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Thank the gods for this :D

 

Sefris

 

 



Name: Sefris (last name unknown)

 

 

GENERAL INFORMATION:

Gender: female

 

Race: fey'ri - an offspring of a sun elf and a demon (usually a succubi in male of female form)

 

Age: around 150, appearance as one in early twenties (fey'ri's life expectancy is the same as the one of a sun elf, a maximum age being around 1000 years, reaching maturity around 110th year of life)

 

Class: Sorcerer {Evoker} / Red dragon disciple (the sorcerer or bard with this prestige class gains special abilities, such as increased natural armor due to scales starting to grow over one's body, claws, wings, breath weapon {one can breathe a cone of fire}, blind fight, darkvision, immunity to sleep, paralysis, fire)

 

Alignment: Lawful evil - as most of the fey'ris, Sefris had one of the evil alignments due to her fiendish blood. She carries a great hate towards elves, especially Drows because of her half- sun elf heritage. Loyalty is one of her stronger sides but she does not care about one's freedom, dignity nor life. She will follow the rules as long as she has some benefit of it and will kill without mercy or compassion. Her word is something she rarely gives, but will respect it once it's given unless there's a legitimate way not to fulfill it. For her, society is one of the means of gaining whatever she desires and will help it out as long as she gains something in return, frequently thinking ahead and planning strategies.

 

Deity: Shar

 

 

 

 

APPEARANCE:

 

Height: 5' 10" high (177.5 cm)

 

Weight: 130 lb (59 kg)

 

Hair: Her long, wavy, raven-black hair is often let loose with only one braid on her right side. However, her hair has a lot of volume and often escapes whatever she ties it with, so she has to fix her hair all the time.

 

Eyes: This woman's eyes carry the hue of dark red, a color that would most likely resent the one of a fresh blood with somewhat narrowed pupils that remind of cat's pupils.

 

Skin: bronze, covered with small scales sharp to the touch

 

Handedness: ambidexterious

 

Scars/Tattoos: no tattoos, but one scar she hides with her alter self is that on her lower back, where her tail once was

General physical description:
With her high cheekbones and bronze skin, Sefris looks like a beautiful sun elf despite her unusual eye color. Her nails are also sharper than usual due to her Red dragon disciple class, which she often uses to justify her eye color. Alas, it is only a mask.
As all the fey'ris, Sefris has large red, bat-like wings, pointy teeth and scales all over her body which she hides with alter self (see Random), enabling her peaceful passage through cities as an elf instead of a half-demon, which the elves (especially sun elves) kill on sight. When in her true form, scales can be seen all over her body and most of them are slightly sharp to touch, which makes her skin lightly abrasive when touched. The above mentioned scales are mostly small and unnoticeable, but there are some exceptions, like the area around her wings, back side of her neck, cheeks and her forehead.
Sefris has a petite body like all the elves, her head constantly held high to both intimidate those who oppose her and to give the impression she thinks of them as the unworthy ones. Her body moves swiftly and elegantly despite her half-demonic heritage, making her body movements seem like a dance.

 

Voice:
Sefris' voice, as one would guess from her appearance, is rich and seductive, calculative as one of a demon, crimson red lips always in the shape of a light smirk when she's speaking.

Disabilities:
No armor – very exposed and vulnerable in close combat

Clothing/armor:
As of lately, Sefris has begun to pay more attention to what she's wearing, often seen in black-red combination of dress with a corset and feathers on shoulders.

http://i1186.photobucket.com/albums/z362/alaylyne/ss2014-06-05at042741_zps5ddd5cdb.jpg



Weapons/Equipment:
Silver spear, but her main weapon are her evocation spells



PERSONALITY

General Personality Traits:
As suggested before, Sefris does not care much for those in need, and looks out for herself first. She can be separated from her elven part because the sun elves spend most of their life gathering knowledge and leaving their body soft, whereas she enjoys taking one's life in a one-on-one fight. Her fiendish blood is also visible in her behaviour, for she considers herself more powerful that the rest of the species and does not care about the weak, but only about gaining more power. Her beauty has left her vain and sensitive to insults regarding her appearance. Provoking her in general is not a very wise idea, for she has a short temper and will use her fiendish features to scare the opponent. Other than that, she knows no love, for she had never experience it and thinks that feelings are a weakness and showing emotions even a greater one, near to fatal, for once the opponent knows your weaknesses, you're as good as dead. She is not kind to anyone unless she's trying to get something out of them, in which case she can be very charming or intimidating, depending on what kind of a touch the situation requires.


Likes/Dislikes:
Showing superiority, intimidating and humiliating people/any kind of bowing to another person and being caged in any way.

Fears:

Being caged like an animal

Attitudes towards friends/strangers:

She will manipulate strangers to get what she wants and leave once she's gotten it.

Opinion of the world:
Survival of the fittest

HISTORY

 

Past: A child of a nameless sun elf and a female succubi, Sefris was left in the woods right after her birth. A tiefling who was hiding nearby from his pursuitors found the baby and took her in, not quite realizing how demonic her heritage was. For a couple of years, Sefris was growing up in the forest with the female tiefling who took care of her, teaching her magic as soon as she had discovered she had the gift. Her mentor, however, was pushing the child away as she grew and her demonic features became more obvious. Sefris would then ask for more and more attention, but she got none. Eventually, at the age of 8, Sefris was wandering the forest when she ran into a group of scholars who were passing by and got lost when the wild animals attacked them. They were quite surprised when they ran into the little red-eyed girl with a bat familiar which reminded them of a elf with distant demonic heritage. Not suspecting her true nature (for the fey'ris are usually killed on sight), they took her in when she had shown them arcane talent. Sefris left her tiefling guardian without even saying goodbye, never to see her again.
Arriving to Yartar, the scholars introduced the girl to their mentor, an archmage. He immediately took interest in the girl and trained her until she was a fine sorcerer. Slowly growing up, Sefris had learned how to hide her appearance, for she realized she was everything but 'normal'. Continuing her life peacefully with the archmage and the scholars, Sefris soon grew tired of her monotone everyday and one day decided to break into the archmage's private library, where he kept all his most prized tomes, stealing the one about dragon disciples. After the archmage learned what she had done, he confronted her and they got in a bad feud. Sefris even attacked him when he requested of her to return the tomes, which she refused. In the middle of a battle, Sefris' wings had grown to their full size and she used them to scare the archmage and kill him. Returning to her normal sun elf appearance, she left the town before anyone even noticed the archmage is dead.
The next 100 years she spent in the woods, practicing her magic and developing the dragon disciple class. She grew tired of the woods and headed to Waterdeep, the City of Splendors as they called it, where she hoped to find something more interesting than life in the woods or with a selfish archmage.

Birthplace: High forest

Family/Relationships:
None that she knows of

Friends:
The closest thing Sefris has to a friend is a business partner, in which category Ravenna falls.

Enemies:
Quite a number of people whose friends/family/acquaintances she’d killed

 

OTHER INFORMATION

Skills and feats:

* Sorcerer:

Summon familiar – bat

 

* Dragon disciple:

Breath Weapon - the dragon disciple gains the ability to breathe a cone of fire

 

Blind-Fight - the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures.

 

Half-Dragon - the red dragon disciple's transformation is complete. They become a half-dragon and gains darkvision as well as immunity to sleep, paralysis, and fire.

