Character: Rennac

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Rennac, Dark Knight
  • Name: Rennac Belnades
  • Age: 20
  • Appearance: Tall, thin man with unnaturally red hair and slightly-too-pale skin. Though attractive and genial enough, something about him seems off-putting.
  • Quote: "Open the door, and strike the hour."
  • Race: Creimire (racial maximums Str 8 Vit 10 Agi 13 Spd 11 Mag 9 Spr 9)
  • Class and Job: Dark Knight, Level 15 (52500/60000 XP)

Contents

Statistics

Note: AGI has a +1 item bonus. This has not been included into the Maximum.

Table 1: Attributes
Attribute Value Max Rating
STR 2 20 16
VIT 11 20 43
AGI 21 (Temp 22) 22 76
SPD 6 19 28
MAG 6 18 28
SPR 8 21 34

Last Stat Increased: None.

Advantages and Disadvantages

Advantages:

  • Personal Element: Shadow (5 pts.) - The character inflicts +25% damage with all attacks and effects that deal damage associated with the chosen Element
  • Combat Reflexes (2 pts.) - a character with Combat Reflexes can never be surprised in battle, and will always act in the Preemptive Round if ambushed. In addition, she is immune to the Status Condition Unaware.

Disadvantages:

  • Devil's Brand (4 pts) - Spells and other effects that increase a character’s HP restore -25% of their normal Hit Points when used on a character with Devil’s Brand. (Exception: Drain Spells)
  • Elemental Deficiency: Holy (3 pts.) - Any damage of that element done to the character is increased by 50%. If the character gains a Resistance to the Element in question, attacks do normal damage; Immunities reduce damage to 50%, and Absorbance reduces damage of that Element to 0.

Inventory

  • Equipment: 15 gp
  • Main Hand: Djinn Flyssa (1815 gp 80%) 5 x AGI +2d8 dmg, +1 AGI
  • Off-Hand: Opal Shield (1400 gp 80%) 14 Eva 5 MEva, Earth Ward
  • Body: Thunder Plate (1800 gp 79%) 16 Arm 11 MArm, Lightning Ward
  • Head: Viking Helm (1250 gp 81%) 9 Arm 7 MArm, SOS-Spirit Up
  • Hands: Defense Gloves (1300 gp 80%) 8 Arm 4 MArm, Disable Proof
  • Accessories: Wolf Mantle (2400 gp 76%) 15 Eva 9 MEva

Items

  • 1x Tonic (+25 HP to Single target)

Key Items

  • None?

Combat Statistics

  • HP: 193/193
  • MP: 119/119
  • Armor (ARM) = ((33) x 130%) = 42.9
  • M. Armor (MARM) = ((22) x (120%) = 26.4
  • Evade (EVA) = 6 + 22 + 29 = 57
  • M. Evade (MEVA) = 6 + 8 + 14 = 28
  • Magic Accuracy = 100 + 15 + 12 = 127
  • Dexterity (DEX) = 50 + 15 + 44 = 109
  • Mind (MND) = 50 + 15 + 12 = 77
  • Accuracy (ACC) = 78 + 30 + 15 + 44 = 167

Skills

  • 380/380 pts
  • Swords: 78 pts (2:1 gain)
  • Acrobatics:' 30
  • Awareness: 78 (30 starting, free)
  • Etiquette: 20
  • Intimidation: 64
  • Negotiation: 20
  • Escape: 20
  • Lockpicking: 25
  • Stealth: 78
  • Streetwise: 36
  • Aptitudes: Weapon Skills

Lore and Languages

  • 244/244 pts
  • Common: 50 pts (50 starting, free)
  • Ancient: 30 pts.
  • Brogue: 20 pts.
  • Elvaan: 20 pts.
  • Bahsa Mithra: 20 pts.
  • Lore (Fiends): 78 pts
  • Lore (Folklore): 76 pts

Abilities: Dark Sword

Darkside (Level 1)

  • Type: Fast Target: Single
  • The Dark Knight rushes at the target, his blade burning with a black fire. As he strikes, the fire rips through the target with a fierceness that burns away 200%, Armor Shadow elemental damage. While powerful, Darkside has a price - the Dark Knight suffers Magical damage equal to 25% of the Dark Knight's maximum HP. The damage done to the Dark Knight ignores Armor and all defensive statuses, excluding Shield.

Black Sky (Level 8)

  • Type: Magic (19 MP) Target: Group
  • The Dark Knight unleashes a wave of negative energy that tears away 75%, Armor Shadow elemental damage from every target. The blackness also carries a 30% chance to add the Blind status (Unlimited); this CoS is flat and not modified for the target's Evasion or M. Evasion. Roll separately for each eligible target.

Night Sword (Level 15)

  • Type: Magic (17 MP) Target: Single
  • The Dark Knight points her sword at the target as an ethereal dark red blade rips through them from below. The attack inflicts 100%, Armor damage to the target's HP, half of which is used to restore the Dark Knight's HP.

Intuitive Magic

  • Target: Varies Type: Magic Ability
  • The Dark Knight can use his spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter Eight: Magic..
  • Keywords: Destruction, Fire, Poison, Shadow

Item Reference

  • Earth Ward: -50% Earth damage before Arm/MArm.
  • Lightning Ward: -50% Lightning damage before Arm/MArm.
  • SOS-Spirit Up: At 25% or less HP, increases M.EVA, M.ACC, MND by 25%. Status Conditions added in this manner cannot be removed through the use of Spells or Abilities such as Dispel; they will only be cancelled if the character’s current Hit Points are raised beyond 25% of their maximum value or the battle ends.
  • Disable Proof: Immune to Disable (Seals Attack, Item, and Defend actions)
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