Name: Minda Clearmine
Age: 20
Class: Ranger/Druid
Gender: Female
Length: 1.4 m
Race: Human
Appearance:
STR(Strenght): 11
DEX(Dexterity): 17
CON(Constitution): 11
INT(Intelligence): 15
WIS(Wisdom): 10
CHR(Charisma): 16
Maximum is 18/25, minimum is 3
Spells:
Nocturnal Refuge (28) – Casting a great cloak over a nearby area, complete darkness will ensue. In this area, which is wide in a way, light will be prevented to move and the sense of sight will be rendered unusable. A disadvantage everyone in the area shares, even the caster of the spell. The cloak settles around the caster, and so it cannot be used on a distance. The spell is maintained for several seconds after the caster leaves the area before disappearing.
Celestial Spire (45) – Drawing from the powers of the nearby light, the caster can focus them into a great beam of light at the opponent. The beams of light are magically infused and can thereby sear enemies and make holes in walls with their powers. While quite powerful, it takes heavily on the caster's stamina. Moonlight increases its power. This spell is available to the girl only because she holds the Crescent Scythe.
Enforced Dread (35) – An enforcement spell that makes black lines cover a person. These black lines supply the muscles of the person with energy, increasing constitution and strength of the target and makes them capable of feats that earlier would have been impossible. Can be applied on the caster, but is more suited to be put on a real fighter. As a side effect, the veins and eyes of the person becoming black might look scary.
Shade Commander (40) – Commanding the energy in her affinity for darkness, the girl can manipulate the very shadows of the world. They may stab out and attack, take forms of their own, help her carry things and generally anything one would use a pack of strong hands for. The shadows she controls are limited to those within a range of three meters.
Crow Transformation (30) – The caster has the ability to, partially or completely, transform into a big crow. While in this form, the druid is unable to properly channel powers for other spells or use the scythe efficiently, but there are other uses of the guise of a crow. Especially considering the wings.
Glow (15) – The caster’s hand glows as it throws a very light healing magic. Nothing on the scope any cleric could throw, but still. Could still save your life in a pinch.
Skills:
Stealth – 50
Danger-Sense - 65 (Mystic)
Evasion – 50
Climbing – 50
Jumping – 50
Running – 50
Scythe Fighting – 32
Slingshot – 43
Abilities:
Mystic Watcher – Sometimes taking a neutral stance in the actions of others, this girl can fade into the background, becoming unnoticeable as long as she stays immobile. And dude, can she remain immobile for long. During darkness, she can also spread this power to light walking.
Unhindered One – As fleeting as a shadow, the little girl can run unhindered through places of nature where others would claim process be impossible. As a shadow, she creeps through nature or up trees as if she was meeting no resistance at all. That’s just how she proceeds her journeys.
Crescent Affinity – As druids and rangers often take a liking for a certain aspect of nature, this girl appears to have chosen the moon and darkness. Her powers seem to grow during night-time, and even more if she is touched by moonlight. Mere darkness works too, but not with as much effect.
Plight of Night – Reaching out control using darkness, the girl may command animals to do her bidding. However, her signals are hampered by light, so this ability works best in darkness. The light of the moon, however, empowers the ability and sends her signal over far reaches. Nocturnal animals may feel kinship with her, and move to aid her.
Wielder of the Moon – The scythe she carries appears to hold an affinity for her. Usually hovering behind her invisible, the girl can grab the scythe and from there use the full powers it contain. No one else appears to be able to utilize these powers.
Where there is Danger – This mystifying girl holds mysterious powers in the shape of knowing how dangerous something will turn out. If the water here is good to drink, if entering that forest is a good idea, if danger awaits on the other side of that hill… She will not be able to tell exactly what danger there is to some action, but she can tell if something is dangerous. It is though not always she tells this, however.
RP-specific abilities:
True Sight - True sight may be used to see objects as they really are, being able to identify unknown items or dispel illusions. Additionally, this spell may also be used to pre-emptively check an area for enemies.
Usage: Once per day.
Armour: None that can defend. That is:
Standard dress – AC 10.
Weapons:
Crescent Scythe – A large scythe which will hover behind the girl. It seems like a figure of a crescent moon put on a staff. Inscriptions can be seen on the side, however none so far has been able to discern what it says, or in what language. When used, the power of the scythe allows the girl to use it as a slingshot of power. Grabbing at the center of the crescent shape, the girl can create balls of energy that she can draw using unseen strings and then launch at targets. The scythe is able to remain invisible when the girl is not using it, and hovers behind her allowing her to surprise plenty of foes at her suddenly becoming armed. It is also capable of glowing lightly when the girl desires a bit of light.