 

* Fey’ri:

Alter self - granted by her fiendish blood that allows her to assume any humanoid form, which she uses for taking an appearance of a sun elf, simply hiding her scales, sharp teeth and red wings

 

 

Languages spoken - Common, Elven and Abyssal

Pets/Animal Companions:
bat familiar

 

 

 

 

 

Anemone:

 

Name: La'Niebelleta Anemone Siale

 

GENERAL INFORMATION:

Gender: female

Race: Planetouched (air genasi)

Age: 28

Class: Rogue(13)/Cleric (2)/Shadowdancer(5)

Alignment: Chaotic good

Deity: Shaundakul (The Helping Hand, Rider of the Winds)

 

APPEARANCE:

 

Height: 5’2" (158 cm)

 

Weight: 121 lbs (55 kg)

 

Hair: Cobalt blue, wavy hair that covers half of her back, worn loose with bangs that cover her forehead

 

Eyes: dark blue

 

Skin: pale white, a bit cold to the touch

 

Handedness: left

 

Scars/Tattoos: dark blue tattoos – for reference of their appearance look here https://d44ytnim3cfy5.cloudfront.net/assets/6167913/view_large/annonce_Pru.jpg?1346275422

General physical description:
As any other air genasi, she is short and surprisingly light due to her ‘windy’ nature. However, her slim body moves with surprising dexterity and precision, making a rogue class a perfect one for her. There is never a single stiff movement and her walk may somewhat seem as a dance for those who might be considered brutish and rely only on strength. Her big, blue eyes give her a slight child appearance, along with little pug. The color of her eyes completely match her tattoos and bring them out even more, thus making a contrast to her pale skin. There is an always present breeze around her and any sudden movement is accompanied by quiet whistling wind.

 

Voice:
Voice of this air genasi can be described as flickering as the wind, going from high pitched to deep tones depending on her mood. The most dominating one, though, is a light cheery tone, resembling the one of a young woman when excited about something.

Disabilities:
Short, fragile, Wind dependency - Air genasi are ill at rest when they are beyond the winds pull. While in a place without wind (such as underground or a well sealed fortress) air genasi are not only incapable of recovering hit points naturally but also take a -1 penalty to all rolls and the DCs of all if their abilities are reduced by 1.

Clothing/armor:
What matters the most to her is her swiftness and she makes sure that is depicted on her clothes. She doesn’t wear any armor, but prefers simple pants – its length depending on the season – with comfy boots and a sleeveless shirt during the summer and regular commoner shirt during winter, combined with a cloak depending on the temperature. Every piece of her clothes is either white or some tone of white, but the one thing she never leaves anywhere without is a white hat with a blue feather. Don’t touch her hat – she’ll get really angry, and you don’t want that.
Designed like this
http://csd5.files.wordpress.com/2012/09/red-feather.jpg

Weapons/Equipment:
Twin daggers with a sapphire on their hilts

 

Visual appearance:

http://i1186.photobucket.com/albums/z362/alaylyne/Untitled_Nie_zps822514fd.png?t=1366488814



PERSONALITY

 


General Personality Traits:
Fickle as the wind, she is bored easily and will not take kindly when people try to make her do things. Never keeping her promises, she will always find a way to get out of them. Also capricious, she may change her opinion in the middle of an argument and even outright quit a conversation halfway if she finds something that looks like more fun. Most of her time she spends wandering aimlessly, always in search of adventure and new things to play with.


Likes/Dislikes:
Open spaces, wind, adventures, traveling/underground and closed spaces.

Fears:
Claustrophobia

Attitudes towards friends/strangers:
Mostly friendly and curious, but will leave quickly if she finds them boring.

Opinion of the world:
As any other air genasi, she doesn’t like dwarves because they live underground and thinks that air elements are mere brutes. Other than that, she doesn’t really care about people she meets and thinks of the world as her playground, full of adventures.

 


HISTORY

 

Past: That little about her past Ane still remembers is what her mother told her, since the genasi has never met her father. She was told – by her human mother – that her father was just like her, an air genasi, which eventually left given the nature of the planetouched to be fickle and leave just as sudden as they had come once they find themselves bored. Most of her childhood was spent travelling around the Sword Coast, never staying long in one place which suited her perfectly fine. At the age of 17 she left her mother to learn the skills of a rogue, staying in contact with her until a few years back when she stopped sending letters. Since then Ane’s been wandering around Faerun, coming and going as she pleases.

 


Birthplace: Sword Coast, though she can’t remember the place. Never staying long in the same place, she often says that the whole world is her home.

Family/Relationships:
Only knows her human mother, but she lost contact with her a few years ago.

Friends:
Random people – mostly other genasi, elves and halflings - she’s met over years of traveling, though she isn’t close to any of them – they’re more of acquaintances.

Enemies:
None, staying mad at the same person for a long period of time is too boring for her.

 


OTHER INFORMATION

Skills and feats:

 


* Rogue: Lock picking, Disabling traps, Stealth, Sneak attack, Diplomacy, Bluff

 

* Shadowdancer:

 

Hide in Plain Sight - A shadowdancer can hide from sight, even if he is being closely watched, as long as he is within 10 feet of shadows.

 

Shadow Illusion - A shadowdancer can create silent, illusionary images from shadows.

 

Summon Shadow - A shadowdancer can call upon a shadow, which becomes much like a druid's companion. The shadow shares the shadowdancer's alignment. As the shadowdancer becomes more powerful, his shadow companion likewise becomes a more potent force.

 

* Air genasi:

 

Summon gale – Once per day, an air genasi can call upon his elemental nature and summon a powerful blast of wind which can knock over foes who fail Fortitude save as well as disperse any harmful cloud effects in its path. This effect is similar to the ‘Gust of Wind’ spell.

 

Wind’s Guardian – An eternal wind seems to surround and protect air genasi, any ranged attack aimed at an air genasi has a chance to be deflected harmlessly.

 

Wind’s Dance - Once a day an air genasi can call upon the wind to increases their speed, gaining a 10 ft. bonus to their land speed for one round. They cannot use this ability while in a windless area.

 

Darkvision - is the extraordinary ability to see with no light source at all, out to a range specified for the creature.

 


Magic Items:
Ring of nine lives -
If the wearer falls unconscious or dies, one of the ring's "lives" will be used automatically to cast a heal spell on the wearer. Also, if the wearer needs extremely quick reflexes, strong willpower or extreme fortitude, he or she can use one of the "lives" for this purpose.

Pets/Animal Companions:
A pet raven called Avira (f)

 

Other:
Blue pendant she wears around her neck - hand with wind around it --> Shaundakul's symbol

 

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We'tak

 

 

