Name: Pan - Fake name is Lux
Species and race: Halfling - Wood Elf and Elemental
Age, gender and element: 18. Male, Holy Earth
Faction: Squire in Riesen Jagd, yet to do conscription because of College. (
REDACTED INFO: SRT Subject currently out being tested.)Appearance: Lux is short because of his wood elf heritage standing at 5'3 and weighing around 150 pounds. Image Below, not seen on the image is the birth mark he has on his wrist also imaged below its faintly glowing green.
Background:
What Turi remembers: Turi's birth could be described as wild. The moment he let out his first cry, all the surrounding animals and even monsters started to flock towards the village he was born in, this caused chaos the whole village being flooded with animals and monsters, as the local shaman tried their damndest on calming them down, Turi's mother another Shaman and caretaker of the animals and monsters went out with Turi, as she calmed the animals and monsters down, Turi let out a satisfied sigh as his father became suddenly worried about his sons future. Turi had 5 siblings that all were conscripted with the Riesen Jagd, they always came back with stories of the epic missions they partook in, yet Turi was never satisfied with the ending of these stories. Turi clearly had an affinity for animals and monsters alike, as he was taken care of their Warg "Fido" when his mother or father was out. Growing up in a smaller outskirts village in the Canadian wilderness is quite boring for a kid, so Turi left the safety of the Shamans barrier and went out into the wilderness with Fido and explored the Canadian wilderness, and when he wasn't doing that he was being homeschooled by his mother that was in charge of school stuff + standard naturalist stuff, where as his father trained him in combat and survival whereas his siblings did merciless training until he grew up and went to College studying Biology. REDACTED - ONLY HIGH SRT PERSONNEL ALLOWED TO ACCESS. Subject was found at a shrine of Gaya in the as an infant by Riesen Jagd hunters that was severely wounded by the anomalous behaviour by the monsters in the area, especially around the Shrine itself as they were protecting something important, a squad of SRT personnel was sent to scene after they lost contact with the Hunters that had sent a distress signal. They were able to contain the subject known as the Beast Prince among the scientists, Subject shows signs of being a Vessel. Subject shows a great interest for monsters and beasts treating them with as much respect as other viro, though the.. beastial viro scientists seem to have a sweet spot for the subject. Their ability is also connected to non viro creatures as they get rowdy when the subject gets agitated, making the creatures protect the subject the best they can, we should definitely put the subject away from the creature testing areas. For safety. The Subject is being sent to an mission to see the effectiveness and if we can use them for SRT missions and such, We are sending him to a small group we have kept our eye on for now. We have a safe button for the Subjects safety and survivability.Birth magi: Draemora of Beasts - Aranyani. When provoked or agitated or going into combat, the surrounding animals and monsters that have a lower EMO than Pan will come to aid him in combat.
Profession: Expert Shaman
Level and experience: Level 10
8 - STR
8 - DEX
7 - PER
7- VIT
10 - INT
13 - EMO
10 - SAU
Inventory:
Journeyman's staff - A young birches trunk, twisted at its tips with black ends. This staff is wielded by the more practiced mage. Primary weapon.
+2 INT. Journeyman enchanter catalyst.
Support armour - Armour that allows for double the average amount of ammo, rations, and supplies to be taken with. Useful for missions that require endurance. Looks much like the light combat armour, but is fitted with more pockets. AP 1
Pets: Tatzelwurm and a Rubber Ducky named Rip and Shred
Perks:
Hunters of the forest: +3 PER when using bows.
Elemental weakness: Decreased resistance to damage from opposite element (Wind). -1 VIT when targeted with physical attacks.
Multi-lingual - Your character has studied the languages other than their mother's tongue. By getting this perk, you can speak an additional language of your choosing. This does not include old draconic. Can be gotten multiple times.
LVL 1 perk - New Dranleish, uses this mostly as his normal language.
Barter - When bartering the price of something with an NPC, they will be more lenient towards giving you a lower price.
LVL 2 perk. Requires 5 EMO
Specifical targetting - With your precise ability to influence your magic, none of your 'area of effect' or group-targetting spells will now have a negative effect on allies, or positive effect on enemies.
LVL 5 perk. Requires 7 EMO.
Lucky - You just generally have more luck. Gambling, or any other things that involve luck, are generally more likely to go your way.
LVL 5 perk. Requires 6 SAU.
