lol, as soon as I wrote it I realized, would anyone, me included, actually want to do that. So I'm glad that the answer is no on that point.
In terms of defining exactly how dumb he is I'll start with what I already posted above.
1: Believes literally everything people tell him unless it is extremely obvious that it is the wrong decision. For instance he will believe "There is delicious candy on the other side of that river" but he will not believe "There is delicious candy in that incinerator."
2: Misunderstands basic directions. This includes maps, non-combat plans and combat plans more complex than "kill him while we kill the others." For example when presented with "You go this way, I go that way," Maor is equally likely to go nowhere, go the wrong way or go the right way as a result of sheer luck.
3: Maor only understands the basics of reading and cannot write at all. He used to be able to but lack of practice has resulted in him forgetting.
4: Loses things. Maor cannot keep track of basic objects on his person. Anything besides his axes and things strapped to his body he will lose in three posts or less if any one post covers a significant amount of time. For instance, Maor is given a key to play with while the others try to solve a puzzle. After the puzzle is completed the key has dissappeared and Maor has no idea where it is. Generally he will just drop things so others can easily find them however Maor will never be able to find anything he loses on his own.
How does that list sound? Do I need to add more? Take some off?
Private Mod Note
():
Rollback Post to RevisionRollBack
A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
So you're aware of exactly what I mean, in general, non-combat abilities and drawbacks are usually not considered. They're not really important. While we put a lot of stock in actually roleplaying, the combat is where things need to be fair. As such, a non-combat drawback for a combat ability doesn't work.
So parts 1-3 aren't exactly a drawback. 4 is useful, but it needs to be a little more widespread.
A drawback we CAN work with would read as the following:
"Maor is forgetful and dumb and has trouble keeping track of things. Non-magical and non-unique items are likely to be lost within 3 posts of acquisition. It's only by the grace of god he doesn't lose his money too."
This means that you won't be able to keep anything like standard iron armor (to some extent). But you won't have to lose any nice loot.
Personality – Quiet and slightly shy, Asirri is intensely curious about the world but doesn't know how to express it very well.
Appearance – Those who have seen Asirri generally describe her as not unattractive but not really special. Her face is well-proportioned, if serious and slightly angular. Her jet-black hair is kept boyishly short, just touching the bottoms of her ears, and is uncompromisingly straight. Asirri's skin is pale and tinged with more than a little smooth gray. With more muscle than curve, Asirri's body is built more for function than for display particularly since it is criscrossed with a number of fairly deep scars. Most of her scars are on her arms and chest but a few do trace across her face. Her eyes are pale amber shot through with fleck of black.
Apparel – During the day, Asirri wears several heavy coats almost constantly. They generally come in mottled shades of green and many are well-patched. At least one hood is always drawn up over her face, casting it into deep shadows. Even this degree of protection from sunlight isn't enough for Asirri, she also wears a pair of circular blackened goggles, a headband and a mask that covers her lower face. Underneath her cloak Asirri wears heavy pants and a thick shirt and underneath that she often wears a black body-wrap although mostly on her extremities. At night Asirri's apparel is a different story. She takes off her cloaks, mask and goggles, becoming virtually unrecognizable in recognizabiliy. No matter what else she is wearing Asirri always has her katana at one hip.
Background – In all societies, there are those born with a darkness in them. In Asirri's case this is literally what happened. From the moment she emerged into this world it was obvious that she was not made for the light of day. Her parents dispaired, thinking that their child would never be able to survive with the severity of her condition so they abandoned her at the mouth of one of the entrances to the Drow's Subterrainean realms.
Her parents assumed she died but they were wrong. Against impossible odds Asirri survived. She somehow found her way back underground and lived by eating rats in the twisting, maddening passages until she was about seven years old.
When she reached that age she was found was a Drow from a different city than her parents. The Drow took pity on her and brought her back to live with him. The process of recivilizing Asirri was nearly as impossible a feat as her initial survival was but eventually Asirri could, read, write, speak and function in society. This was due in large part to her sharp mind and excellent memory but also to the patience and skill of her adoptive father.
As it so happened, her adoptive father was so good at teach because that was what he did professionally. As an instructor for both the raiding parties and as a private tutor for those who could pay, the Drow, whose name was Vetrius, had plenty of experience with teaching.
As soon as Asirri could be said to be civilized, which was at the age of 11, Vetrius began taking her to learn with both the raiding parties and observe the private lessons. At first Asirri was a miserable warrior but, slowly, she improved to decent then something must have changed. Asirri's growth starting becoming exponentially greater and greater. Within a month Asirri found herself able to perform attacks that Vetrius had estimated she wouldn't be able to use for years.