GENERAL INFORMATION:
Gender: Male
Race: Thri-kreen
Age: 26 days (born 16 Ches 1379 DR)
Class: Ranger
Alignment: Chaotic Good
Deity: Mother Moon (Selune)
APPEARANCE:
Height: 4'11"
Weight: 100 lbs
Hair: none
Eyes: golden, compound eyes, with a silvered light to them
Skin: sand-gold chitin
Handedness: ambidextrous; has four hands
Scars/Tattoos: n/a
General physical description: Nearly a perfect copy of his father, Tak'we, We'tak
appears to be a much younger, smaller version of the late warrior. His chitin is
slightly tinted more towards the color of the shifting sands than his father, and his
eyes, though golden upon first sight, almost seem to possess a silver light to them,
especially when in moonlight. Though small and still growing, We'tak already shows
signs of his father's strength, while also showing the slim figures of both his
parents.
Voice: As he still a hatchling among his people (despite having grown far more rapidly
than his kin), We'tak's voice is light in pitch, making him seem especially timid.
However, he also enunciates in a clear, determined speech, belying a keen intelligence
for one his age. Like all thri-kreen, he still clicks and whistles, though 's' and
'ee' sounds are not as pronounced.
Clothing/Armor: We'tak wears a very simple bone curiass, made keeping his still-
growing body in mind. It is not as effective because of this, but it does at least
supplement his chitin, his main method for protection.
Weapons: We'tak wields a gyth'ka, a double polearm native to the thri-kreen, and was
made suitable for one of his stature. He also uses his claws and poisonous bite to
also aid him in combat. For ranged combat, We''tak also has a set of chatkcha,
throwing wedges made from crystalized thri-kreen venom and herbs native to the Shaar.
PERSONALITY:
General personality traits: Despite his young appearance, We'tak has a surprisingly
mature attitude, able to calmly analyze situations when not pressed or excited, and
possessing wisdom beyond his years. Unfortunately, he is very easily excited, being
very curious of and invested in his surroundings, eager to learn more about the world
his father had traveled and asking questions at a near-breathless pace. We'tak is less
reserved than the rest of his kin, but knows when to keep his peace when it is time to
do so.
He is impetuous at times, disliking being told to calm down at times his
curiousity is at an high. Still, though, he does listen to his elders, and, like all
thri-kreen, has a deep loyalty for his clutch, and believes in being kind towards many
of Mother Moon's creatures (his bond with his snake companion,Pekwe, is particularly
strong). However, much like his father, We'tak has a great hatred of things that
disturb the natural order (specifically the undead, due to their involvement in
Tak'we's death) and may behave rashly when in a confrontation with such a foe.
Likes: Music, Nature, new discoveries (new to him, anyway).
Dislikes: Undead, being told to behave
Fears: Failing his clutch
Attitudes towards friends/strangers: Is extremely loyal to his clutch; Is slightly
wary of strangers, due to stories from his clutchmother, but not to the extent of
being unsocial; very energetic and interested in meeting hatchlings of other races.
Opinion of the world: "Mother Moon has blessed us with a great world. It would be a waste not to see it!"
HISTORY:
Past: When We'tak hatched within nights after his egg was laid (compared to the normal
period of two moons), it was considered a great blessing from Mother Moon. This was
made even more clear by the hatchling's rapid growth, both physically and mentally (he
had grown to the size of a strong juvenile within a few days, and could speak the
softskin common tongue with no difficulty) and thus We'tak is considered to be one of
Mother Moon's chosen hatchlings.
Though he showed signs of having his father Tak'we's strength and prowess, he also
showed strong signs of being blessed by the spirits, manifesting strongly when he
found a young glossy snake and befriended the creature, and, after having what seemed
to be a lengthy converstation, named it Pekwe, starting his path down that of a
ranger.
Though he loved his clutch very much, We'tak felt a curiosity and strange longing to
be with his father's old clutch, wanting to follow the strange softskins that Tak'we
had bonded with and learn more about them and the world. This urge became all the
stronger when the young thri-kreen had a dream, where it seemed Mother Moon herself
ushered him to go forth unto the world.
Feeling this was a vision from his goddess, he quickly went about making his first
gyth'ka (the condition his mother put down in the hopes of keeping him home) in record
time, and, taking his clutchfather's blessed amulet, We'tak set off in quick pursuit
of Tak'we's clutch, eager to see all of Mother Moon's wonders (though much to the
apprehension of his poor clutchmother, We'ka) and learning much on his journey.
Birthplace: The Shaar
Family/Relationships: We'ka (clutchmother; living); Tak'we (clutchfather; deceased)
Friends: Pekwe
Enemies: None, Undead
OTHER INFORMATION:
Skills and feats: Craft Weapons(9), Handle Animal(7), Hide (14), Knowledge(nature)
(9), Listen(13), Spot (13), Survival(11)
Ambidexterity, Dodge, Mobility, Deflect Arrow
Darkvision- 60ft
Racial Immunities: Sleep effects, Charm and Dominate Humanoid effects; Resistant to
desert climate conditions.

Languages spoken: Common, Thri-kreen, Sylvan.

 

 

Mumei Kaji

 

 

Name: Mumei Kaji (first name: Kaji); commonly called Kaji-kun
GENERAL INFORMATION:
Gender: Male
Race: Human (subrace: elemental, fire)
Age: 22
Class: Wu Jen/ Elemental Savant
Alignment: Chaotic Good
Deity: N/A; spirits of fire
APPEARANCE:
Height: 5'9"
Weight: 140 lbs
Hair: Short, messy red hair
Eyes: irises the color and intensity of bright embers
Skin: Fair
Handedness: Right
Scars/Tattoos: Kaji has a tatoo of a burning heart on the palms of his hands.
General physical description:
Kaji is smaller than the average male human (something that he dislikes being pointed out). He has a mostly-plain, smallish face, with slight, high cheekbones suggesting of a noble birth, and a small nose. Small laugh lines are visible, hinting at a light spirit, yet he also at times possesses an angry countenance when irritatedor provoked (which occurs more often then not), and this is only enhanced by his slight, narrowed eyes. His angry expression is further bolstered by the burning ember-like irises he has due to his prolonged association with fire elementals. His master believed in training physically in addition to mentally, so Kaji has a wiry dexterity as well.
Voice:
Kaji, when he is calm, has an excitable, humorous tone to his baritone voice, and at times shows his prideful self, which is especially noticable when it raises in pitch during bouts of boasting or bravado. When angry, though, it takes on a more gutteral, almost growling and feral tone.
Disabilities:
Due to the nature and source of his arcane power, Kaji must follow certain taboos, or else be stripped of his spellpower for the day. In Kaji's case, he must wait for others to introduce themselves to him first before he can speak, and must refer to himself as an inferior and others as superior. He also cannot swim (due to a bad experience from a dare to swim in a river).
EQUIPMENT:
Clothing/Armor:
Kaji wears a sleeveless tunic and leggings deep-red in color, with a burning heart insignia emblazened on the front. These clothes have been enchanted slightly to help provide a small amount of protection. However, Kaji relies more on a set of enchanted bracers and his spells to protect him in melee.
Weapons:
Kaji has a quarter-staff enchanted with fire for use in close-quarters. Due to his elemental knowledge and nature, he can also use his own fists to burn and punch his foes. Othewise, Kaji uses his spells for combat.
Other magical equipment:
Aside from his spell component pouch, Kaji does not possess much else in the way of materials besides some blank scrolls.
PERSONALITY:
Positive personality traits: Kaji is very, very fun-loving and friendly (when he isn't getting into fights, that is), and can be accepting of strangers. Optimistic and brave, the wu jen would wade into any fight with confidence and no second thoughts. Since he has rarely made friends, though (his fiery personality, abilities, and background putting people off), he understands the value of friendship and longs for it, and so is extremely loyal to those who befriend him.
Negative personality traits: If Kaji had a weakness, it would be his pride. Proud to the point of irritating, many of the fights he has gotten into could have been avoided if he didn't boast too much or take offense at the smallest slight against his honor. Also, he can get rather angry easily at times, and is provoked easily. His combative nature and stubbornness does not help, either.
Likes: FIRE! Pranks (except when he is the recipient), friends, adventure, good fights
Dislikes: Disloyalty, people who act superior to others, insults to his ability
Fears: Water (can't swim)
Attitude towards friends/strangers: He loves his friends, though can be a little competitive at times. Strangers he treats cordially, though his combative-self is far less controlled.
Opinion on the world: "Let's go see it!"
HISTORY:
Birthplace: Kara-tur wilds
Family/Relationships: Kaji considers his sensei to be almost like a father to him.
Friends: Hi-chan, his fire elemental familiar
Enemies: N/A; anyone who threatens his friends.
Background:
It was uncertain when exactly Kaji was born, having been left at the entryway of a poor village on the western borders of Kara-tur and left with only the word "Kaji" written on a simple sheet of paper, thus he was named, and given the surname of "Mumei," or "Nameless."
From an early age, it was clear that Kaji had a penchant for getting into trouble, and on more than one occasion had to do extra duties as punishment for all the pranks and fights he would pull as a juvenile. This was largely due to the fact that the villagers would sometimes look upon him with pity or contempt for his unknown background, something which he despised and acted out against. This social isolation only grew when he showed magical talents, especially when he managed to control and befriend a small fire elemental that had gone rampant in the village, something that drove most of the villagers to fear him and not want him in the village. This drove Kaji to despair and fear, and he nearly faced a vigilante mob who wanted to kill him. Luckily, though, the village elder, recognizing the boy's abilities, contacted a fire master wu jen nearby to help Kaji control his power.
The man, who only identified himself as "Sensei," befriended Kaji by explaining his magical power politely (though not before rebuking the boy's foolish behavior harshly), and the boy instantly took a liking to the man, the first to truly treat him with respect. The two soon left the village, traveling across the land to help Kaji learn more of the world.
Now, with much training and experience, Kaji has become a powerful fire mage, somehow managing to unlock some of the secrets of the Plane of Fire, becoming closer akin to that fire elemental he had summoned so long ago, calling it Hi-chan, and has moved on from his sensei, eager to explore the world on his own, and has gone west, coming to a strange land called Faerun...
OTHER INFORMATION:
Languages spoken: Common, Ignan, Draconic, Elven, Dwarven
Pets/Animal companions: His familiar, Hi-chan, a small, shy fire elemental that (often) points out flaws in his logic.

