ATME Nikolai Weaving

== Description ==
Brief Summary:
Nikolai is a Navissian of medium height and raven-dark hair, with a smile to turn stone to flesh. His regalia could hold in a court of lower nobles, though they'd be quick to judge of his indigo-feathered, scarlet-eyed friend perched upon his shoulder.
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Appearance:
Black eyes, black hair, and pale skin that betrays a sailor's color. Tufts of silken cloth erupt from the open neckpiece of his overcoat and sleeves. Gold buttons and threaded lining decorate his torso and the sash that runs across its breadth. The sash separates his pearly white shirt cloth from his baggy trousers, a dark green and made of a tougher material than his coat. They seem to provide some amount of defense from any swing that might make its way to harm him, though their pristine quality makes it hard to believe this man's been in any sort of fight recently. In fact, everything about the man seems to avoid conflict: his smile, his smooth hands and preciously glass chin. There's a look in his slanted, dark eyes, though. A child's wishes, a man's dreams, in them one can find an insatiable sense for adventure.
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Greatest Strength:
A silver tongue and a sparkling eye gives Nikolai a rare charm that attracts men and women alike.
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Greatest Weakness:
Relying on the fortune of the future, Nikolai often lacks the ability to plan and relies on improvised action.
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Distinguishing Features:
His irises are so dark, it seems as though he only has pupils and corneas to see the world. His clothing is strangely prim and proper to do battle with.
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Details:
SAIL
ooooooo
*doo-doo da doo-doo da doo, doo, doo-da-doo-da*
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== Spells/Abilities ==
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[Tame]
(Requires Level 1 Specialist)
Major+Minor Action - Beastmaster
Variable Cost - Ranged Ability (3 Range)
If the beastmaster uses MP to cast this ability, it is considered a Ranged Spell Ability.
Allows the beastmaster to tame wild beasts and grants them a starting beast companion.
The beastmaster may spend FP or MP to apply an equal amount of fatigue damage to a target tameable beast; if the beast is knocked out it becomes tamed by the beastmaster; if a beast is not knocked out while it is being tamed, all of its fatigue is restored and the taming is unsuccessful.
Not all beasts are tameable and some beasts may require additional abilities to tame; a beastmaster must be of equal or higher level to the beast they are attempting to tame; a beastmaster may not use a beast companion of a higher level than their own; beast companion's gain experience at the same rate as their masters; the beastmaster may only have one active beast companion at a time.
A beastmaster must make a Charisma roll higher than any individual attribute of the beast they are attempting to tame; they may make one roll for each [Tame] attempt.
The beastmaster's beast companions gain +4 attribute points to spend each level.
This effect requires a Minor Action each turn to continue taming, but requires a Major+Minor Action to spend FP or MP towards taming.
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[Unlocked Mana]
(Requires Level 1 Specialist)
(Requires no [Wild Magic])
Passive Effect - Specialist
Grants the specialist with a pool of mana; allows the casting of spells from a single Gamut of magic after level 5.
This ability may be considered either [Primal Mana] or [Divine Mana] for unlocking spells, but not both.
Restores +1 Mana every other turn of combat.
The specialist may learn a spell in addition to this ability at level 5.
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[Medium Armor Mastery]
(Requires Level 1 Specialist) 
(Requires [Tame])
Passive Effect - Beastmaster
Allows the beastmaster to use Medium Armor.
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[Artful Dodge]
(Requires Level 1 Specialist)
Major Action <Interrupt> - Finesse
N/A - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving
damage; using this ability as an interrupt reserves a Major Action in the specialist's next turn.>
+2 DR
If the specialist has already failed a Dodge Roll this turn, make another Dodge Roll.
If the specialist has learned [Roll Into Cover] they may use both [Artful Dodge] and [Roll Into Cover] as a single Major Action on the same turn at the cost of 2 FP.
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[Special Shot]
(Requires Level 1 Specialist) (Requires an equipped archery weapon and ammunition)
Major Action - Marksmanship
3 FP - Attack Ability
Make an attack roll.
+1d8/2 damage for the attack.
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[Precision Pitching]
(Requires Level 1 Specialist)
Passive Effect - Marksmanship
Attacks made with, penalties, bonuses, and requirement checks for throwing weapon attacks are classified as archery weapon attacks.
Attack abilities that would typically require a .5h-1.5h melee or polearm, blade or piercing weapon may also be made using throwing weapons, when used at melee range.