Fear of Asirri started to mount and for good reason, she didn't know her own strength. It was this unfortunate coincidence that eventually drove her from her community. In practice with the raiding party, of which she was now a member, she accidently killed two other raiders. Normally, she wouldn't have been punished too severely however Vetrius recognized the danger that his adoptive daughter presented and requested that she be exiled for several years. It was agreed and the next day Asirri left with little more than the basic preparation for constant life on the surface.
Natural Abilities – Sunlight Sensitivity: Even when compared to other Drow, Asirri is especially sensitive to sunlight. Without her goggles she is virtually blind, even in the dim light of morning. When exposed to similar level of light, her skin burns in seconds and can actually combust if shined on for too long. If directly exposed, Asirri takes the triple damage from light effects.
Of the Shadows: Asirri has spent as much of her life as possible in darkness, they are more home to her than any physical place. Naturally this has made Asirri very, very good at remaining unnoticed. She can move extremely quietly and knows how to avoid sneak through the shadows.
Skills – Unlight Mastery:
Level 0: Asirri can absorb ambient unlight for an Empower effect
Level 1: Asirri has a Constant empowering effect as long as she is completely out of direct light. Spells – Force: Level 1 Quicken - Increase your speed by 50%. Follows the Quicken Rules. Mind: Level 1 Charisma - Doubles the chances of others to like and believe the caster. Dark: Level 1 Shroud - Create a 6-foot-wide patch of darkness around a target . Spirit: Level 1 Gan-har - Create a mirror image of yourself. It copies what you do but is incorporeal and cannot cast spells or interact physically.
Armor –
Cloth (the cloaks provide some protection)
Weapons –
Katana
Accessories –
Miscellaneous Items –
Containers –
Her coats have countless pockets and hiding spaces.
What about using the times of other places in the same time zone? I'm pretty sure Teitar and Cecenia were having their bout at night so not too much time could have passed since then could it?
Private Mod Note
():
Rollback Post to RevisionRollBack
A silent evil where there shouldn't be another.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Stats & Facts Name - Roland Titles - Race - Human Age - 25 Height - Average Weight - Average Appearance - He wears the cloak to keep the wind off his back, but it is torn in a few places. Underneath them can clearly be seen a pair of boots that look like they belong to a set of armor, but Roland walks in them as gracefully as though they were slippers. Under the cloak are the shirt and pants of a pauper, not very comfortable. His thin lips squirm slightly underneath his twisted, poorly re-set nose. Apparel - Looks like the badguy Background - Raised by Pentagons, Roland wants nothing more than to bring about the destruction of everything "Eastern" in retribution for the defeat of the Pentagons long ago, and also to bring about the rejuvenation of Pentagon culture and influence. Affiliations - The Pentagons Job - Allies - None Enemies - All who seek to defend the "Eastern", Epicus-centric way of life Accomplishments
>
Armor Magical (A) Old Alpha Boots - Alpha Boots will stick to any surface for up to three seconds, essentially allowing the wearer to walk along walls, ceilings, and other surfaces not favored by Gravity, as long as the wearers Ankles can bear it. These Alpha Boots are a relic from several centuries ago, with a magic that is (nearly?) lost to time, and do not stick for longer than two (2) steps consecutively.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
I have decided that for this forum, I will need a character who is more Driven than Golan was. More of a self-starter. Also, Epicus could use a Villain, not just an Anti-hero. Roland is a take on Gaul, with a dash of old Samuar, and once he's stolen enough unpawnable items, he will open up an "Alternative" pawn shop. That may become a problem for him once there is a big enough bounty on him, though, but I'll cross that bridge when I come to it. What do you (Pl. you, as in everybody) think?
Edit: Renamed him Roland, in honor of the Lord of Creation. Please PM me suggestions as to what he should look like, what he should wear, and if you remember the OG Pentagons, please tell me how he should act 'Like a Pentagon'.
For those not in the know, the Pentagons were Epic Worlds second "Big bad" enemies, after the Garr. The third were the Ghul, and what happened to those guys?
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
I didn't include the Ghul in the current setup because I know little to nothing about them. I wasn't around much when they occurred, and I don't feel like screwing up the EW's past.
Name - Dias Titles - (None yet) Race - Hybrid, Human-Drow Age 20 years Height - 6'1" Weight - 69 kg
Black hair, falls around the shoulder. Same color with eyebrows. No facial hairs. Cold-looking eyes with silver irises. Pale skinned. Human ears.
Dias wears a gray cotton shirt, covered with an intricate elven leather armor. On his elbows are some black latex, on his hands are some standard, white-colored leather gloves. A typical adventurer's belt can be seen on his waist, holding together a small backpack on the back. His pants are elvish black cotton. His shoes are rugged leather.