Edited by GrueMaster
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  • 2 months later...

Garandos

 

 

Garandos - Character Sheet

 

Name: Garandos

Race: Uthgardt (Illuskan) Human

Age: 27

Class: Barbarian

Alignment: CG

Deity: Uthgar, Tree Ghost Totem

Place of Origin: High Forest

Appearance: Burly, big and broad, Garandos stands taller than average and as proudly as his heritage demands him to be. He keeps himself clean shaven, save for the inevitable stubbles, and his hair's tied into a ponytail. He walks both with long steps and with good coordination despite what his bulkiness suggests, and his voice - when he wants it so - carries far, being rich and deep.

Hair: black

Eyes: blue

Skin: travel-tan, scars, green and brown tattoos over upper body (arms, shoulder, chest has tribal motiffs and animals; the back displays a strong oak tree)

Armor/Clothing: Scalemail, furs and travel-attire. He has a thick golden ring and equally standing-out pendant, along with his beads-and-fetishes necklace and tribal stone amulet, and usually likes to wear whatever garish, bright-coloured jewellery and trinkets he can get his hands on when not going into battle.

Weapon: a well-crafted greataxe, and for ranged his sturdy, sharp throwing axes

Personality: Inspiring or intimidating in his open, honest and often passionate behaviour, Garandos is more approachable than some may first think. He is self-assured and has a natural air of appeal about him: he knows his place in the world and knows what he wants. He seemingly has a set of values – some of which don’t quite agree with ‘civilized society’ perhaps – and makes a point of holding himself to it. Among other things, he does his best to honour his tribe and not taint its name or disregard its traditions; as an Uthgardt, he’d never fell a living tree, and as a Tree Ghost tribesman he’s sworn to do Good, even if that is oft the harder thing to do.

History: Garandos hails from the North, the High Forest, where the Tree Ghost tribe of the Uthgardt make their home. He has lived there for the biggest portion of his life, as second son out of three; the first son, Ulfar, died to an orcish raid. What set him to leaving the tribe was a vision that the Tree Ghost shaman received: the Father Tree has become sick in its roots by something unknown, something evil, something unliving, and Garandos – among other tribesmen – was chosen to wander the world in search of a cure. Each tribesman was sent out to a different direction, and the search continues while Garandos seeks to let his name and cause be known (among druids and rangers only) as far and wide as possible. He and his brethren have ten years before the ominous Day of Last Leaves comes.

 

Languages: Illuskan, Common

 

 

Apologies for posting it so late. Thankfully I got reminded to post here!

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  • 6 months later...

eocine's characters;

 

Orrin Lenford
Male, Human, Monk

DESCRIPTION
Age: Late 30's
Height: 6’0
Weight: 186lbs
Hair: Brown hair kept short and neat.
Eyes: Brown.
Skin: Caucasian, tanned.
Facial Hair: A neat beard.
Handedness: Functionally ambidextrous, through years of training.
Scars/Tattoos: Diagonal 1cm scar on his top lip and missing the tip of his left hand ring-finger. Numerous other scars hidden by his clothing.

Orrin stands at six feet even, and his physical training regimen has kept him in fantastic shape. Neither overly handsome nor ugly, he fits perfectly into the mid range of human attractiveness.

Whilst he is not phenomenally strong by heroic standards, he does operate at the peak of a martial artist in all physical ways. He has great stamina and remarkable agility.

His voice is medium pitched and unremarkable.

A blow to the side of the head taken many years ago has left him deaf in his left ear. He could have it healed of course, but considers the disability a form of penance.

Clothing/Armor

Slightly shabby brown robes when on his normal business, though he does possess a few more impressive sets of clothing for when he’s fundraising for the series of orphanages he helps administer.

Weapons/Equipment

A set of brown robes.
A rope belt
Pouch of shuriken
A matched set of tonfa
A Githzerai silver-sword

PERSONALITY

Orrin, is kind, decent, disciplined and centred.

Whilst not overtly charismatic he does seem to earn loyalty and friendship from a wide number of people. Though it’s entirely possible that these examples of friendship are as much due to his actions as his words. His personal wisdom, absorbed through many texts and writings is impressive, and his intelligence is enough that he can understand and evaluate the concepts of a variety of historical thinkers.

He hates the oppression of the weak, especially of children and whilst a peaceable man in general takes direct action against those who would seek to hurt or exploit either group. When he is not adventuring he works at a series of orphanages, from Toril to Sigil, where he himself was raised.

His main fears are failing those closest to him, and being unable to provide for his wards.

Orrin cares deeply for his friends, and would die for those closest to him.

As a man of deep seated goodness and conviction he cannot walk by when someone else is in danger, to do so would be contrary to all he believes in.


HISTORY
Birthplace: Sigil
Hometown: He has founded orphanages in many cities, each of them is a home to him.

Orrin was born to Caitlin and Mat Lenford, but the biggest influence on his life was Sissy Smith a former cleric of the dead Goddess Leira, to whose preachings he listened to and was fascinated by from an early age. Tragically his parents were killed when he was still a child, and so he followed Sissy as she went on an excursion to Limbo, and one of the monasteries there.

He was initially unable to study with the Githzerai, as there were concerns over the human’s ability to find the required focus, but once he had successfully undergone a proving, and shown the willingness to impose the necessary discipline upon himself he was accepted as a student. It was a harsh environment for a child, but he progressed through the ranks, and left a full member of the order, being presented a silver sword as he did so.

Now an adult, he returned to the streets of Sigil, and set about making a difference. This he did, not with his fists, but by aiding his mentor Sissy in first building and then expanding an orphanage, taking in children and helping them as Sissy and the monks had helped him.

In time, as the orphanage became more self-sufficent, and indeed new chapters were opened, both on the planes and on Faerun, he was taken time out from the day to day administration, and looked to earn money for the orphanages by adventuring. During that time he met and married his wife, the Half-Githzerai bard Misty, who joined him as a partner in the orphanages.

His closest companions are Sissy, his mentor, and Misty his wife. Though he maintains friendships with Yaminakital, a half-demon sorcerer who managed to turn away from his evil heritage. Dart, another of Sissy’s wards, though this friendship is occasionally a strained one, and several other of his friends met and made through his adventuring days.

