a simple charm to increase crop yield and protect them from dangers such as pests or blight. She also befriended a large rat. They became inseperable.
When she started school, she brought her rat with her, and it immediately set her apart. What her and her family didn't know at the time was the rat was actually a weak monster. In school, she refused to take classes in swords or bows, and focused on her floramancy. She discovered several ways to use it in battle, both in offence and defence, and through her friendship with the rat, she was able to develop a charming skill to lure weaker monsters to her side. The rat was bound as a familiar, and was given the name Arkus.
for her armor and staff, she made them herself through weeks of meditation under a certain tree, communing with it, designing the item within the tree's flesh, all without doing and permanent damage to the tree. In return, she used her magic to grow the tree to new hights, and strengthen its roots against pests. For the gauntlets, the tree put a piece of its own soul into them. These allow her to channel her magic in a more effective fashion.
Stats (25 total):
Health: 4
Armour: 3
Agility: 3
Strength: 2
Accuracy: 4
Magical skill: 5
Magical defence: 4
Magical abilities (3 total):
Charm Creature: Charms an enemy to fight for me.
Bramble: summons a mass of thorny vines that blocks attacks and damages physical attackers. Any magical or ranged attacks that get absorbed by the bramble are deflected back at the attacker. Projectiles are caught and launched back while magic is absorbed and recast.
Vine Whip: Summons a large vine to attack the enemy with.
Charm creature: Roll magic attack. If roll is 3 times or more than magic defence roll, creature becomes under Lexia's control. Maximum creatures is magical skill/5 rounded up. 3 turn cooldown.
Vine Whip: Basic magical attack. No cooldown.
Bramble: +1 armor and magic defence until next turn. Any attack that fails to penetrate armor or magic defence while the bramble is active is counterattacked with lexia's magic attack. However, any deflected magic that deals damage will keep the original effects. For example, if a magic attack that also deals a debuff is deflected and deals damage to the attacker, then the attacker suffers the accuracy debuff.
Note: Arkus the rat doesn't do much fighting and is more of a companion than anything else.
I've just had a good look at Lexia's creature taming ability. Feel free to look at SE's compendium where I've written it up in detail, but in essence, it's just too overpowered at the moment, and any ability that brings in an extra fighter to your team will end up being extremely hard to balance and I recommend that you look at getting another ability entirely.I just edited my character sheet. I moved the ability lore to its own section (spoilered) and made the combat statistics separate. I also changed vine whip to not have any cooldown per cheese's decree, and edited bramble to be clearer on its effects. It deflects any attack with a magic attack that retains the original attack's special effects.
I like how you said that an ability from an NPC was OPhttps://docs.google.com/spreadsheets/d/1yDI6wBqoIOhs2f-M9NZ72DBYaHtCqMHLFj7tRXQ3CR8/edit#gid=0
I've finally taken a proper look at everyone's cooldowns, and commented on what I reckon is the most balanced cooldown - the most glaring ones were when identical abilities had different cooldowns. Almost everyone has a comment on their cooldowns.
I've also commented a few abilities:
Read the sheet and find out.
That should be fine, but if you want to have it become equal to Lexia's bramble, the person receiving the flame wall should receive +1 magik defence.I changed my stats around a bit to make more sense. Unless anyone has a big problem with something, this should be pretty much done.
[/spoiler]
Name: Erildus Oritun
Age: 27
Magiks: Fire
Appearance (picture or description): Human wearing a sort of clockwork device powered by a fire elemental that can shoot fire a short distance. Also wearing dark blue leather armor, and has a sword at his waist. He wears a necklace with a small, purple gem heart.
Personality: Can be hostile, usually sees the worse of people, and is typically a loner. He always keeps a coin handy for children on the street. He hates the cold and any form of magic that revolves around it.
