Character: Kannadi
- Name: Kannadi Albedo
- Age: 25
- Appearance: A thin yet fit, 5' 8", light brown Human female with short, dark brown hair and bright gray eyes. Kannadi has excellent poise and posture which most people translate as harmless refinement, but experienced adventurers would recognize it as near-perpetual guardedness. Due to her sense of style, pride in her combat class, or both, she only removes her navy blue domino mask and ascot in the most casual settings.
- Background: Kannadi is a scholar of monsters, behavior, and monster behavior, who somehow fit that into a wealthy aristocratic upbringing. Fortunately her parents are content to leave her mostly to her own devices. Blue Magic is among her favorite things in the world, for its closer understanding of monsters as much as its uses in combat; if it did not exist, she would have had to invent it.
- Quote: "We are each a mirror on our society."
Statistics
- Race: Human (racial: Str 10 Vit 10 Agi 10 Spd 10 Mag 10 Spr 10)
- Job: Blue Mage
- Level: 15
- EXP: 52500/60000
- HP Die: d8
- MP Die: d8
Initiative: 1d10+9 Attack: 2d8+55
Attribute | Value | Max | Rating |
STR | 6 | 20 | 28 |
VIT | 6 | 20 | 28 |
AGI | 10 (temp 11) | 18 | 43 |
SPD | 9 | 18 | 37 |
MAG | 12 | 22 | 46 |
SPR | 10 | 22 | 40 |
Last Stat Increased: None.
Advantages and Disadvantages
Advantages
- Combat Reflexes: The character 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.
- Gillionaire (3): The character’s share of Gil for each monster encounter and successfully completed quest is increased by 10%.
Disadvantages
- Favored Prey: Amorph: Monsters of this type will inflict 200% damage with every Attack Action they make against the character.
- Elemental Deficiency: Earth: 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
Note: 10% gil boost due to Gillionare.
- Equipment: 85g
- Weapon: Djinn Flyssa (5*AGI+2d8), 1815g
- Shield: Spiritual Targe (5 Eva, 14 MEva, Holy Ward), 1400g
- Body: Mist Silk Robe (11 Arm, 16 MArm, 5 Eva), 1650g
- Head: Magus Hat (7 Arm, 9 MArm, 5 MEva), 1400g
- Hands: Echo Wrist (5 Arm, 6 MArm, Silence Proof), 1250g
- Statistic Booster: Shoulder Cape (5 Eva, 3 MEva), 400g
- Attribute Booster: Beads (+1 AGI) 1500g
Items
- Hi-Potion x4 (+125 HP to Single target), 600g
- Bandage x2 (Cancels Disable and Immobilize), 200g
Key Items
- Magicite "Shemhazai"
Combat Statistics
- HP: 138/138
- MP: 150/150
- Armor (ARM) = 23 x 115% = 26.75
- M. Armor (MARM) = 31 x 125% = 38.75
- Evade (EVA) = 35
- M. Evade (MEVA) = 43
- Accuracy (ACC) = 135
- Magic Accuracy = 139
- Dexterity (DEX) = 87
- Mind (MND) = 89
Skills
(400/400)
- Light Swords: 78
- Navigation (1:2): 72
- Survival (1:2): 72
- Riding (1:2): 72
- Etiquette: 78
- Intimidation: 45
- Inquiry: 45
- Awareness (30 free): 78
- Aptitude: Wilderness
Lore and Languages
(244/244)
- Common Tongue (50 free): 78
- Ancient: 30
- Lore (Area): 30
- Lore (Blue Magic): 78
- Lore (Monsters): 78
Abilities: BLUE MAGIC
Blue Magic (Level 1)
- Target: Various Type: Magic
Blue Mages can cast whatever Blue Magic they have learned from monsters. (See table below.)
Azure Lore (Level 1)
- Target: Self Type: Support Ability
To use a Blue Spell, a Blue Mage must experience its effect first-hand. Azure Lore allows a Blue Mage to acquire any Blue Spell cast on her during a battle or Scene in which the Blue Mage is an active participant. This is subject to two important restrictions. Firstly, while the Blue Mage does not have to suffer the Spell's effects in order to learn it, the Spell must target her or her current Party in order to be eligible for acquisition. Secondly, the Spell cannot reduce the Blue Mage to 0 or fewer Hit Points. Unconscious Blue Mages are in no shape to learn anything.
Assimilation (Level 1)
- Target: Self Type: Support Ability
By carefully watching the magic woven by an opponent, Blue Mages can gather enough information for a kind of mystical reverse engineering, allowing them to copy monster magics without putting themselves in harm's way. Assimilation has a flat CoS of (Level)% of allowing a Blue Mage to instantly acquire any Blue Spell used during a battle or Scene in which the Blue Mage is an active participant. Assimilation has no effect if the Blue Mage is Unconscious or affected by any of the following Status Conditions: Berserk, Blind, Charm, Confuse, Curse, Frozen, Heat, Sleep, Stone, Stop, Toad, Unaware, or Zombie.