Through the years he has not made a great deal of enemies, but any can earn his undying enmity by harming those weaker than they.

OTHER INFORMATION

He has a personal belief structure that, at the core, revolves around leaving the world better than it was when you enter it.

Skilled in many forms of martial combat, orphanage administration, caring for children and rock-climbing.

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  • 4 weeks later...

Rameses Galeran

 


GENERAL INFORMATION:

 

Gender: Male

 

Race: Fire Genasi

 

Age: 24

 

Class: Fighter

 

Alignment: Chaotic Neutral

 

Deity: Tempus, Lord of Battle

 

APPEARANCE:

 

Height: 6’2”

 

Weight: 167 lbs.

 

Hair: Bright golden blonde with streaks of red that flicker like flame, as is normal for fire genasi.

 

Eyes: Crimson red eyes.

 

Skin: A pale bronze etched with smoldering red szuldar markings, which are indicative of his planetouched lineage.

 

Handedness: Right handed.

 

Scars/Tattoos: The szuldar markings and a long, narrow scar on his right palm.

 

General physical description: His physique is lean and fit with narrow shoulders and slightly longer arms than the average genasi or human with his proportions.

 

Voice: Rameses has a soft, moderately deep voice with a smooth blend of the accents he has been exposed to over the course of his life and during his travels. However, perceptive individuals might be able to pinpoint the hints of Tethyrian and Calishite dialects in his speech. Also, Rameses tends to raise his voice when excited or upset.

 

Disabilities: None.

 

EQUIPMENT:

 

Clothing/Armor: Rameses is most often seen in his traveling attire, which consists of protective clothing from the elements draped over his worn yet well maintained leather armor.

 

Weapons: Due to his humble background, Rameses is armed only with a simple iron longsword and an iron dagger. Both items had been passed down to him by his mother, who was once an adventurer in her younger years.

 

Other magical equipment: None.

 

PERSONALITY:

 

Positive personality traits: Rameses can easily be described as confident, ambitious, and free spirited. He does not hesitate before jumping into the heat of battle, and his inclination towards fighting can make him a fierce ally or a formidable opponent. This joy he finds in combat is due to the many childhood afternoons he spent wrestling and sparring with his friends. Like most genasi, his ambition compels him towards paths of riches, fame, and adventure. His genasi heritage also grants him a minor resistance against fire, although he prefers not to rely upon it. Also, Rameses holds an almost complete disregard towards any limitations in the form of laws, rules, or codes of conduct. Consequently, he feels that the Lord of Battle, Tempus, could be his patron deity. Finally, one critical thing to note about Rameses is that he will fiercely protect his friends as if they were family.

 

Negative personality traits: While his confidence often fuels his bravery, it often influences him as arrogance; he will never reject a challenge of combat. Also, his greed sometimes leads him to make immoral decisions for his own sake. Those flaws combined with his chaotic nature also tends to cause problems between him and authorities of settlements and cities.

 

Likes: Rameses likes the freedom of the open road, good living with good company, the warmth and comfort of fire, and the chaos of fighting.

 

Dislikes: Rameses does not like confinement or limitations of any fashion, seafaring travel, particularly cold and damp weather, darkness, and boredom.

 

Fears: While he tries to remain as fearless as possible in the name of Tempus, Rameses does hold a small collection of fears that rattle him. Those fears include a fear of drowning, freezing to death, and being trapped in small, dark spaces. Therefore, Rameses tries to be preemptive by avoiding occasions involving bodies of water, having his warm cloak when needed, and rarely venturing into enclosed areas.

 

Attitude towards friends/strangers: In Rameses’ mind, strangers can either be friends, or they can be enemies. This mentality suits him well, as he values both a good friend and a good fight.
Opinion on the world: Rameses believes that the world is a place full of opportunities to be taken, experiences to be had, and greatness to be achieved.

 

HISTORY:

 

Birthplace: Rameses was born in Myratma of Tethyr, a relatively young nation in west Faerun.

 

Family/Relationships: Rameses has never known much family over the course of his life; his mother was alone when he was born, and she worked endlessly to raise him as best she could. Evidently his father returned briefly, because Rameses’ little fire genasi sister Solaina was born when he was seven years of age. Sadly, their mother died of illness when he was nineteen. To this day, his sister still lives in Myratma and produces silk for a living, and Rameses knows almost nothing about their father.

 

Friends: Rameses’ childhood companions Asher and Diana are undoubtedly some of his closest friends. Asher grew up hoping to serve as a guard to protect Myratma, whereas Diana always dreamed of roaming Faerun as a ranger; both of them know live their childhood ambitions, occasionally crossing paths with Rameses.

 

Enemies: Before he left Myratma, Rameses grew fond of a young Tethyrian woman named Rylee. Little did he know that she was already spoken for by a fearsomely jealous rogue, Harlock Dorne. Even though Rameses gently brought his relationship with Rylee to an end, Harlock still intends to have his vengeance on Rameses.

 

Background: Rameses was born into a humble background; his family on his mother’s side owned a meager silk orchard outside Myratma, and his mother weaved silk for a living. While Rameses never knew his father, his mother often described him as “fire itself given a man’s form with the warmest heart.” During his early childhood, Rameses became good friends with two other children, Asher and Diana; the trio played happily whenever they could and would eventually grow up to be good friends. When Rameses was seven years old, he discovered that his mother was pregnant, and she told him that his father had returned briefly. Rameses did not understand why his father left a second time, but his childish confusion and sadness washed away when his loving baby sister Solaina was born. His childhood happily continued into his adolescent life, and he learned how to wield a sword and fight from both his friends and mother, who was once a young adventurer. However, Rameses’ childhood came to an end when his mother fell ill and died; for years afterward, he and his sister Solaina lived off their own work producing silk as their mother had taught them to do. Once a young man, Rameses began to court with a certain young woman, Rylee, who was reluctantly paired with a violent thief named Harlock. Upon Harlock learning of their relationship, Rameses left Rylee as gently and painlessly as he could, the rogue outraged and hot on his heels. Thus, Rameses’ life as an adventurer of west Faerun began after being chased out of his hometown by a furious rogue, who still hunts for him to this day.

 

OTHER INFORMATION:

 

Languages spoken: Rameses speaks in Common and knows a few verses of Ignan.

 

Pets/Animal companions: The magnificent camel mount, Jarl.

 

 

 

Eirene Atemu

 

 

