Dawn Elereth

Character Profile
Player: Dawn
Income: TAU Physician [5000z]
Expenses: Residential Studio Apartment [2000z]
Money: 179,947z
Racial Trait(s): Fleet Feet (+1 Evasion), Nature's Grace (+4 to Navigation)
Cultural Trait: Magic Affinity (+2 to Spell Lore and Mana Control)
Locational Trait: World Tree (+2 to Magic Healing)
Race: Light Elf
Age: 293 (Adult)
Weapon Proficiency: Light Martial 1), Light Magician 2), Light Spellsword 3)
Weapon Expertise:
Favored Element(s): Light
Armor/Armor Type: Defiant Doctor's Coat (Unarmored)
Meta Bonus: Light IV, Alchemist IV, Might II
Status and Equipment
HP: 47
STM: 38
Damage: 4 (Springtime Blossom) / 6 (Iron Mace)
To Hit Bonus: 4
Evasion: 3
Endurance: 3
Willpower: 6
Movement: 12
Search: 2
Sneak: 0
Fury Points: 4
Crafting Points: 4
STM Reductions: -1 to Skills (Unarmored)
Equipped Weapon: Springtime Blossom, Iron Mace
Equipment & Gears
Concentration Bracers
Crystalline Fruit
Fragile Rose
Golden Talon Necklace
Potion Satchel XL
The Goblet of Plenty
Pharmacist Slot
Remedy Potion
Potion Satchel XL
Battle Potion
Injury Type Description Heal Date
Injury Points 0/22

Skills

Light
Passive: Forbearance (+4 Willpower & +4 HP)
Tier 1 Smite (1) Heal (1) Gloria (1)
Tier 2 Absolve (2) Bless (2) Kyrie (2)
Tier 3 Flash (3) Haste (3) Baptize (3)
Tier 4 Resurrect (4) Sanctuary (4) Hospitaller 4)
Alchemist
Passive: Apothecary (+6 Crafting Points)
Tier 1 Shortcut (0 CP) Materia (2 CP) Quick Dip (1)
Tier 2 Inoculation (3 CP) Great Materia (4 CP) Pharmacist 5)
Tier 3 Superior (4 CP) Triage (3) Acid Demonstration (3)
Tier 4 Excellent (6 CP) Grand Materia (6 CP) Alchemic Plume (4)
Might
Passive: Ire (+2 Endurance, +2 HP, +4 Fury Points)
Tier 1 Bash (1) Locked Endure (1)
Tier 2 Rush (2) Guard (2) Quicken (2)
Tier 3 Brandish (3) Locked Locked
Tier 4 Locked Locked Locked
Active Signature Skill – Holy Radiance
“Now, light of the Heavens, heal these battered wings..”
Benefit Dawn prays and summons a great beacon of Light, choosing up to a certain amount of allies (herself included) equal to her Light Meta [4]. Everyone is healed for 10 HP, and anyone with Brilliant/Catalyzed, heals for an extra 2 HP for each Rank on them.
Drawback Dawn spends 2 SP for each ally she has healed (herself included). Everyone loses all Ranks of Brilliant/Catalyzed afterwards.
Passive Signature Skill – Lay on Hands
“Is someone injured?”
Benefit If Dawn fails to reach the threshold for an injury, she gains a second try and may use either her Field Medicine or Magic Healing at half bonus (rounded down) when doing treatments.
Non-Combat Skills
Name Bonus Description
Dancing (Waltz) +4 While not a dancer by any means, the waltz was one of her favourite dances to maneuver, able to do a decent and proper dance with any partner.
Navigation (Land) +5 The benefits of longevity has enabled Dawn to be familiar with landscapes, spending many decades roaming on foot when she travels.
Sewing +4 Dawn's attires usually consist of robes and dresses, so knowing the craft of sewing is a good asset in the case of tears and rips of the like.
Singing (Elvish) +4 A rather rare skill, it's the last remnant of what she had remembered back in her former home of Geffenia. Dawn has a soothing voice, singing songs of elvenkin and the like.
Adventuring Skills
Name Bonus Description
Magic Healing +15 The ability to treat wounds and purify toxins by way of magic. Injuries of all kinds are treated with this, whether large or small.
Field Medicine +13 The ability to treat wounds and diseases by way of physical techniques, anything from routine check-ups to serious matters like surgery.
Herbology +6 The ability to gather reagents from their environment, whether it’s blood and bones from a fallen creature or choice mushrooms from a patch of them.
Mana Sensing +5 The ability to sense mana that’s out of place. It’s commonly used to try and search for magical traps, or get a better sense of the area around the party.
Mana Control +5 The ability to shift the flow of nearby mana. They might turn a torch into a blazing fireball, or cause water to create a giant wave, or anything such as that.
Harvesting +5 The character’s ability to gather reagents from their environment, whether it’s blood and bones from a fallen creature or choice mushrooms from a patch of them.
Spell Lore +4 The knowledge of magic and its inner workings. It can be used in anything from magical study to dismantling magical traps, if their primary function is magical.
Tech Lore +3 The character’s knowledge of larger contraptions that are far more complex than Gadgetry covers. Airships, automobiles, trains, and even things like incredibly modern firearms and devices fall under this category.
Strength +3 The character’s raw physical strength. It’s used in tasks like lifting or shoving heavy objects around, forcing doors open, or keeping something weighty held up.
Dexterity +1 The character’s manual dexterity and ability to perform actions with their hands quickly. It’s used in tasks like tying knots, catching flying objects, and repeating patterns.
Vitality +1 The character’s stamina as well as their resistance to being thrown around. It’s used in tasks like running for a length of time, enduring pain over time, or not flinching at sudden pain.
Speed +1 The character’s physical swiftness and running speed. It’s used in tasks like sprinting, swimming quickly across bodies of water, or for things like footraces.