Shamanist - Shamanists are sorcerers with a PhD in the field of shaman spell use. They are valued highly for their abilities.
LVL 6 perk. +1 to all involved stats of shaman spells when cast. Requires 8 INT, requirement increases by +1 for every additional perk level.
Aura-cloaking - Even to those most attuned to their aura, yours remains a mystery. With this perk, you can give misinformation to someone using aura-sight on you. Only works if the person using aura-sight has a lower SAU than you.
LVL 7 perk. Requires 8 SAU.
Known skills:
Doubletalk - You weave a nonsensical monologue, containing fancy language and random nonsense interspersed, to make yourself sound intelligent while saying absolutely nothing. This can mislead, confuse, waste time, or distract.
LVL 1 skill. Requires 6 EMO
Skill slots:
6 - 1st level
5 - 2nd level
4 - 3rd level
3 - 4th level
2 - 5th level
Known spells:
Razor leaf - Launches cutting leafs at the target as if they were bullets.
LVL 1 projectile spell
Nutrition - Feed the world! The caster creates a bit of fruit or vegetable, which can be eaten.
LVL 2 spell. Requires 5 INT.
Pocket Sand - This spell, originating from a rural town in Texas, causes a burst of finely ground sand to fly from the user's hands. While it was designed as a quick non-lethal getaway, it can be utilized in a more… aggressive manner.
LVL 2 spell. Requires 5 INT and 5 EMO. Blinds target.
Trapping vines - The caster marks a spot on the ground, which launches up vines when stepped on. These vines take a hold of whoever enters the trap, keeping them in place. Affects a 2 metre diametre circle.
LVL 2 spell. Requires 5 INT and 5 EMO Stuns target. If the spell is weaker than the target STR, the trap will break. (INT + EMO) / 2 = Spell stat strength
Earth Shield - Creates a rectangular shield in front of the caster, which works as a relatively strong barrier.
LVL 3 shielding spell. AP 3. Lasts 2 rounds.
Landslide - Ever wanted to reenact the Khait Landslide? Well, now you can, by creating a large amount of rocks and tossing them at your opponents.
LVL 3 spell. Requires 5 INT and 5 EMO
Thorn whip - A holy earth spell in which the caster creates a thorned whip of vines, which can be used to hit a single target. The whip does considerable damage, especially to lower AP targets, while also being able to pull smaller, light targets towards the caster.
LVL 4 spell. Requires 6 INT and 7 EMO.
Gravitational Pull - The caster pulls any object that doesn't weigh too much within range to himself/herself. Holy monks became famous for using this magic.
LVL 4 spell. Requires 6 INT and 5 EMO. Can pull objects that weigh up to 40 kilos to the caster. Caster must be within 15 meters of the object. The route from the caster to the object must be devoid of obstructions.
Create Golem - A classic use of earth magic, creating a golem is easy to learn, but hard to master. This spell is notable for it's scaling ability and variety in usage. Requires a nearby source of dirt or rocks. Lasts 3 rounds.
(Small) LVL 5 spell. Requires 5 INT, 6 EMO and 5 SAU.
1-meter tall golem.
MEDIUM - LVL 10 spell. Requires 5 INT, 6 EMO and 6 SAU.
50 stat points across the board.
3-meter tall golem.
30 stat points across the board.
Sand Devil - Invoke the mysticism of the desert by destroying the opposition with what can only be described as the mix of a sandstorm and a tornado. It doesn't exactly hurt people by wind, but rather by hurling dirt and stone at people. Lasts 2 turns.
LVL 6 spell. Requires 5 INT, 8 EMO and 7 SAU.
Ward of the wild - The caster, a shaman, casts a ward over an area which lasts indefinitely. Wild creatures that are not agitated will avoid entering or passing the warded area unless absolutely necessary, as they feel a mental compelling not to do so. Area can be up to 100 metre long and is deployed in a wall-fashion. Spell is not visible. Expires after 5 rounds.
LVL 7 spell. Requires 7 INT, 6 EMO and 7 SAU. Caster must be shaman of profession. Creatures with a higher EMO than the caster ignore this effect.
Spell slots:
24 - 1st level
23 - 2nd level
22 - 3rd level
20 - 4th level
16 - 5th level
14 - 6th level
12 - 7th level
10 - 8th level
8- 9th level
3 - 10th level
Attachments: