[@Xaltwind] Ok! At 2:46 am my time...finally...the app is done! XD Will edit and fix whatever i need to as well! Hope this little magic class the elf below has can be of use to the party too. :P [hider=Angelic Mage] [b]Name:[/b] Yinha Karathros [b]Age:[/b] 76 [b]Gender:[/b] Female [b]Race:[/b] High Elf [b]Appearance:[/b] [hider=Yes] [center][img]https://i.imgur.com/JYgZUSX.jpg[/img][/center] [/hider] [i]Height:[/i] 5'9" [i]Eye Color:[/i] Darker Pink, with white irises [i]Hair Color:[/i] Blonde [b]Personality.[/b] A deeply kind and well-intended soul who wholeheartedly seeks for the best and to make the best, even if what she feels is the truly 'right decision' tears away at her inside. She is an empathetic individual who can be a shoulder to patiently cry upon if needed, but for whom certain subject matters or types of negative actions/behaviors can cut right through her usual patience like a hot knife through butter. She is intelligent, having been well-educated in her days and learned a good bit, but still applies this knowledge with a sense of personal dedication and raw hard work ethic. However, she can be stubborn on occasion...especially the more set she is in a particular task or decision. Even if she is hurting terribly, though, she is the type to still try to put on a smile and try to keep a positive face for others. When it comes to dealing with or being around the undead in battle, especially in number, she tends to act more mechanical and stoic to a distinctly notable extent...as if hardened against something she can't sincerely bear to let come out. Yet despite the thoughts of some of her kindness being a sign of 'naivete' or being 'gullible', she does at least possess a level of life experience and understanding that makes her generally competent and able to be properly cautious and aware. [b]History:[/b] [hider=High Elven Kingdom] [center][h3]-History/Notable Features-[/h3][/center] Far to the south lies the kingdom of Karisathmar, a very much predominantly High Elf populated kingdom founded anciently at the site of what is now their capital city of Alimar. Founded at first as a ‘safe haven’ for the High Elf race during ancient times, it evolved into a full-fledged nation that even now stands as the mighty ‘Bulwark of the South’ in terms of both its plentiful trade and its almost legendary magical prowess. Within its population, as a result of the kingdom’s sheer age, there can be found other types of elves and even foreign races as minorities (the latter distinctly more so than the former). Within its lands are also: a vast array of cities and villages and towns large and small, lush and verdant forests (including the Great Forest of Valheth to the northwest which has literally giant trees), expansive plains beneath vast open skies, a mix of ancient and newer temples, mountains and their valleys, and a myriad of scattered strategic military outposts/garrisons used for local defense within their borders. That being said, Karisathmar is not among the largest nations in the world despite being among the very oldest and most well-entrenched. This nation’s oldest city and capital, a titanically-sized and ancient city in its own right, is also surrounded and protected by an infamous and legendary defensive array called the “Great Walls of Merune”. Built and developed over many generations of High Elves, its designs have been ever tweaked and tested by time...as well as various enemies from within and without. It consists of: five thick layers of reinforced and well-built walls with magical barriers, traps, defenses, artillery mundane and magical, golems, mages, artificers, engineers, and troops of various sorts. This legendary defensive measure even extends deep underground, being filled with well-fortified tunnels and storehouses and barracks and other facilities that include a set of carefully made escape tunnels back into the city. These fortifications are also capable of dealing with aerial threats, due to the myriad of artillery strategically mounted upon the walls aboveground. [center][h3]-Traits-[/h3][/center] High Elves are known for two standout racial traits among their other elven brethren, which are their more notable natural magical aptitude and their notably longer lifespans respectively. In terms of appearance a Caucasian skin tone and ‘gemstone-like’ or 'precious metal' eye colors such as emerald, pink, and even light gold are traits that are very much common to their race. The race physically matures earlier on until they hit their prime as well, however, before plateau-ing and retaining this form for by far the vast remainder of if not the full remainder of their incredibly long lives. However, their natural physical build is perhaps among the weakest ones among the elven races. This is such that even their own formal martial troops rely on a combination of magic, technique, and skill to at least try to help compensate. [center][h3]-Presence In The World-[/h3][/center] High Elves can also be found in many places in the world, being among the most common types of elf one may run into in those nations and areas with higher elven populations. They can generally be found in more elf-friendly areas, whilst the large majority avoid migration to areas with very little to no elven