GENERAL INFORMATION:
Gender: Female
Race: Human (mixed Mulan and Rashemi descent), afflicted lycanthrope (werecrocodile).
Age: 19
Class: Ranger
Alignment: Lawful Neutral
Deity: Faithless (former follower of Sebek).
APPEARANCE:
Height: 5'11”
Weight: 119 lbs.
Hair: Her hair is a shadowy brown, nearly black mess of curly locks most often kept in a conveniently short pixie-style cut.
Eyes: Eirene's eyes are distinct with rich chestnut-colored irises contrasted by a thin fringe of jade green bordering her vertically split pupils.
Skin: She has a deeply-tanned bronze skin tone more typical of Rashemi heritage than that of Mulan bloodlines.
Handedness: Eirene is adeptly left handed, despite being the only left handed member of her family.
Scars/Tattoos: There is a horrific, jagged assortment of scars that adorns almost the entirety of Eirene's right forearm; together, these scars encircling her forearm appear as one monstrously large bite mark. Several smaller, less pronounced bite scars decorate her shoulders and back, but they are not as severe and can be easily concealed in her usual adventuring attire.
General physical description: Like her father, whose line was prominently Mulan, Eirene has a slender, lithe, almost elvish physique, and she also modestly inherits her Rashemi mother's delicate, feminine facial features and voluptuous womanly endowments.
Voice: Heavily spiced with an obvious Mulhorandi accent, Eirene's voice is soft, serious, and somewhat hesitant; her voice is also prone to cracking when she is upset or angered, and she only tends to speak sprightly during rare occasions of excitement or splendor.
Disabilities: Ever since the curse of lycanthropy was violently forced upon her, Eirene has been troubled by her once-mangled right arm, which still gives her pain when overexerted or strained despite being healed.
EQUIPMENT:
Clothing/Armor: Normally, Eirene spends most of her time wearing the set of light, mismatched leather armor she was gifted, as it is both a bittersweet reminder of her past and a comfortable set that does not restrict her movement too much. On the seldom occasion when she cannot or otherwise should not wear her armor, Eirene favors the few traditional Mulhorandi outfits she has that compliment her feminine form. Nowadays, however, rarely does she prefer to boast her beauty as she quite often did at younger ages.
Weapons: Eirene relies upon her pair of steel khopeshes whenever she feels threatened or is concerned that combat might soon erupt. Undoubtedly two of the most invaluable items she has in her possession, Eirene originally acquired them after spitefully reaping vengeance upon their owner, who had wronged her in a horrific manner. Aside from those two weapons, she also carefully maintains a third blade: a simple iron knife used for cleaning fish and game, which is one of Eirene's few remaining heirlooms of her father's.
Other magical equipment: From the same individual she had acquired her khopeshes, Eirene looted an amulet of natural armor crafted from crocodilian scales and a duskskull carved from ebony in the resemblance of a crocodile skull. Unfamiliar with magical items such as these, Eirene kept them, hoping they might be of some use to assist her affliction. Sadly, she is ignorant of the fact that they serve no relevant purpose in regards to her lycanthropic curse.
PERSONALITY:
Positive personality traits: Kind, charitable, respectful, just, honorable, selfless, optimistic at times, brave when needed.
Ever since she was a child, Eirene has favored the traditions of her people, always preferring to act as a proper lady and devoting herself to a patron deity. She believes that there is nothing else worth living a dignified life for if one abandons the very customs and mannerisms which separate them from the uncivilized beasts of the realm. Also, Eirene strives to be as helpful as possible to those in need; when she was younger and without anyone to support her, one individual's charity proved to her how much of a difference a single person can make for a desperate individual. Ever since, that memory has encouraged Eirene to assist those who are helpless in their own desperate circumstances. Lastly, Eirene proves herself to be a capable, brave young woman when necessary, and she can be persistent when overcoming obstacles in her path.
Negative personality traits: Fatalistic, naive, fearful of herself, guilty of her past, frequently despondent, vengeful.
Despite her good-willed nature, Eirene feels incapable of achieving true goodness because of her past deeds, what she is, and the danger she is to anyone around her, innocent or not. Her afflicted lycanthropy is always a looming worry in her mind, and her near-constant fear of it manifests in her usual demeanor and often detached attitude; only the satisfaction of assisting others normally sets her free from this stupor. Believing herself to be an uncontrollable predator, Eirene refuses to endanger others with her presence for any prolonged period of time, especially whenever a full moon approaches. Consequently, she has grown to be very wary when socializing, even though she finds it reassuring and almost as a hobby. Also, her past einvolving clergies of Set and Sebek have left Eirene with a hesitance towards religion; twice she has rest her faith in the gods, and twice they have decided to mock and curse her existence. Hence, she feels betrayed by them and hopes that she might one day be able to place her trust in another divine spirit.
Likes: Eirene enjoys charity, goodwill, relaxing in the sun, peace, swimming, bathing, warm weather, the arts, history, and learning. Particularly due to her affliction, Eirene also finds a guilty pleasure in hunting, fighting, and bloodshed.
Dislikes: Eirene is not fond of cruelty, disrespect, greed, unnecessary aggression or conflict, cool weather, corruption, followers of cruel deities such as Set and Sebek, or the full moon.
Fears: Above all else, Eirene fears the “monster” inside of her; she fears it taking control and possibly attacking, killing, or even afflicting others with lycanthropy. She also fears other lycanthropes and those who might harm her for being one herself. While Eirene additionally fears what might become of her if she remains faithless for the rest of her days, it is a fear that often falls by the wayside due to more immediate concerns.
Attitude towards friends/strangers: To Eirene, friends are a luxury she cannot afford to have because of her condition, and she is typically cautious of strangers until they prove they are worthy of trust and compassion. A handful of occasions have occurred where Eirene has made a few friends which she pushed away for their own safety.
Opinion on the world: Eirene believes that the world is inhabited by countless others like her; those who are desperate at times, those who seek to improve the lives of the less fortunate, and those who are all but damned by fate and faith and branded as something inhuman.
HISTORY:
Birthplace: Along the shores of the Rauthenflow in Mulhorand, several days east of Rauthil.
Family/Relationships: Eirene was the only child her her two parents, Amaunet and Zalikar Atemu. While both were caring parents to Eirene, they were naive and inexperienced at parenthood. There was one individual whom Eirene grew attached to in her early teen years; her name was Isetarri, and she became something of a godmother to Eirene during the youth's darkest days.
Friends: Throughout her childhood, Eirene and her parents led nomadic lifestyles trekking alongside the Rauthenflow; as a result, they never stayed in one place long enough for Eirene to make any lasting friendships with others her age. When she was older, this trend still clung to Eirene as she struggled with and later rejected friendships outright for fear of possibly hurting those who might care for her.
Enemies: The only enemies Eirene inherently acts aggressively towards are clergymen of Sebek or Set and lycanthropes who take pleasure in cursing others who are unwilling to be transformed into lycanthropes themselves.
Background: Most of Eirene's childhood was unremarkable as she was brought up in a nomadic lifestyle along the banks of the Rauthenflow, her parents constantly seeking out any means of work. Similarly to most of lower-class peasant families of Mulhorand, they were essentially homeless and struggled the most when work—as a reuslt, food—was scarce. Out of desperation, Eirene's parents decided to join the clergy of Set, a deity who promised his followers whatever wealth could be looted from the tombs of the dead. Reluctantly following her parents' examples, Eirene sought to become a part of Set's clergy until one particular trial involving venomous serpents claimed the lives of her parents.
Distraught from grief, Eirene cursed Set and abandoned his clergy during her seventeenth year. In the following weeks, she encountered an elderly hermit named Isetarri, and the aged woman took Eirene into her modest home and cared for her. Surprisingly, the old woman was once a daring ranger who knew much about the lands and the river, and her stories and knowledge inspired Eirene. While she was under Isetarri's care, Eirene encountered a group of mystic individuals who worshiped Sebek, the deity of crocodiles and betrayal; they described themselves as wardens of the river, sacrificing to Sebek and his creatures to protect others who might enter his domain.
Such a seemingly noble purpose enticed Eirene, and she hesitantly decided to devote herself to Sebek. For a while, Eirene was content living with Isetarri and worshiping Sebek, though her happiness did not last. One evening, Eirene was viciously attacked by a crocodilian-like creature, which she later discovered was a fellow priest of Sebek who was also secretly a werecrocodile. Being betrayed by one of her own companions was a terrible burden along with the scarring wounds she received from the horrific encounter. Determined to find justice, Eirene found the priest that had afflicted her with lycanthropy and slew him before her first full moon; unsurprisingly, his death did not ease Eirene's distress.
Following her first full moon as a werecrocodile, Eirene sorrowfully bid Isetarri farewell, refusing to give the elder a reason why she was leaving. With little else except her armor and brief training from the elderly ranger and the gear she had scavenged from the corpse of Sebek's priest, Eirene once again set out into the expanse of Mulhorand, abandoning her misguided faith in Sebek, at the age of eighteen. Her existence from that point forward was dreary and lonesome until nearly halfway through her nineteenth year when Eirene was approached by an individual named Harlock Dorne whilst she was in Rauthil; the man claimed to be pursuing a demonspawn who had been traveling with a band of mercenaries, sowing chaos and setting fire to unsuspecting settlements in his wake.
Having already heard rumors of a nameless criminal committing arson across nearby settlements in Mulhorand, Eirene agreed to assist Dorne in tracking down the individual he suspected was the culprit. Little did Eirene know that the search would take her across the Alamber Sea to Aglarond. Once they landed on Algarond's shores, Harlock Dorne parted ways with Eirene, leaving her with the task of seeking out any leads on the demonspawn while he tended to “unfinished business.”
OTHER INFORMATION:
Languages spoken: Common and Mulhorandi.
Pets/Animal companions: None except an ornery horse that misbehaves as Eirene's steed.