Intuitive Magic (Level 1)
- Target: Various Type: Magic Ability
Blue Mages can use their spellcasting abilities for a wide variety of other purposes.
Magic
Blue Magic
Goblin Punch | |||
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Physical | R | 1 MP | Single |
A standard Attack Action, calculated as normal unless the caster and the target are of equal Level; in this case, the attack inflicts 400% damage. |
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Pep Up | |||
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Recovery | R | 1 MP | Self |
Restores a single target to its maximum HP value; afterward, the Caster is automatically reduced to 0 HP, regardless of their current HP score. |
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Reflect-Null | |||
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Status (Special) | NR | 1 MP | Single |
When used against a target with the Reflect Status Condition, Reflect-Null has a CoS of (M.ACC - 50), M. Evasion of inflicting random Status Condition. Roll 2d6 and consult the following to determine the ailment:
2 Petrify (4), 3 Immobilize (6), 4 Toad (6), 5 Blind (6), 6 Silence (6), 7 Poison (∞), 8 Sleep (6), 9 Slow (6), 10 Mini (6), 11 Disable (6), 12 Stop (6) |
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Self-Destruct | |||
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Magical | NR | 1 MP | Single |
The caster deals (Caster’s Current Hit Points) Magical damage on a target, after which, the Caster is automatically reduced to 0 HP. Non-Barrier effects that affect the Caster’s Magical damage - like Magical Up and Magical Break - have no impact on Self-Destruct. |
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Laser Eyes | |||
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Magical | R | 4 MP | Single |
Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (3 x MAG) + 1d8, M. Armor Magical damage. |
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Choco Ball | |||
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Magical | R | 6 MP | Single |
A crackling sphere of yellow energy inflicts (4 x MAG) + 1d8, M. Armor Magical damage. Aerial-type monsters take 150% damage. |
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Red Feast | |||
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Recovery | NR | 6 MP | Single |
A standard Attack Action, calculated as normal but ignoring the Weapon’s Equipment Abilities. All damage inflicted after modifying for Armor also restores the caster’s HP, up to its maximum value. |
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Leap | |||
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Physical, Status (Weak) | R | 8 MP | Single |
The caster makes a powerful and high jump at a target. The resulting impact inflicts (4 x MAG) + 1d8, Armor Physical damage, and has an additional (M.ACC - 50), M. Evasion CoS for inflicting the Status Condition Armor Down (4). |
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Hastebreak | |||
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Status (Time) | R | 10 MP | Single |
Hastebreak has a CoS of (M.ACC - 50), M. Evasion; its actual effects depend on the status of the target. If it possesses the Status Conditions Haste or Agility Up, they will be cancelled by Hastebreak. If it has the Status Condition Slow, but not the Status Conditions Agility Down or Agility Break, it will be afflicted with Agility Down (4). If it has Agility Down or Agility Break it will be afflicted with Slow (4); the same applies if it does not possess any Time-type Status Conditions, Haste or Agility Up. |
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Night | |||
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Status (Seal) | R | 13 MP | All |
The caster summons up a tiny patch of night sky to hover above the area as soothing sounds lull the targets into a peaceful slumber. Night has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Sleep (6); roll separately for each target affected. |
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Plasma Eyes | |||
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Non-Elemental | R | 13 MP | Single |
An improvement over Laser Eyes, this emits a even more powerful light energy pulse from the caster's eyes, burning into the target for (6 x MAG) + 1d8, M. Armor Non-Elemental damage. Unlike other Non-Elemental spells, Plasma Eyes can be reflected. |
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Flamethrower | |||
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Elemental (Fire) | R | 15 MP | Single |
The caster releases a blistering stream of fire, scorching the intended target for (8 x MAG) + 2d8, M. Armor Fire Elemental damage. |
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Flash | |||
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Magical, Status (Seal) | R | 15 MP | Group |
The caster directs a searing pulse of phosphorescent light at her opponents, inflicting (4 x MAG) + d8, M. Armor Magical damage. In addition, Flash has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Blind (4). Roll separately for each target affected. |
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Poison Breath | |||
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Status (Toxin) | R | 16 MP | Group |
A morass of multicolored toxins explodes from the caster’s body with a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Poison (∞). Roll separately for each target affected. |
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Blaster | |||
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Magical, Status (Time) | NR | 17 MP | Group |
A spinning circle of globes of force accelerates, then releases, slamming into all targets for (4 x MAG) + 1d8, M. Armor Magical Damage. In addition, Blaster has a (M.ACC - 50), M. Evasion CoS of inflicting the Status Condition Immobilize (4). Roll separately for each target affected. |
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Item Reference
- Silence Proof: Immune to Silence (Seals Magic actions)
- Holy Ward: Attacks of this element do -50% damage before modifying for ARM or M. ARM.