populations. On occasion the High Elf race might form distinct neighborhoods or enclaves in larger and more cosmopolitan cities, and otherwise can generally be found more often individually as traveling scholar-mages, performers, mercenaries, or even as merchants of some kind. [center][h3]-Other Notes-[/h3][/center] -Half-elves are generally welcomed among High Elf kind, due to perceptions of them as still being ‘elven-blooded’ in some fashion still. -(to be added as or if GM wants/allows) [/hider] A High Elf girl born from humble means, being the daughter of a pair of Noble mage-scholars who (like their numerous fellows in the High Elven nation of Karisathmar) sought to further push the developments, studies, and applications of magic. From a young age she generally was exposed to the magical studies and work of her mother and father, and from there generally took an interest in the area of magic like how a curious child might take an interest in what their parents do at work. In the end she wound up spending hours with her parents, as they eagerly spoke of theories and applications and formulae that spurred on an interest in the magical arts for her. This in turn eventually led to becoming the apprentice of an older Angelic Mage, a colleague and longtime good friend of her parents, who noticed her potential when he came to visit one day. From here came discussion, leaving home, and going to her teacher’s grand home in the High Elven capital of Alimar to be trained and drilled and educated. Between her already studious nature, as well as the demanding and busy style of her teacher, the many years to follow were ultimately filled with a mix of bonding and rigorous practice and experience to hone her. A couple of times a year she would be allowed to return to visit her parents, as well as two new siblings who were eventually produced during her apprenticeship, but even so she was isolated in her work otherwise and pushed to her very limits to ‘maximize her potential’ as her teacher so worded it. It was ultimately a privileged life in ways, and she was ever chided and reminded of that by her mentor/teacher. As he once told her: “To remain humble is to be like a great mountain, holding fast and remaining grounded against the buffetings of time and the world until we are refined to be our best selves. To be prideful, however, is to be like unto a brittle and vain pillar that collapses and crumbles the moment its world is shaken”. Such was the advice she took to heart. Yet, eventually, her world itself was shaken to its core when word of a plague in her home city came. The border city of Valentis, her very home, had been magically and mundanely quarantined off along with all contact. Then in the following days came worse news, in that the plague that had erupted there was beginning to transform citizens into shambling undead that infested the streets. The fear eventually pushed at Yinha, until eventually she could not hold back any longer and stole away in the night to return to her home. But as she walked those old streets, heart thumping in her ears after sneaking past the barricades and anti-undead measures, her heart sank. Cries for help echoed around street corners like a banshee’s wail, as evacuees were still being found and cleaned and led out by blood-stained Paladins and Clerics. Streets were lined with slain corpses, a disgusting black ichor of long-decayed flesh rotted away in the gutters with the awful stench of decay and rot, and even she had to defend herself against the shambling corpses of former friends and neighbors...and even her own mother. When she finally arrived home, her own father nearly burnt her indiscriminately with a mighty fireball and a look of pure, abject terror on his face. It took all she had after that to, begging and pleading, convince her remaining father and younger sister to gather their things and let her help them out to safety. After it all, her family would resettle in Alimar itself as relatives and grandparents came to their aid after learning of their survival. Eventually her father would also remarry, and her younger sister would become the apprentice to an arcane mage. Yet none of them, even Yinha herself, would be able to shake the scars of that time period. At least at first, her dreams were filled with fire, the stench of death, the cries of the dead and dying, and the visage of familiar faces twisted in undeath...whilst seeming to look through her very soul. Some of these times she would wake up in a cold sweat from it all, shaking and tears already running down her face. Other times she might jolt up in bed with a spell at the ready, her heart racing and ready for battle. Healers in Alimar did their best to help her and her family members heal, to lessen the strain of the pain they felt and the scars they had, but no amount of magic or a return to training seemed to stop it. Something else had to change. She had to change. In this Yinha would make the fateful decision to go out on her own, to leave beyond the borders of Karisathmar and all she had ever known...all to find herself. Somewhere out there, there had to be some kind of path for her. Some kind of life for her. Some kind of way for her to progress forward, and to make something of herself. A fate that lied