Edited by FreemasonGamer
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  • 8 months later...

I am going to go ahead and post this but I'd like to work on it more through RP and change a bit (without changing the important things.) It has been constant interruptions here trying to do this. I have a bunch of things I don't need on there but I need it and its just as easy to put it on there. Also I won't be pulling any amazing feats out of her butt. lol

 

So here she is! Oh and she is full up drow as the part-drow was somewhat confusing to me in ways.

 

 

Name:
Sinarra Zau' Duis (Queen of Joy) (Child of the whip-her last name is not known to her at present)
aka Sin
GENERAL INFORMATION:

Gender: female

Race: Drow

Age: young adult

Class: rogue

Alignment: chaotic good

Deity: Eilistraee and Tymora

APPEARANCE:

Height: a tall feeling but short 5'5''

Weight: 125 lbs toned but not overly muscled

Hair: She has the typical silver white hair of the drow, but being young and herself-she often will create or purchase coloring for it. It is now a dark, rusty red. When let go it falls long to the middle of her back. Depending on her mood or more likely, her activity it can be held back in a simple ponytail, braiding or elaborate braids.

Eyes: bright glowing green

Skin: ebony

Handedness: ambidextrous

Scars/Tattoos: one long greyish scar across her back that has been there as long as she can remember. Her Mother told her it was from an “accident” and spoke no more of it. To anyone that would know such things it would be immediately known as a whip mark from a cat-of-nine tails

General physical description: Like most Drow, Sin is delicate looking and beautiful. Her eyes are large and green, her skin is dark ebony but in some places where if you can see under her clothing the skin is not as dark as if very dark skin was made darker from sun and not the typical black skin the Drow have. She walks with a purposeful but feminine and graceful stride, she looks people in the eye and rarely with any artifice though she is known to play tricks. She smiles a great deal and will talk rapidly when excited. She takes everything in and is sometimes thought to be not as intelligent as she really is, which suits her at times. In short, in many ways she is as if someone had taken a surface human or other well socialized person and painted them to look like a Drow. (voice) She speaks with a low voice, not soft but low. It is part feminine, part feline, what the humans would call a whiskey voice.

Disabilities: arachnophobia-severe

EQUIPMENT:

Clothing/Armor: She wears simple but well-made clothing of more expensive materials. This includes having a dark dyed light leather studded vest worn over-top a green silk shirt, studded leather pants, boots and finger-less gloves. These are well-worn items and they obviously were previously owned but kept in exceptional condition.

She also has some blended threaded pants which are a dark green, a heavier dark brown top and work gloves in a pack. There is also 3 changes of unmentionables.

Weapons: Two well-made Mithral daggers of some age but well cared for, identical and kept on sheaths on belt. One iron throwing dagger kept in an ankle sheath that causes wounds given to bleed out for a very small amount of time (the space of 10 heartbeats) Also one crossbow, elven bolts

Other equiptment:

Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone
caltrops, chalk (10), a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools (This kit contains lockpicks and other tools for breaking and entering,)

Other magical equipment:
none

! small vial of poison 1 vial antidote
made for dagger or crossbow tips

PERSONALITY:

Positive personality traits:: Open to adventure, meeting others and their belief systems. Loves to hear stories about other people, places and their gods which she tries to reconcile with her own beliefs. She is extremely friendly for a Drow who has lived an unusual like of quiet poverty and constant running though disguised more as work. She does take her training seriously and practices her weapon training and what she has learned of rogue skills at her time in the cities. Even when she seems to be goofing around she is paying very close attention.

Negative personality traits: She doesn't seem to have issue with playing jokes and minor deception as long as someone isn't physically hurt and nothing of true value is lost/taken. She enjoys trying to figure out things and has little sense of personal space which was a bane to her parents trying to stay safe. She is more of a swashbuckler type rogue than assassin at this point though she is certainly good with her blades and has been trained well by both parents who trained when in Mezzo with dual wield daggers. She however only takes it serious when attacked not as a offense.

Likes: Trying new foods, talking to new people, pets, pretty clothes

Dislikes: clerics, She has an EXTREME prejudice of Drow who have grown up the traditional manner and distrust any she has not known, people that won't answer her questions.

Fears: Not finding someone to be with like her Mother and Father, of being alone. Fears being made to go to one of the UnderDark Cities.

Attitude towards friends/strangers: Friendly and doesn't understand why they aren't friendly back when she explains that she isn't one of THOSE Drow. She is suspicious of other Drow at first.

Opinion on the world: The world is one great adventure with things to be seen and learned.

HISTORY:

Birthplace: Buiyrandyn

Family/Relationships: Mother and Father, deceased in last few months- only child

Friends: None with her, many in the cities among the poor, the rogues, thieves, the merrymakers, festival workers and performers.

Enemies: Drow of the Underdeep, Worshipers of Lolth, sometimes city guards

Background: (Immediate background only-rest added and learned through RP -I wanted to get some basics up- have some deep plans for this one) Sin was born in Buiyrandyn as her parents were raised there. Her family did not agree with those following Lolth's webbed path. Once her family had gone back at the request of the family matron but they had left quickly and had not returned. Sin does not remember this. Her life growing up was different than almost any other Drow. Due to the hatred of the Lolth Drow's of surface Drow, the family lived a somewhat nomadic life. They would travel with caravans as guards going from one city, to town, to village to city and back. Sometimes they would stay in a large city, finding work from those who seemed to know Sin's parents. These were the times Sin loved best. Not only did she continue to learn from her parents in weapons training but she also would make friends with some of the more “colorful” locals and learn all manner of things. Sin learned to pick locks and find traps. Her small hands, quick fingers and superior sight and hearing allowing her to find the thin lines of traps. She also learned to make poison and antidotes, using plants, small frogs, bugs and other nasties to make her dagger work even more dangerous.
Another thing Sin loved about the towns was the various festivals. There would always be dancers, tight rope walkers, acrobats. These folk were sometimes also thieves, assassins and rogues of all types. Befriending them was an easy thing for Sin who loved to meet and know people. They would teach her their skills and she in turn would be an apt pupil, listening with bated breath to story after story and repeating it back, perfect to their happiness. She gave to them the admiration and adoration they all loved and rarely received as the looked down upon.
During all this however, she would maintain vigilance against the dark worshipers or Lolth. Several times her family, staying in cities or out in some portion of the Underdark while between travels and would be faced with a fight. Sin was as capable and as ruthless as any of her brethren when it came to protecting her family.

