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General Information
Name:
Tarin Goleri
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Age:
47
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Race:
Human
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Homeland:
Earth Realm
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Height:
5'9"
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Weight:
210 lbs.
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Battle Information
Job Class:
Elementalist
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Personality:
Defensive
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Favored Element:
Demi/Sylphid
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Favored Energy:
Ki
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Affiliation Information
Master:
None
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Apprentice:
None
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Clan:
None
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Companion:
Zephyros
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Item, Weapon, and Armor Information
Armor:
Diffusion Robes - These full-body robes are a deep blue, decorated with swirls of silver symbols and golden designs. Imbued with powerful magics, only those with advanced knowledge of the forces of Solaris can hope to make use of its power. Three times per battle, whenever the wearer fails to dodge an attack that would deal more than the opponent's base damage, the robes can potentially diffuse the extra damage. After the failed dodge roll is made, the wearer rolls to block with the robes, using the wearer's Spirit instead of his/her Hit. If the block is successful, the extra damage is nullified and the wearer takes normal damage. If the block fails, the wearer takes full damage and the use is not expended. Any other additional effects - Energy Burn, status effects, etc. - still affect the wearer. This also does not protect against secondary attacks such as shockwaves and the like. (Class: Light)
Primary Weapon:
Aenimish Staff - This staff was fashioned from an Osper Tree and reaches about seven and three quarters feet. The tree was carefully picked by a Master Enchanter. He enchanted the tree before it was stripped of its bark. The wood was shaped into a fine staff, simple in looks, but great in potential. Once per battle the wielder of the staff may use an action to activate a stone shield that comes out of the earth and forms a dome around him - this dome cannot be destroyed but only lasts two rounds. Also, the staff is able to shoot a bolt of fauna from its tip twice per battle, regardless of the wielder's favored element. This strike deals no damage, but upon a hit, the target will become entangled in roots and vines that spring forth from the ground. They persist until destroyed and it usually takes a character an entire round to break himself free. Any further enhancements added to this staff must be fauna or stone based. (Class: Medium, Notes: Fauna, Stone based)
Clothing:
Vagabond Garb - At first glance this appears to be a mish-mash of various articles of clothing, but together they provide more protection then it appears. Accumulated over many years of wandering, this 'armor' has kept Tarin alive when the odds were stacked against him. The dark green cloak is waterproof, and has a deep hood for partially concealing the wearer. The thick leather tunic is stiff enough to cushion against blunt attacks, and has a padded undershirt that can occasionally absorb a poisonous bite or stab. The boots are cushioned and comfortable, reducing fatigue on long treks. The trousers have a multitude of pockets for carrying whatever small objects the wearer may need to stash. The belt is nothing more than a sturdy piece of rope, secured by a small metal hook. All in all, it may not be as strong as steel (or even as tough as most proper leather armors), but it's just as capable of keeping you alive.
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Special Ability Information
Level 5 Ability:
Hyperactive Cognition - In his studies within the Academy's library, Tarin has developed the ability of rapid comprehension. This makes him capable of several feats, such as speed-reading, spotting a flaw in an enemy's defense, and quickly learning new strategies in the heat of battle. The most useful ability, though, is the capability to learn an enemy's attack and use it against them. While there are severe limitations to what can be accomplished, this is an impressive feat nonetheless. As a foe uses an ability, Tarin can study it, then has a limited amount of time to use it himself. He cannot learn Racial Perks (as he does not have the power to change his own physiology), nor can he learn Signature Abilities or passive abilities (such as the Knight's Iron Will). He must meet all requirements of the ability in order to use it, whether it be minimum level, attribute, or body structure such as claws or wings (he may use Elemental Perks outside of his Favored Elements, however, as long as he has the required Wis PVS). Once the ability is learned, Tarin has five turns to use it, or else his mind overwrites the information and the ability is lost. Only one ability may be learned at a time, and once it is used he must see it again to learn and use it. His grasp of the elemental forces allows Tarin to learn a wide assortment of abilities, but he can only copy Energy-based abilities that are based on his Favored Energy. Perhaps one day he will find away around this roadblock, however. (Passive Ability)
Level 15 Ability:
Blueshift - A further advancement to Tarin's visual cortex, this ability allows Tarin to freely shift his view of the world and essentially visualize the forces of Solaris. Tarin's eyes glow a bright blue when he activates this ability, and with it he can detect beings that are concealing themselves by magical means, but he cannot make out any identifying features (He cannot spot Ninjas hiding with Stealth). He can also see the connection between a caster and the forces s/he is manipulating, tell whether an object has mystical properties (though he cannot tell what properties they have), and spot auras that are invisible to the naked eye.
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Background Information
Character's past...
For all his life, Tarin had hungered for knowledge. He went from city to city, kingdom to kingdom, learning everything he could. While he was content with learning a little bit about everything, his passion was magic. Making the primal forces of the universe bend to his will seemed to be the apex of human knowledge. So he learned and he practiced, he studied and he absorbed. Due to his overwhelming passion and almost inexhaustible mental capacity, he soon became one of the foremost authority on magic in the world.
But Tarin was unsatisfied. He knew there were other worlds, other realms to explore. His curiosity and wanderlust drove him to seek out a means to travel to these unknown places. Legend had told of a magical gem hidden deep in a series of caverns. This gem was reported to transport whomever touched it to some other dimension. While Tarin understandably had his doubts, it was the only lead he had. So he ventured down into these so-called forbidden caverns (it was only a series of seven caves, and there was nothing scary or horrible about them.) and found the gem. Sure enough, as soon as he touched it, he was wrenched from his realm and deposited upon Solaris.
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