Also adds an additional +1 to all Athletics rolls made for throwing.
Renames [String Arrow] to [Cranked Pitch] if the skill is used for a throwing weapon rather than an archery weapon.
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[Mending Touch]
(Requires Level 1 Specialist)
(Requires [Tame])
Minor Action - Beastmaster
2 FP or MP - Melee Ability
If the beastmaster uses MP to cast this ability, it is considered a Melee Spell Ability.
Allows the beastmaster to spend additional FP or MP to restore an equal amount of HP or FP to their active beast companion.
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[Half-hand Mastery]
(Requires Level 1 Specialist)
Rank 1+
Passive Effect - Cunning
Adds +1 damage to all attacks made with .5H weapons.
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[Shared Intellect]
(Requires Level 5 Specialist)
(Requires [Tame], [Primal Mana] or [Divine Mana])
Passive Effect - Beastmaster
Allows the beastmaster to cast spells utilizing their beast companion's INT as if it were their own.
Also allows the beastmaster to use their MP to pay for their beast companion's abilities; even if the beast companion's ability would typically require FP, the beastmaster may use their MP to pay it's cost.
If the beastmaster and their beast companion are bonded by a [Soul Pact], the beast companion receives an additional +2 INT.
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[Beast Idol]
(Requires Level 5 Specialist)
(Requires [Tame], [Primal Mana] or [Divine Mana])
Major+Minor Action - Beastmaster
15 MP - Melee Spell Ability
Transforms the beastmaster's active beast companion into a miniature figurine.
Allows the beastmaster to have up to three tamed beast companions, but only allows them to utilize one at a time; the beastmaster can trade their beast companions while they are idols but only another beastmaster may utilize the idols effectively.
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[Wind]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana])
Minor Action - Aeromancy
1 MP - Melee Spell Ability
Conjures a breeze that can be used to move light objects, put out small fires, dry surfaces, or debuff [Burned] and [Chilled] effects; the red mage may move their target up to 1 range in any direction, if used to move a character this spell costs 3 MP instead of its regular cost.
If the red mage has learned [Lift] they may use this ability as if it were a ranged spell ability with 3 range and an additional +1 range at 10, 30, 50, 70 etc. INT.
This effect lasts for one round or until the end of its immediate use outside of combat.
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[Flash]
(Requires Level 1 Sorcerer)
(Requires [Primal Mana], [Wind])
Minor Action - Aeromancy
4 MP - Ranged Spell Ability (3 Range)
Adds a [Blinded] spell buff to the target that {prevents the target from making ranged attacks and using ranged abilities outside of melee range and receiving visual cues or commands.}
Lasts for one of the target's turns; this effect doesn't stack.
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[Meditation]
Major Action - Specialist
No Cost - Self-Targeting Ability
This ability can only be used immediately after combat resolves; this ability can only be used per combat resolution.
Restores 1d3 fatigue or mana, plus an additional 1d3 fatigue or mana at 10, 30, 50, 70 etc INT.
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[Sprint]
Major Action - Specialist
1 FP - Movement Ability
Moves 2 spaces, plus an additional space at 10, 30, 50, 70, etc DEX.
This ability costs an additional +1 FP for each turn it is used after being used in the previous turn; this effect stacks.
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[Stealth]
Minor Action - Specialist
1 FP - Self-Targeting Ability
Make a Subterfuge roll to determine the the specialist's stealthiness, to successfully become or maintain stealth the warrior must roll higher than a Perception roll from any enemies or suspecting targets within 5 range; this roll must be passed each turn the warrior is within 5 range of any enemies or suspecting targets.
While in stealth, the specialist may not be targeted by abilities if the abilities' users can't perceive the stealth specialist.
When making an attack from stealth, the specialist gains an additional level of advantage.
An attack may not be made on the same turn as a specialist becomes stealth.
{This ability can't be used on the same turn damage is taken, after being the target of an offensive skill, while in melee range of an enemy, or on a turn after breaking stealth.}
{Making any action or being targeted by the action of another character breaks stealth}, unless explicitly stated; the only exceptions to this rule are basic movement, changing equipment, and using items.