Equipment & Gears

Weapon & Armor
Springtime Blossom Defiant Doctor's Coat
Base Stats 4 Magical DMG (Earth Element) / Wands may arc spells over or around Half or Full Cover with a -2 To Hit penalty. Spells and magical catalyst attacks fired this way do not trigger Cover’s +5 Evasion or Willpower. Dual-Wielding Wands allows Relentless Stance and removes its To Hit penalty. Relentless Stance with two Wands adds a follow-up MCA to Magic Skills, too. -1 to SP Costs, +2 MOV.
Description A wand made from a gnarled, fragrant wood. Budding pink flowers grow along it. A comfy lab coat that provides free movement. Comes with a cute nurse cap as well.
Craftsman Saionji of Amatsu Mass-Produced
Material Cherry Wood Cotton
Enchantment Budding: Casting healing spells on allies and direct damage spells on enemies causes them to “bud” when they land. Budding spells will blossom the next turn with an impressive, but brief visual effect, and heal for 2 or deal 2 damage before fading. There can only be one bud attached to a unit at any given time. Defiance: The first two Negative Magical Condition cast on the wearer is turned into a Positive one instead, with the reverse effect.
Improvement Purging Alloy: Healing spells now carry the ‘Purging’ property, allowing them to remove 1 Rank of a Negative Magical Condition present on the target. Absorbtion Spellweave: Threaded weave that draws in offensive mana to empower the wearer. Recover 1 SP for every instance of direct Magic Damage you suffer. Multi-hit attacks count as one instance.
Iron Mace
Base Stats 6 Blunt/Lightning DMG / Maces ignore 2 points of Physical Resistance. Maces add an additional +3 Bonus-to-Hit when applying Pained.
Description The heaviest of the one-handed weapons, the weapon seems to be a well-forged bludgeon atop steel rods. While a little brutish, their stopping power is the greatest of all one-handed weaponry.
Enchantment Lightning Lash: +1 Damage and changes the weapon’s element to Lightning. Once per combat encounter, you may strike a target with a Melee Skill from any range, with a chance of inflicting Pained.
Improvement
Buckler of Healing
Base Stats +1 Evasion / While wearing a Buckler, defending against a melee attack with a roll of 18-20 allows a Parry, causing the attacker to automatically gain 1 Rank of Unbalanced. A Parry can only be executed if you avoid the attack as the result of that 18-20.
Description A small shield that's sturdy and provides some protection.
Enchantment Healing Stream: Regenerate 2 HP per turn. Regenerate 6 HP per turn instead if imbued with Wind, Lightning or Storm.
Improvement
Consumables
Equipment & Gears
Crystalline Fruit It will never rot, never go bad, and is surprisingly mana potent! This may be called something else, by the rest of the world… Fully restores HP & SP, and will instantly heal most injuries! It's been warned that using it to treat things like broken bones that aren’t set and injuries like that is an awful idea.
Concentration Bracers Engraved copper bracelets that adds balance to wearer's stance and strengthens wrist movement. Once per encounter as a Sub Action, you may gain a Rank of Focused.
Fragile Rose A glass-blown rose that glows gently until its holder comes to harm. The holder has +2 Evasion & Willpower until they take direct Damage, and then they lose that bonus for the rest of the encounter.
Golden Talon Necklace A golden, pristine necklace received from Alecto that she cherishes greatly. The wearer feels the winds coming to their aid in the face of enemy attacks. Gain +1 EVA, stacking up to 3 times, every time the wearer fails to dodge a physical attack. At 3 stacks, the wearer can expend all stacks to 100% dodge a physical attack. This guaranteed dodge effect can be used only once per fight, and recharges naturally outside of combat. Cannot be recharged by Artifice.
Potion Satchel XL Adds 3 Equipment Slots for Potions & Poisons only.
The Goblet of Plenty A golden goblet encrusted with gems that seems to always have some mystery liquid inside.
A Legendary Magical Gear that provides a random effect for a full encounter when drunk as a Sub Action. It refills after every encounter. On drinking, roll a flat die and refer to the list below: Goblet Effects
Pharmacist Slot
Remedy Potion Removes all Negative Conditions.
Potion Satchel XL
Battle Potion Grants +5 Bonus To Hit for an encounter.
Others
Portable Casette Player A hand-held cassette player with headphones, good for on-the-go.

