Just a few forewords: I don't know if the summons sound OP, but if so I'll change them. :/ and this isn;t done. I have to complete her history and do some general editing, but I wanted to get my progress posted.
Name: Serina Mahariel
Race: Elf
Nationality/Birthplace: Dalish; The outskirts of the Heartlands
Attributes: - Intelligence
- Speed
- Endurance
Appearance: Standing at a slight 5'3" and weighing only 109 lbs, Serina is a proper example of her svelte race. Her shoulders and hips are the exact opposite of broad and when she walks it is as though she is on air. Her hair is long and black, which she typically keeps down and out of her eyes with a circlet. Her eyes are deep and dark brown, the color of sap drawn from mesquite trees as her sister always told her. Her skin is pale but she doesn't burn in the sunlight.
Background: My version of the history of Mahariel will be completed over the weekend. :/ Sorry, but I've got work.Personality: Serina is a pleasant young woman, who is kind and understanding but also practical and calculating. On a personal basis, she is quick to help others with a smile and negated payment, but she knows that she can't save everyone and there are more important matters than the safety of every single peasant. She is one who believes the end can justify the mean, but she is always thinking of the best way to handle any situation. She works well with others, as long as they are not too greedy. She is strongly opposed to any and all racist toward elves, and while she tries her hardest to keep their main goals in mind, plights that involve her race grab her attention without fail.
Skills: - Stealth
- Survival
- Herbalism
- Apothecary/Alchemy
- Concentration(a mage skill that means she isn't easily interrupted when she's spellcasting, hope that's cool)
Knack: Steel Resolve - A subset of concentration, Serina can ignore environmental and physical status effects in order to keep casting. She can keep concentration in burning or collapsing buildings, or on a rapidly moving surface. She can momentarily ignore deep, or even, sometimes, otherwise-debilitating wounds depending on their placement, to continue a spell. She can concentrate through wounds, sickness, or other effects such as dizziness, fear, nausea, or other kind of befuddlement.
Spells: - *Heal - "The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount."
- *Mind Blast - "The caster projects a wave of telekinetic force that stuns enemies caught in the sphere."
The caster can call forth the vanguard of the earth and keep them under her call. The animals all appear as if spirit versions of the live thing, ethereal, wispy, and glowing softly with eerie light. They each have abilities, and all attacks done by the animals is accompanied by spirit damage relating to the amount of damage dealt, which is different per summon. One one summon can be in existence at a particular time.
- *Call Hare - The conjurer calls forth a spirit hare as a familiar. The hare can use stealth, the success rate of which depends on the skill of the mage controlling the summon, and can go quite a long distance from the caster, which other summons cannot. The hare can travel 5 miles from the caster at the acquisition of the spell, but the distance increase with the caster's level. The hare can also carry small items. The hare has little health and cannot attack.
- Call Gray Wolf - The caster brings to bear a mighty gray wolf to protect her from her enemies. The wolf has a moderate amount of health, but a large pool of stamina. The wolf has two abilities at the spells acquisition, lunge (the wolf spring at the target, locking its jaws somewhere and tearing), and menacing howl (a piercing yowl that frightens enemies, causing some to suffer defense penalties). At a certain level, the wolf gains the ability tackle (in with it lunges on a target, and aiming for the throat).
- Call Tiger - The mage begets a powerfully muscled tiger to prowl among the ranks of her enemies and take down her strongest foes. The tiger has high health and moderate stamina with a high recharge rate, and starts with two abilities as well as the stealth skill. Its abilities are takedown (must be in stealth to activate; the tiger creeps up on an unsuspecting target and mauls them, instantly killing lower level enemies, or stunning higher level enemies) and charge (the 500-lbs tiger sprints into enemy groups, cause them to break rank or flee for a short time). At a higher level, the tiger can use the skill eviscerate (the tiger mauls a targets midsection, killing any unarmored target regardless of level, and knocking down lightly armored opponents).
- Call Pachyderm - The gifted summoner gives raise to a magnificent pachyderm to wreak havoc on all who oppose her. If she chooses, she can conjure the beast so that when it comes into being it raises from under her, allowing her to ride it. The elephant has a massive health pool and moderate stamina, but it has very slow stamina regeneration because of its size. The elephant has two starting abilities: trample (the elephant trumpets and barrels into groups of enemies, knocking some aside and stomping on others, killing lightly armored targets) and destroy (the pachyderm rears and places its front legs upon any large object that needs to be moved or destroyed, and does so by exerting the animal's massive power and weight against the object). At a higher level, the elephant gains the ability rampage (the beast goes berserk, trampling all around and screaming while tossing its head and obliterating anything not made of solid, grounded stone; if done while Serina is riding the animal, she gets tossed and can land right in the animal's path).
Equipment: - Dalish Robes - Robes that do little in way of physical protection, but mark her as one of the People.
- Elm Bark Staff - A staff made from the medicinal elm tree, it deals nature damage and helps to channel healing spells. (uhh this doesn't have to be an actual mechanic, just lore)
- Small Lyrium Potion x2
- Ruby Circlet - Listed below
Advantages:Ruby Circlet - A circlet that once belong to Mahariel's father, it was given to her on her last day in the Clan by her adoptive mother. It is copper and bronze with a large inlaid ruby that rest on her forehead. The circlet gives her a bonus mana regeneration.
Specialization: N/A
Flaw:Cultural Gap - Although understanding, Serina is new to the wold of humans. She doesn't know much about human lore, culture, religion, or other unifying themes of humankind. She does not understand certain speech mannerisms and she relies on her human comrades in the face of political issues. She doesn't always understand inflections or word play, and sometimes the way she words things confuses or offends people. It is hard for her to get far in populated places without help of someone who is used to streets. When left to fend for herself, it is not uncommon for her to make people upset over her inability to completely understand a situation that has cultural ties. She can also annoy people her her curious questioning on human culture.