RP-specific weapons
"Glass Rose"
Type: Bow
Effects:
- Upon touching, replenishes the wearer's health by a small amount(Once per day and on first touch).
- While equipped, +1 Charisma when dealing with males(excluding dead or otherwise extraplanar creatures).
- Fires magical +1 arrows, needing no ammunition.
Usable by: Anyone with a Charisma of 16 or higher
The Glass Rose, named so by its original owner, Lady Daura of Aluarim, is a bow crafted specifically for the charismatic and noble, requiring a high degree of likeability and charisma to even be used. Tales tell that Lady Daura had this bow made to protect her on her travels after yet another band of bandits left her and her guards with nothing but underwear on the road back home. Many a wizard proposed their designs, but only one struck the Lady's fancy. Crafted with pure glass and enchanted by various spells, the weapon served the Lady well in the following years, fending off bandits and lovers alike much better than her guards. Using the benefits given by the enchanted item, the Lady successfully charmed many young nobles to abstain from their wealth for just one night with the owner. Regardless to say, angry mothers, wives and lovers soon got the better of her, causing the trail of both Lady Daura and the Glass Rose to soon vanish. While one says they saw the Lady wandering the streets of Athkatla, the other disproves and insists that she is now a ghost, looking for her long lost treasure. Regardless of the story, the Glass Rose is a potent item, allowing the user to heal small wounds once a day, boosting one's charismatic appeal and requiring no ammunition. To the right person, it is also worth a small fortune...
Items: None
Gold: None
Biography:
There was once a small girl in Thay. When she was born, it was sensed she had a high capability for magic, and she was therefor to be taken from home in order to be trained to be a great member of the Red Wizards. However, not known by her parents, it was the wrong figure that had arrived by the door that day to collect their daughter. It was a dark druid, an evil man, who had hand-picked the little girl to be his sidekick and apprentice. Maybe he was a pedophile as well.
In any case, the druid brought her along and trained her in his art of magic, one that would seem to be the very descriptive of evil. Also, he had her trained for the flexibility to be a ranger as well, and made sure to make her useful in several different ways. Making her forget she ever had parents other than him, the dark druid smiled with glee and pride as he looked at his “daughter”. That was when he started putting her to good use.
Running many a great mission across the land, the girl stole magical items, killed key people and scouted valuable information for the druid. She had become feared as a detached part of him, and the girl was invaluable to the great druid. Obviously, such a mighty individual had a fair choice of people he could command, but this girl had her unique advantages, and she held a fool-hardy belief in that he was the sole man in that girl’s life. He was wrong.
Being a young healthy female, the girl fell in love with a young boy guard in employment of a duke (or something) that she had been tasked to monitor. Despite being a spy, the girl used her powers to approach the boy for simple talking in the form of a very normal girl, and everything seemed to be working. The apprentice druid lived like that for way longer than such a relationship was healthy, and soon a mage that had stopped by felt her presence.
Putting the spy under magical surveillance, the mage, who was a member of the Red Wizards of Thay, tracked down her master through her. Rousing an assault which the druid could not survive when exposed, the Red Wizards and the duke who had been monitored made their moves.
In the midst of the violence, the druid found out what had caused his fall. Cursing the weakness of the girl, the druid threw a number of hexes at her, but she was defended by the very guard she had fallen in love with. Grumbling on the overly romantic scene in front of him which he could not deny was very cute, the druid figured he could just leave the two souls to live happy lives ‘till the end of their days…
But that would kill him, wouldn’t it? No, he’d make sure they could never have peace. With a spell of greater power than the druid had ever manifested, even going so far as using his seven crystals of power channeled through his mighty Crescent Scythe, he killed the boy and froze the girl in time. While freezing her, the druid left a subconscious thought in her mind.
‘RESURRECT ME’
With that, the druid cloaked the girl and lifted her to the roof where hopefully no-one would touch her by mistake. Proud of his last act, the druid turned around just in time to see his doors barged open by the most powerful of the Red Wizards…
Now, so long after, the magic finally started to lose the earlier effect. Awakening to a world where the land of her birth is reduced by naught but ruins, the girl sets out. With her, she holds the Crescent Scythe, the favored weapon of that dark druid who apparently had schooled her in its use using magic before leaving it to her. Due to the huge amount of time frozen, her memory is quite fuzzy and she’s unable to remember much about anything. She remembered all her abilities and spells, but anything about her identity, order anyone has given her or even her name lies forgotten. But no matter, the druid would always be there to make sure she remembered one day.
After all, he's right there beside her.
In the scythe.