Storage

Consumables
Petyr's Bleu Berry Potion A bottle full of murky blue liquid… It's syrupy. Imbues the drinker with the Water Element for one encounter. Also turns their tongue blue for a full week.
Petyr's Cure-All Potion A bottle full of murky blue liquid… It's syrupy. Instantly removes up to 2 Minor Injuries or 1 Major Injury (certain Injuries may fall under DM discretion).
Petyr's Extremely Energetic Potion A bottle with a fizzy lime-green liquid in it. The drinker gains +3 To Hit, +3 Evasion, and the Hastened Condition for 3 Turns. When this effect ends, they gain Dazed for 1 Turn and Rank 2 Drowsy for the rest of the encounter (and day).
Petyr's Invisibility Potion A bottle full of clear liquid with silver sparkles in it. Raises the drinker's Sneak to their racial Cap for one Turn by turning them nearly invisible. A great party trick!
Petyr's Steel Guts Potion A bottle full to its brim with murky green liquid. Looks swampy. The drinker becomes completely immune to the Sickened Negative Condition for an encounter.
Potion of Solar Embrace When imbibed, apply Brave to the imbiber (functions as the enchant). Roll 3d20! For each result at, or over 10, apply a rank of Brilliant! Functions during the day, or in any bright source of light.
Equipment & Gears
Anthame A delicate knife with a cutting edge that acts like a catalyst for spells. 2 Slashing or Magical (Element varies by user) / Anthames gain +1 Damage to their next Melee Attack every time a Magic Skill is cast through them. Upon use, this bonus resets to +0. Anthames must hit their target in order for the bonus to reset. Anthames add +4 Bonus To Hit when applying Bleeding.
Chivalry Ring A black ring with a tiny carving of an armored horse on it. The wearer's Physical Meta counts as 2 higher for equipping Armor.
Expedition Specs A pair of goggles that enables the wearer to read and translate Ancient Ba Jinian. Adds +1 to Hit.
Ocean Gem Allows breathing underwater for 3 hours. It can be recharged.
Rubber Suit These are just clam fishing pants with a rain poncho stapled to them. Cannot be Enchanted or Improved. +2 Movement, -1 to SP Costs, +5 Lightning Resistance.
Spiked Baseball Bat A wooden baseball bat modified slightly to make it more devastating as is. Good for home run knockouts. 6 Blunt/Lightning DMG. Maces ignore 2 points of Physical Resistance. Maces add an additional +3 when applying Pained.
Enchantment - Secondary Spark: The Weapon gains +1 Damage and always strikes in any Secondary Element (Lightning).
Improvement - Spiked Weapon Chain: The Weapon is Immune to Disarm effects. Flat Attack rolls of 16 - 20 Automatically add 3 Piercing Damage.
Zeny R. Charm A glittering zeny coin! Grants -1 CP to one Craft per month.
Others
Petyr's Potions 25% Off Coupon This coupon offers 25% off a single order from Petyr's Potions in the Alberta Merchant's Guild Bazaar.

