[hider=My App] Name: Robert Morris Gender: Male Species: Kobold Class: Red Mage Strength - 9 [(5) 3+1] Endurance - 10 [(6) 3+1] Stamina - 10 [(6) 3+1] Agility - 10 [(6) 3+1] Dexterity - 10 [(6) 3+1] Magic - 8 [(4) 3+1] Wisdom - 8 [(4) 3+1] Spirit - 7 [(3) 3+1] Intelligence - 9 [(5) 3+1] Luck - 10 [(6) 3+1] Bio: It all started with an adventurer, a knight by the name of Robert Morris who by some odd chance spotted a pack of wolves attacking what appeared to him as a couple of unfortunate peasants. The man warded off the wolves, saving the lives of two kobolds who decided to join the man on his journey, at least until they could find a kobold village that wasn't burned to the ground or otherwise destroyed. The two carried only one very important item with them on their journey... an egg. Their egg. On one particularly cold November night, the egg finally hatched, and the couple ran off, having found evidence of a kobold village nearby. They named the child after the man who saved them all those months ago, and who essentially saved their child before he was even alive. The family made it to the village safely, and while it was breaking apart here and there, with several bricks often missing from the buildings, but it was livable. That was where they planned to live for the rest of their lives, with their child, however, the adventurer eventually returned. The two came out to greet the adventurer, and welcome him to the village, but he didn't listen... all he did after being greeted was draw his blade. The two already knew what was happening, so they took their young son, and fled the village to find yet another one as that one fell into chaos. They now had a son with what they believed to be a cursed name... and he was already too old for them to change his name. Thankfully the village they found was relatively hidden, and out of the way, with even fewer signs of it being raided and destroyed recently. The two settled here, and raised their son here, teaching him to never trust humans, as even when they seem like they're helping you, they'll stab you in the back. Of course, as if contradicting themselves, they'd also tell the story of how their son got his name... which included the entire family getting their lives saved by a human. Unfortunately, this home wasn't going to actually last, as soon enough some robed human entered the town, and proceeded to set the entire place on fire, with Robert's family just barely escaping the blaze. They had to move... again. The next few villages seemed to meet the same fate, and none of them really lasted very long, with either what Robert learned was a knight, a mage, or an archer destroying the village and or killing every kobold that dared to defend their village. As his family moved him around, Robert tried to learn some sort of fighting techniques from whoever was pillaging the village at the time, be them a knight or a mage. He tried his hand at archery while on the move, once, but he quickly learned that he was a horrible shot. He had to learn how to be ready for anything... to be balanced, capable of magic, or swordplay, rather than simply one or the other. It eventually got to the point where he was ready to go on his own adventure, one of peace... one to perhaps let the humans allow kobolds to have some sort of steady village that isn't constantly threatened by attacks... but more importantly, he was done running. If the humans were going to attack, then he was going to fight back. Taking his old leather armor that is unreliable to the point where it's basically just slightly tough clothing, as well as a red, white-feathered cap, and a similarly red cloak, and a rusted rapier he managed to salvage from a kobold killed in one of the many now-destroyed villages, the blue-scaled kobold set off from his port-side village to hopefully put an end to this. Robert would run no longer. He was ready to fight. Abilities: Dirty Fighting : 25% chance of applying either Cripple, Bleeding, Slow, or Poison when attacking. There is a small chance of applying two at once. Skill : Infuser - Upon hitting with any attack or spell there is 15% chance to fire off basic elemental spell at the enemy. (if that hit's a crit, a mid-level elemental spell will be fired, instead). The spell fired off as a result of this will not trigger the skill. Ability 1: Magic - Can cast both healing and destructive spells at equal proficiency. Ability 2: Agile Attacker - Sacrifices some Stamina, but allows the user to more easily evade and or block enemy attacks. Hidden Ability: Dualcast - May cast two spells at the cost and speed of one. Wields: Rapiers, Maces, Swords, Daggers. Spells: Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers) Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers) Flame Mote: Produces a small magical ball of flame at one's finger tips, generating the same heat and light as a single candle. Cost: 1MP. level 0. Damage: 0 [/hider]