It was such as time as this, she and her parents were traveling with a caravan toward

OTHER INFORMATION:

Languages spoken: Drow, Common, Drow Sign language, some Elven

Pets/Animal companions: none at present but wow, wouldn't she love a pet dragon or giant bird or snake or wolf....

Info:


Skills:

balance 2 + 5 = 7
climb 5 + 0 = 5
disable device 7 + 2 = 9
gather information 5 + 3 = 8
hide 8 + 5 = 13
jump 11 + 0 = 11
knowledge local 5 + 2 = 7
listen 8 + 2 = 10
move silently 8 + 5 = 13
open lock 8 + 5 = 13
perform 7 + 3 = 10
ride 1 + 5 = 6
search 10 + 2 = 12
sleight of hand 9 + 5 = 14
speak language 6 +
spot 11 + 2 = 13
survival 4 + 2 = 6
swim 2 + 0 = 2
tumble 7 + 5 = 12
use magic device 2 + 3 = 5
use rope 7 + 5 = 12
Immune to sleep





Feats/Specials:

acrobatic
armor proficiency light
deft hands
lightning reflexes
nimble fingers
simple weapon proficiency
Special ability
Improved uncanny dodge
Uncanny dodge
Trap sense
Evasion
Sneak attack
Trapfinding

Drow Skills:

(to be discussed as I have questions)

 

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  • 1 month later...

Name: Yu Ikasashi
Nickname Yu The Flame Wizard

GENERAL INFORMATION:

Gender: Male

Race: Elf

Age: 23

Class: Wizard


APPEARANCE:

Height: 5 Foot 3 Inches

Weight: 130 Lb

Hair: Long Black Hair with Red Highlights

Eyes: Yellow

Skin: Pale


Scars/Tattoos: Has a scar above his left eye going down all the way to his chin

General physical description: Average Height and Weight, Runs faster then most average elfs.

Voice: Not high yet not low with an accent


EQUIPMENT:

Clothing/Armor:

Elemental Robes of Illusion - These robs increase your health by 20% and appear to be on fire, frozen, and electric, however they have no other effects.

Hood of The Wicked - Everyone hostile to you will have a 5% weakness to fire.

Boots of Shadows - When in the dark and crouched you will be invisible, when crouched but not in the dark you will be 10% harder to detect.

Weapons:

The Elemental Stave of Destruction - Will cast the element of the spell in the other hand, deals 50 damage per second with the elements effect. Lightening: Stuns Target once every 10 seconds. Ice: Slows the targets movements/attacks. Fire Burns the target for 5 damage multiplied by 35% of your own max magic.

Other magical equipment:

The Hidden Book of Spells - A spell book that may read when the correct spell is casted on it. When read it will teach you one random spell from a category of your choice. If you already know the spell it will upgrade it. Can only be read once every 1 and a half months.

Known Spells:

Healing Flames - Conjures a circular wall of flames around the caster healing them 5% of there max health every 0.75 seconds. You take a .5% damage debuff every 10 seconds the spell is casted. May cast for as long as needed with a 15 second cool down.

Fire Burst - Creates a bust of fire from the casters wielding hand that reaches 50 Feat before it burns out and deals 30 damage with a burning effect. Also may only be used once every 10 seconds

Flame Storm - When the caster is wielding fire spells in both hands (that is not on a cool down), The caster can recite any weather spell backwards and fire will fall from the sky exploding on impact, for 180 seconds at a 500 feet radius. May only be used once a day. And if it is attempted to be used without the required conditions the user will be knocked unconscious for 180 seconds instead.

Fire Breath - When the user has a flame based spell in one hand and a wind based spell in the other, they may breath fire once every 500 seconds for 10 seconds dealing 35 damage a second. However the fire will not burn the target.
Flame Rune - Creates a symbol at the ground causing 75 damage on activation at a 3 feet radius. May not be casted in combat.

Flame Companion - Summon a Flaming Tiger with twice your own max health for 300 seconds. However when you will take damage equaled to half your own current health.

Invisibility Spell - Turn invisible for 120 seconds or until spell is released. However you will not be able to attack anyone who is weaker then you while invisible or cast other spells. Also you must wait 180 seconds before casting it again

Flee - Cast this on anyone. If they have less max health then you, they will flee for 60 seconds. If you have less max health then them they will get a 10% damage output bonus for 60 seconds.

Courage - Cast on yourself for a 10% damage boost for 60 seconds, or cast on an ally and they receive a 15% damage boost for 120 seconds . May only be casted 2 times every 180 seconds and does not stack.

Insanity - Drives the target insane attacking everyone in sight, giving the target a 25% health boost and a 5% damage boost. However the spell will make the caster slightly insane and they will begin seeing enemy's that don’t exist for 10 seconds. Has a 15 second cool down.

Conjure Flame "Weapon" - Applies to all conjured flame weapons: The caster may conjure a "Weapon" that appears to be on fire and does 89 damage and has a burn effect for 10 seconds. Burn effect does not stack.

Flaming Winds - May only be used if a wind spell is in the other hand - Creates winds that reduce a targets moving speed by half and burn the target for 25 damage a second.

The Flames of a Tornado - Summon a tornado of flames for 60 seconds. May only be used at day in clear weather. Will not work in rain or at night.

Black Mist of Death - Surrounds the caster in a black mist that deals 275 damage every 3 seconds and kills anyone that has less max health then you, and has 30% or less health left. However it reduces movement speed by 75% and deals 5 damage every 3 seconds to the caster. Also has a 12 hour cool down.

White Mist of Illusion - Surrounds the caster in a white mist for 5 seconds then after the mist is gone it makes everyone within 200 feet stop fighting for 60 seconds.

PERSONALITY:

Positive personality traits:
Friendly, Funny, Trustworthy

Negative personality traits:
Trust Issues, Occasional Paranoia

Likes:
Apple Custard, Rabbit on a Stick, Mead, Ale

Dislikes:
Being Betrayed

Fears:
Orcs

Attitude towards friends/strangers:
Friends - Upbeat and fun to be around
Strangers - Uneasy and paranoid.

Opinion on the world:

Too many trees…

HISTORY:

Birthplace: Unkown

Family/Relationships:
Aiko Ikasashi - Mom
Fanel Ikasashi - Dad

Friends:
No Current Friends
Enemies:
Any Orc until proven to be a friend.

Background:

Hello my name is Yu Ikasashi (Ick-ah-sha-she) and this is my story…

I have no memory of the first 10 years of my life. Why is that? Well I was told I got really sick then I passed out and didn’t wake up for a year. Waking up in my parents house is the first thing I remember. Don’t get the wrong idea they arn't my real parents but I consider them my parents. They told me that they found me on a bridge just laying there when I was just an infant.

I was always interested in magic and studied it since I was 12. I love fire just as much as I loved magic. So I took a special liking towards fire based magic. I know many spells but the ones I use the most are Healing Flames, Fire Burst, Flame Storm, Fire Breath, Flame Rune, Flame Companion, Invisibility Spell, Flee, Courage, Insanity, Conjured Flame Bow, Conjured Flame Dagger, Conjured Flame Sword and Shield, Flaming Winds, The Flames of a Tornado, Black Mist of Death, and much more. I Enjoy Apple Custard, Rabbits on a Stick, Ale, And Mead,

I was trained in flame magic by The Great Wizard of Flame. He taught me many spells and how to make and properly use a stave.
My traveling attire usually consists of Elemental Robes of Illusion, Hood of the Wicked, Boots of Shadows, The Elemental Stave of Destruction, and The Hidden Books of Spells.



OTHER INFORMATION:

Languages spoken: English

Pets/Animal companions: A pet (Female) dog named chevy

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