elfpi
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I joined March 2020
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Kneush
Mar 28, 2022 16:01:00 GMT
Post by elfpi on Mar 28, 2022 16:01:00 GMT
Name: Kneush
Species and race: Goblin Skotadi: Take severe damage from light magic.(Dokkaebi)
Age, gender and element: Old enough to walk and think for a goblin, Goblin, Rainbow.
Faction: Xerna (Technichally nothing, just helps out Liliac because he's scary.)
Appearance: is an.. interesting goblin. Covered in thick yet light black fur and horns petruding from his head, his eyes are lifeless yet filled with lust for fighting, his maw filled with sharp teeth. He's a frightning sight to be sure. Image below.
Background: Kneush was found in an abyss, surrounded by multiple colourful gems, which he called "Irikor!" they were just normal rock... But Kneush was taken to a camp that Xerna was controlling and was used for making drugs, Kneush being actually smarter than normal crackwhore goblins he decided to flee one day, living in the Amazons surviving by being a little bitch, yet one day he found his Ark, a giant metal ship right where he used to go wash up and fish. Kneush quietly went onto the Ark and found a crate of food which he quickly devoured and promptly fell to sleep, waking suddenly up in a whole other place, Crysa. Kneush went out of the anchor hole and jumped ship and saw a smaller encampment, where there was people, Xernies as Kneush called them. The people was... suspicious of the sudden appearing demon creature that was Kneush's appearence, and they even tried to make him flee, but then he came out of a tent and ordered the soldiers to either just shoot Kneush or make him useful, after one of the men was brutally given 28 stab wounds in his general face area. They decided to just replace the soldier with Kneush. Kneush now help as much as he can, usually being used as a walking talking run in and get creatures out kinda goblin, but after he disappeared into thin air by using holy darkness magic instead of his usual "Fire go blast" spell, he took interest and put him in his small team to the mainland.
Birth magi: Calerazhtif, draemora of decisiveness (free) - Calerazhtif was known for their hardheaded decisive action. When Calerazhtif wanted themselves to be something, they would be just that. No matter the faced consequences, they would always stand for that conviction.
Birth magi, self-ownership: Can change element and holy/unholy allignment at will, but this allignment is locked for 5 rounds after each use. Can also buy any spell regardless of element and allignment.
Profession: Apprentice Alchemist/Professional Meth Maker
Level and experience: 5 XP
4 - STR
6 - DEX
4- PER
5 - VIT
8 - INT
7 - EMO
6 - SAU
Inventory: Custom eastern knife - A knife with eastern model, such as a tanto. These knives are made by an experienced private smith, and can fetch a considerable price.
DEX oriented weapon. AP 2. Causes bleeding. - (Poisoned Module - A module for customizable knives/throwing knives. Deals minor poisoning. Can stack.
Stealth suit - Although not offering any defense, the stealth suit gives an exceptional advantage with its sleek black form, dampened soles and thermal vision goggles. Xerna troops have splinter camo, with a black pallet.
+2 DEX. AP 1.
Perks: Sewer-smart: Start at apprentice level foraging and hunting if selected as its profession.
Urban jungler: +3 VIT when taking magic damage.
Skotadi -Take severe damage from light magic
Touch of destruction - The auretical fragment has touched you through its destructive powers. But you remain unharmed. Live to fight another day.
Automatically gained upon first contact with the enigma.
Aura of death - The enigma's touch lingers in your own. Your attacks are more powerful than before.
LVL 5 perk. Must have gained 'Touch of destruction'. Spells cast with +1 slot strength. Increases by +1 for every time this perk is bought.
Known skills:
Skill slots:
Known spells:
Fire blast - A basic firespell that allows the caster to launch a short but powerful blast of embers damage an enemy. It's launch works much like a blunderbuss, giving a wide and short range blast.
LVL 1 projectile spell.
Sacred flame - The caster uses a holy form of flamethrower, which has a spiral of white and blue flames burst from their finger tips. These flames have a homing effect, allowing it to arch around objects and have increased chance at hitting a target that dodges.
LVL 3 spell. Requires 6 INT.
Chameleon - Lends the caster a light-weight invisibility that allows the caster to stay hard to see. This allows for the caster to move around and sneak through area's in which they normally would easily be seen. Can not attack whilst active
LVL 1 spell. Lasts 3 rounds. Breaks when taking damage or attacking someone. Requires 5 INT.
Healing wave - By lashing out in front of you with the spell one can heal friendly targets at short range, or create ice shards on the ground to serve as blockade for enemy targets.
LVL 3 spell. Requires 7 INT and 7 EMO. Heals minor wounds on all targets. Damages enemies that pass into the wave.
Voidbat - The holy caster launches a single voidbat at their target by opening a portal from the void. The voidbat approaches, shakes heavily, then explodes. Causing quite some damage to anything that gets in its way. A short range spell that gets around obstacles rather than through them.
LVL 2 projectile spell. Requires 6 INT and 6 EMO.
Spell slots: 6 - 1 level 5 - 2 level 3 - level 3 2 - level 4 1 - level 5Attachments:
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