beyond the horizon. ----- [b]Level:[/b] 20 [b]Class:[/b] Angelic Mage [b]Profession:[/b] -Alchemy [Journeyman] -Medic [Journeyman] [b]Stats:[/b] [i]Stats are rated by a letter-system, with worst to best being as follows; F, E, D, C, B, A, S. An 'average' adult human, with no martial training and no proper education has rank F in generally all their stats)[/i] [i]Strength (STR):[/i] F [i]Vitality (VIT):[/i] D [i]Dexterity (DEX):[/i] C [i]Intellect (iNT):[/i] A [i]Wisdom (WIS):[/i] B [i]Charisma (CHA):[/i] D [b]List of immunities:[/b] [list] [*]N/A [/list] [b]Resistances:[/b] [list] [*]Holy [*] [/list] [b]Weaknesses:[/b] [list] [*]Physical [*]Poison [/list] [b]Equipment:[/b] [list] [*]Enchanted Knife - A well-made metal knife of elvish-fashion, bearing a solid blade with some curve to it and isn't too heavy to carry or wield. Just a simple personal defense kind of weapon, really, though it also has general out of battle uses too. Enchanted to always retain its sharpness and never go dull. Her family crest, a pair of crossed wands on the background of a magic circle, is imprinted masterfully into the hilt. [*]Magical Bracers - A pair of enchanted bracers inscribed on the inside with arcane lettering and holy sigils, making them moderately good catalysts and foci for her spellcasting. [*]Traveling Supplies - A bedroll and other basic, lightweight travel supplies and rations for camping in the woods and traveling. [*]Alchemy Kit - A simple traveling-sized kit for alchemical work, purchased in Alimar before she left on her journey years ago. Includes flasks and vials and corks and general tools. Has been well-maintained. [*]Rings of the Journeyman - A pair of rings that each enable the wearer to regenerate their MP faster, each once worn by her birth parents as their wedding rings. [/list] [b]Skills & Spells:[/b] [list] [*]Knife Wielding: General average competence with the use of, in and out of battle, a dagger/knife. [*]Summon Lesser Angel: User summons a lesser angelic being. [list] [*]Cherub: A lesser type of angelic being, which takes the form of a large golden eyeball (like basketball sized) with two sets of wings. It is capable of scouting with a special magic vision, relaying what it's seeing back to the mind of its conjurer (akin to a live video feed) and being able to see through things like fog and a basic smokescreen. They can also holy energy blasts from their singular eye-body. [*]Authority: A lesser type of angelic being, which takes the form of an animated suit of armor filed with holy light and wielding a weapon. This weapon can take the form of a white chain, shield + flaming sword, or angelic-language-inscribed halberd. It is useful for attacking enemies, buying time, and supporting/protecting the caster as well as allies martially. Good at physical combat, but has no magic to cast. [*]Guardian: The lowest and most basic type of angelic being, taking the form of a pure white sexless humanoid akin to stone or porcelain with a single pair of white wings. Focuses upon casting a variety of lower-tier holy magic. [/list] [*]Holy Restoration: Removes a single negative status condition/debuff from the target, and applies a moderate healing-over-time effect for thirty seconds as well. [*]Heavenly Cascade: An AoE healing spell that applies minor to moderate healing over a 30 foot radius around the caster, healing allies and the caster themselves. [*]Magic Missile: The most basic offensive mage-class-type offensive spell that fires 6 arcane magic projectiles at the target. Very cheap to use, but also the most simple and low-tier kind of spell. [*]Holy Bombardment: An improved ‘magic missile’ specific to the Angelic Mage class. Fires 2 stronger holy energy projectiles at the target. Not as cheap due to being higher-tier than Magic Missile, but is more powerful. [*]Purification (AoE): The AoE version of Purification, removing up to 2 debuffs/negative status effects for all allied targets (including the caster) within a 30 foot radius. [*]Truth Seeker: A holy spell that allows one to detect if others are speaking the truth or not for 15 minutes, unless the spell is canceled before the time limit runs out. [/list] [i]Custom Class Overview:[/i] -The Angelic Mage is a magic caster that draws upon a heavenly plane for holy power, conjuring angelic beings or holy constructs as familiar/summons, casting holy energy attacks to smite enemies and strike down foes, purifying/healing areas and places and things and themselves and even others, achieving flight, conjuring barriers for defense, cast spells for calming others and numbing pain and removing things like debuffs and status effects from allies or enemies, and even exercising spirits. It is a kind of Mage/Wizard equivalent to something like a Paladin or a Cleric, yet unlike those classes does not dedicate or assign themselves to the whims of a deity or holy being or the ilk. They aren’t even clergy. Instead, Angelic Mages draw upon the Heavenly Plane and its angelic denizens outright for their power. Affinity for this class is less common than those who can become Paladins or Clerics, but among the many kinds of mages in the world are a general and uniquely specialized minority. [/hider] [s]Now to go pass out in my bed and never be up this late ever again. (@_@)[/s]