I based her 'calling' spells off of the ranger abilities, so i figured they would all be ritual spells. And in my opinion, I think concentration is a necessary skill for mages. But that's just me. >> I feel like magic is so fickle and dangerous that mages who don't have the necessary concentration don't do so well in battle(loud, bloody, painful and otherwise distracting). But again, that's my opinion. I don't mind keeping it if only for the lore of my character. -shrug- I will change the knack to something more useful though.
Changed her advantage cause yeah, an animal companion not only makes sense but probably makes her walking around alone safer plus pets are cool.
Without further ado! :D
Name: Serina Mahariel
Race: Elf
Nationality/Birthplace: Dalish; Southereastern Ferelden
Attributes: 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 Tamlen always told her. Her skin is pale but she doesn't burn in the sunlight.
Background: Born to star-crossed lovers, her father already dead and mother having lost her spirit with him, Serina was raised mostly by a woman named Ashalle, Serina was a apprentice hunter along with all her peers in her youth, laughing and swinging wooden swords and shooting blunted arrows, and her life was normal for someone of her place. She was a perceptive and curious child, but not rudely so, and was well liked by both her elders and peers. She was sweet and caring, and always respectful.
The first time she showed she took after her father and held the Gift was when she was 11 years old, while playing in the snowy taiga of the southern most point of the Brecilian Forest. While exploring, she heard a loud screech and saw something fall out of a tree. Going to investigate, she saw that an owl's nest had fallen from its perch. In the nook created by the overturned nest, a single gray owl chick sat shivering and staring at her with wide eyes. Feeling bad, she picked it up and cradled it, nuzzling it to her chest and feeling warm blood. The chick had been injured in the fall, and the mother had anticipated that and abandoned it. Crying because of her young, soft heart, Serina carried the chicklet to camp, steps growing heavier each time, and then presented it to Ashalle. When questioned how she got a live owlet, she tried to explain it was injured, but she saw that it had not a scratch. After a few days of investigation, it was discovered that Serina had the Gift. She kept the owlet, naming it Mercury for its color, and has not parted with it since.
After the discovery, Serina began training under Keeper Marethari and beside a younger Merrill. She held an innate skill for conjuring, and learned quickly and eagerly. The more she learned, the more she wanted to know. She, as well as a good majority of Dalish if not all, held a profound interest in any and all of her people's lore, and grew excited to learn more about them. Throughout her youth, she was close with her friends Merrill and Tamlen.
Her training persisted to her last days with her People. While patrolling, her and her friend Tamlen came across a band of humans who claimed to have come from a cave nearby. Having known the area and no cave, they decided to investigate. They found an ancient Elven artifact, but it had been corrupted by the darkspawn taint. She was saved by Duncan, Commander of the Gray Wardens in Ferelden, Unfortunately, Tamlen's body was not found and he was presumed dead. Even though Serina made it out alive, she was not unharmed. Infected with the taint, she now must become a Gray Warden just to live. She still mourns her friends death, and the loss of her clan, but most of all she realized that her life was no longer her own. She awaits her Joining in Ostagar.
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 racism 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(Forest)
- Herbalism
- Acrobatics
- Concentration
- Reach Weapons Training
Knack: Naturalist - Survival subset. Growing up in the sundry forests of southeastern Fereldan, she has basic survival skills in all environments. She grew up in deciduous forests, other various woodlands, alpine forests, taiga, coniferous forests, and even grassland environments. Having had such diverse survival skills be essential for her upbringing, she has bonuses to survival in all environments. She is mainly accustomed to forest survival, and least accustomed to desert environments.
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. All conjuring spells are ritual spells except the first spell, Call Hare.
- *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 while 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 Dire Wolf - The caster brings to bear a mighty gray wolf to protect her from her enemies. The wolf, which is usually about 4ft long and weighs 135 lbs,has a moderate amount of health, but a large pool of stamina. The wolf has two abilities at the spell's 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, aiming for the throat).
- Call Sabertooth Tiger - The mage begets a powerfully muscled Sabertooth 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 6 ft long, 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 Mammoth - The gifted summoner gives rise to an immense mammoth 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 mammoth has a massive health pool and moderate stamina, but it has very slow stamina regeneration because of its size. The mammoth, which is 12 ft tall an weighs in at 7 short tons, 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. It's a light weapon that can deal a nasty sting.
- Small Lyrium Potion x2
- Ruby Circlet - A piece of jewelry that once belonged to Mahariel's mother, it was given to her on her last day with the Sabrae Clan. It is worth a decent amount of money, but she keeps it well guarded.
Advantage:Animal Companion - Great Gray Owl. One of the largest species of owl, Serina's companion, Mercury, in 30 inches in length and has an impressive five foot wingspan. She weighs 2 1/2 lbs. Mercury carries messages for Serina, acts as a familiar, letting Serina see through the bird's eyes, and helps in battle with aerial claw attacks and vicious bites.
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.