Backstory (You've always lived in Pert):
Erildus grew up in the center of Pert as an orphan. His parents died earlier than his memory, fighting to protect him. Typically a smaller child, Erildus was always harassed by the other orphans (of which there were many), and made few friends. When alone, he tinkered with small clockwork mechanisms, which interested him greatly. Around ten years old, Erildus discovered that he could manipulate fire to his liking. He initially hid his discovery, telling only his close friend (and fellow orphan) Merdia. She encouraged him to use his power to help the settlement defend against the constant attacks by hostile creatures. As she was already nearly old enough to fight (She was older, almost 14 (age of leaving the orphanage) at the time), she promised to get him out of the control of the orphanage once she was old enough. Once that happened, Erlidus was free to fight and do as he wanted. During the down time he used his skill with small contraptions to set traps for enemies, before discovering that a device that makes a big display of flame is far more scary and effective. With this in mind, and with Merdia's help, he trapped a small wandering fire elemental in a cage built to be fire resistant, and channels its energy into a more projectile form of flame, creating the one of a kind Inferno Device. After several years of fighting, Merdia was killed, by an ice spike in the chest. As she died in his arms, he swore to hunt down her killer, but has so far been unable to find him. Ever since, he has always hated cold magic, and wears her necklace.
Equipment: Leather armor, the Inferno Device (flamethrower), a Clockwork Saber (simple looking longsword with some hidden clockwork features, such as a flip out pommel blade and timekeeping and navigation device), and Merdia's necklace (No special effects). Also carries some equipment to make some simple traps.
Stats
Health: 4
Armour: 3
Agility: 3
Strength: 5
Accuracy: 3
Magical skill: 5
Magical defense: 2
Magical abilities (Italics represent spells/activated abilities, Bold represents a passive power):
Flame Dart: Shoots a dart of fire at an enemy. Rolls Magical Skill against Magical Defense
Wall of Conflagration: Creates a wall of fire surrounding Erildus or another party member. Anyone that attacks the target of the spell rolls magical defense again Erildus's magical skill.
Blaze Armor: Gains +2 Bonus to Armour or Magical Defense, decided upon casting. 2 turn cooldown, lasts for 3 turns. Flammables that make contact while the spell is active (but nothing on his person) may catch fire.
That should be fine, but if you want to have it become equal to Lexia's bramble, the person receiving the flame wall should receive +1 magik defence.
Accepted.My character has been put into google drive: https://docs.google.com/document/d/1TpndxwBa_pcQ49-84085SAEU6Z0rsOk-4CjnB8FlQyo/edit?usp=sharing
Link is also in SE's stat compendium.
Bit late
Name: Persolus
Age: 22
Magiks: light
Appearance:View attachment 27862
Personality: Solitary, goes with the flow.
Backstory: Persolus lived with his loving parents until the age of 16 where he left home and trained with a fairly elite group of fighters. When Persolus was 18 he and the party left on a quest to kill a mother crawler whose children were raiding Pert nightly. The party was successful at entering the nest but in the fight against the mother crawler things went wrong. The group together almost killed the mother but a huge amount of the eggs on the walls on the nest hatched and began to savage the party. Persolus luckily was able to turn invisible and avoid the wrath of the new-borns however the rest of the group did not do so well. He watched helplessly as his friends died to the immense swarm of crawlers. In his anger he came up behind the mother and stabbed her in the heart with his dagger, then skinned her pelt and turned it into a cloak. He has preferred to fight alone and has a hatred for Crawlers ever since.
Equipment: A cloak and light Dagger
Stats (25 total):
Health: 5
Armour: 2
Agility: 7
Strength: 3
Accuracy: 2
Magical skill: 4
Magical defence: 2
Magical abilities (3 total):
Invisibility: Caster bends light around himself and becomes unable to be hit, can stay invisible for multiple turns but each turn subtracts 1 Magical skill from the user. When magical skill reaches 0 Caster stops being invisible. When attacking or using an ability while invisible, Caster stops being invisible but attacks get +1 Accuracy. When no longer invisible user gains +1 Magical Skill at the end of each turn, until back to original level.
Flash Bang: Caster emits a blinding light that decreases opponents Accuracy by 2 for 2 turns.
Light Feet: Caster converts photons into chemical energy allowing caster to run faster, +2 Agility for 3 turns.