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[Grapple]
Major Action - Specialist
No Cost - Melee Ability
Make an Athletics roll against a Fortitude roll from the target; if the specialist's roll is higher than that of their target, they successfully grapple them and the target receives a [Restrained] buff that {prevents all movement, [Sprint], [Charge], [Roll Into Cover] actions and any other actions or effects that would move the target by non-magical means, the buff also prevents the target from communicating through normal means, adds advantage to any attacks made against the target and adds overwhelming disadvantage to all attacks made by the target. While grappling, the specialist receives overwhelming disadvantage to all attacks made against a target other than the [Restrained] target. 
This ability does not break [Stealth], if the target is successfully grappled.
This effect lasts for one turn; this effect doesn't stack.
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[Combat Kick]
Major Action - Specialist
No Cost - Melee Attack Ability
Make an attack roll.
Deals unarmed blunt damage to health or fatigue but {receives no damage bonuses from equipped weapons.}
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[Sentry]
Major+Minor Action - Specialist
No Cost - Attack Ability
Make an attack roll against the first hostile target that enters attack range of the specialist before the specialist's next turn; this ability may only be used if no hostile targets are already in attack range.
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== Inventory ==
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[Meat and Water] x 1
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[Self-Sparking Torch] x 2
Miscellaneous -Left/Right Hand or Other Equip
3 Florins - 1 Itemslot - Common Rarity
May be used to provide vision in the dark up to 3 range in all directions or to ignite a flammable object.
Deals fire damage.
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[Extending Rope]
Miscellaneous - Other Equip
3 Florins - 1 Itemslot - Common Rarity
May be used to ascend or descend, if attached to a point or object; may be used to tie up characters or objects, if they are unconscious, inanimate, grappled, or consenting.
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[Wooden Broom]
1.5H Blunt Weapon - Left/Right Hand
4 Florins - 1 Itemslot - Common Rarity
+0 Damage
Deals blunt damage.
Effective cleaning implement.
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[Oil Lamp]
Miscellaneous -Left/Right Hand or Other Equip
12 Florins - 1 Itemslot - Common Rarity
May be used to provide vision in the dark up to 3 range in all directions, may safely be placed
on burnable objects or may be broken to ignite them; requires a source of fire to light.
Deals fire damage; breaks on attack, coating the target in burning oil.
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[Mint Soap]
Miscellaneous - Left/Right Hand or Other Equip
20 Florins - 1 Itemslot - Uncommon Rarity
May be used to clean or slick a surface; smells extra fancy.
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[Limes]
Consumable - 1 Portion
3 Florins - Common Rarity
Provides a bonus of +2 Initiative for one day; prevents ailments from long travel at sea.
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[Honey]
Consumable - 1 Portion
12 Florins - Uncommon Rarity
Provides a bonus of +5 Initiative for one day; prevents discontent.
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[Health Potion] x 2
Consumable - 1 Flask
12 Florins - Common Rarity
Restores +15 HP when used; one flask is consumed when used
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[Mana Potion]
Consumable -1 Flask
12 Florins - Common Rarity
Restores +15 MP when used; one flask is consumed when used.
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[Flag of Pandora] 
A royal purple background adorned with three falling rose petals 
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== Beast Companion ==
Appearance:
Violet and indigo feathers, to cover his form above. From below, tongues of a golden-brown hue can be seen to poke through from his otherwise sheen appearance. Gray feet, black claws and beak. The bird, though foreboding, is immaculate with not a feather out of place. 
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Details:
HAIL BALKOTH (that's so metal)
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Abilities:
[Flying]
[Piercing Damage]
[Finesse]
Bonus of +4 HP and another +4 HP at level 5, 10, 15 etc.
{Penalty to stats.}
Level 5 Unlocks:
[Taunt]
Minor Action <Interrupt> - Beast
1 FP - Ranged Ability (8 Range)
<This ability can be used as an interrupt, when an enemy attacks; using this ability as an interrupt reserves a Major Action in the beast's next turn.>
This ability costs an additional +1 FP, when used as an interrupt.
Adds a [Taunted] buff that forces the target enemy to {target the beast if they make an attack in their next turn, or to change targets to the beast for their current attack, if used as an interrupt.}
This effect lasts for one turn; this effect doesn't stack.
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Appearance:
She is greyscale uniform. She is a shimmering blur where the light fails to reach below. Often mistaken to have a crimson tone, the blood in the water scribes her signature. 
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Details:
Nom.
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Abilities:
[Piercing Damage]
[Finesse] Deals damage with DEX instead of STR.
[Keen Smelling]
Bonus of +1 DEX and another +1 DEX at level 5, 10, 15 etc.
[Charge]
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