Magical Research, Training Time & Other

Studies
Source Description Research Time
Training
Source Description Training Time

Notes

1. +4 Points placed into Navigation [Land] (Non-Combat Skill) for free due to Nature's Grace.
2. +2 to Search due to Sharp Ears passive.
3. +2 to Magic Healing due to World Tree trait.
4. +2 to Spell Lore and Mana Control due to Magic Affinity trait.
5. Light Elves start with 1 Favored Element of their choosing. Took Light as Starter.
6. Light Elves have a base stat of 1 for Evasion due to Fleet Feet trait.
Discography
'David & Co.' Discography Self-coined 'Electro Swing' band David & Co. continue to bless the Republic with dance music each year!
Adds +1 to Dawn's two highest Adventure Skills. (Currently Listening)
Driver's License Official driver's license to drive automobiles in the Republic.
VLC 'Lurker' Compact A compact vehicle with four seats and a trunk that has four Equipment Slots. It's plated with a lightweight alloy, runs almost totally silent to avoid attracting attention in the wilderness, and sports a slick silver paint job. This is made for exploring the wilderness and moving city-to-city.

Special Powers & Boons

Boon Type Level Description
Boon of the Orcs Tiered See description table below.
Fortitude Major +4 to Max HP.
Radiant Runic (Sunlight’s Kiss) Major A small runic inscription carved into the bearers skin, and delicately painted in and over with “Solar Nectar”. Once per Turn as a Free Action, the bearer may spend 1 SP to Heal 2 HP. In direct sunlight, both SP Cost and Healing are doubled!
Solemn Oath Major +1 to END + EVA.
Favor of the Storm God Minor +1 Storm Resistance. Dawn cannot be drowned in liquid by any means while KO.
Healing Adept Minor Adds +2 to Magic Healing.
Pharmacist-in-Training Minor Adds +2 to Herbology.
Triage Rookie Minor Adds +2 to Field Medicine.
Boon of the Orcs
Tier Name Stamina Cost Description
I Orcish Focus +2 Max HP, +1 To Hit & +1 Outgoing Healing.

Crafting

Research
Craft Source Description Research Time
x x x x
Crafting
Crafting Points 4 Max 0/4 CP
Work Station Common No effect. Within her inn room.
Permits & Licenses
Reagents & Formulas
Potions
Common Rare Legendary
Health Potion x x
Energy Potion x x
x x x
x x x
x x x
x x x
Weapon Oils
Common Rare Legendary
x x x
Materials
Common Materials 8
Rare Materials 4
Legendary Materials 0

Stat Point Expenditures

Dawn's Stat Breakdown
HP: 32 (Base) + 3 (Combat Skill Points) + 2 (Might) + 4 (Fortitude) + 4 (Light Meta) + 2 (Orcish Focus) = 47
STM: 32 (Base) + 6 (Combat Skill Points) = 38
DMG Bonus: 4 (S. Blossom) = 4
DMG Bonus: 5 (Iron Mace) + 1 (Enchantment) = 6
To Hit Bonus: 4 (Highest Meta) + 1 (Orcish Focus) = 5
Evasion: 1 (Base) + 1 (Buckler) + 1 (Solemn Oath) = 3
Endurance: 2 (Might Meta) + 1 (Solemn Oath) = 3
Willpower: 4 (Light Meta) + 2 (Combat Skill Points) = 6
Movement: 10 (Base) + 2 (Equipped Armor) = 12
Search: 2 (Base) = 2
Sneak: 0 (Base) = 0
Fury Points: 2 (Might Meta) * 2 = 4
Crafting Points: 4 (Alchemist Meta) = 4
Skill Point Expenditure
Light 12 pts
Might 6 pts
Alchemy 12 pts
Willpower 6 pts
Health Points 2 pts
Stamina Points 4 pts
Combat Points Used 42/42
Adventuring Points Used 30/30
Non-Combat Points Used 12/15
1) Axe, Mace, Spear, Sword
2) Cane, Jewelry, Orb, Wand
3) Anthame, Chrysm, Enchanted Reach, Jewelry
4) , 5) Passive
world_setting/sheets/dawn.txt · Last modified: 2020/07/28 07:28 by hellreevus