Dias was born on a cave. Drows' cave. His mother was a Drow, and his father was a drifter. Long story short, Dias was cast out of the Drows as soon as he was named by his mother. He was then left alone at a traveler's inn, wrapped in a rugged cloth with a note containing his name. A Kindir sell-sword by the name of Valkin decided to brought him along and he was trained as both serf and apprentice.
One momentous day, Valkin was murdered on his manor. Dias, who were sent to pluck grapes, was surprised when he got back. Surprised, but not sad, he knew the fate of the sell-sword. And then Dias looked around. The manor was sacked, but Valkin's armory was nearly untouched. Dias took Valkin's most prized armor and a rapier, then set out on his own journey as a sell-sword.
Affiliations:
Sell-sword.
Job:
None yet.
Allies:
None yet.
Enemies:
None yet.
Accomplishments
> None yet.
Human-Drow Hybrid: Has no weakness to sunlight.
Outcast: Negative disposition towards Drows, slightly positive towards others.
Duelist Legacy Level 1: Battle Intimidation (works like normal intimidation, but in battle overwhelms foes and decreases their battle acuity.). Has a half-power natural Empower on him at all times.
Force Spells
Level 1
Quicken - Increase your speed by 50%. Follows the Quicken Rules.
Mind Spells
Level 1
Numb - Kills a target's tactile senses. Level 2
Daze - Disorients a target.
Containers
Common Steel Rapier scabbard.
Small adventuring bag.
Pants' pockets.
Pets
None yet
Currency
24 gold coins.
Markers and Tickets
None yet.
Coins: Pant's pockets.
Common Steel Rapier: Rapier's scabbard.
Ornate Elven Leather Armor: Worn on torso.
Rugged leather gloves: Worn on hands.
Rugged leather boots: Worn on feet.
Adventurer's belt: Worn on waist.
Small bag: Worn on back-waist, tucked on Adventurer's belt.
Rapier's scabbard: Worn on right-waist, tucked on Adventurer's belt.
Force spells are base 40, meaning level 1 cost 40, level 2 costs 80. Meaning 120 for two levels. And Mind are 45, meaning 45 for 1, 90 for 2. You wouldn't be able to afford all four spells off the bat, much less have money left over. You'll have to drop some.
Was going to put some enhancing properties.
But on a second thought, I hadn't really thought of anything so I changed it to "Ornate Elven Leather". Mostly cosmetics, but it gives my character slightly more freedom of combat movement and protection than average leather armor.
I hope I did this right, apologies if I didn't. I was a little confused about the guidelines because there's no sample "original" version of a character. Thanks!
Name - Hollis
Titles - None
Race - Human
Age - 20
Height - 5'5
Weight - 125 lbs.
Appearance - Close cut brown-red hair, deep blue eyes. Face is fuller and richer than height/weight would indicate, and nose is short and plump. Very little facial hair, hair in general grows rather slowly. Pinkish-skin, well-healed scar under right eye. Skin in general is creamy, but cracks easily.
Apparel -Hooded black cape, gray cotton shirt, loose-fitting gray cotton pants to allow for maximum flexibility, black leather belt.
Background - The child of abusive parents, Hollis was forced to learn responsibility at an early age. To survive, he had to learn to mediate their disagreements until he was empowered enough to leave his home. As a young adult, Hollis has made a living hashing out disputes between feuding races and tribes.
Dehydration: Hollis was born with a rare disease whereby he is almost always thirsty, and he loses energy rapidly when he goes an extended time without a drink.
Negotiation: Hollis has a calming presence on others, he is adept at resolving existing conflicts and preventing fights before they happen.
Increased Agility, Decreased Strength: Due to his relatively compact frame, Hollis is quite agile, but his physical strength is limited.
Skills
Heart of Ice: Call upon the element of water within you to become a being as eternal as the seas and as cold as ice.
Lvl 0: Advanced sense of smell, can search the air through smell for chemical traces.
Spells
None
Armor
Non-Magical
Brown Leather Cuirass.
Weapons
Non-Magical
Quarterstaff. Taped on the top. Secured on his back with a holster.
Non-Weapon Items - Accessories
Non-Magical
16 ounce leather canteen. Secured to belt with leather strap.
In terms of defining exactly how dumb he is I'll start with what I already posted above.
1: Believes literally everything people tell him unless it is extremely obvious that it is the wrong decision. For instance he will believe "There is delicious candy on the other side of that river" but he will not believe "There is delicious candy in that incinerator."
2: Misunderstands basic directions. This includes maps, non-combat plans and combat plans more complex than "kill him while we kill the others." For example when presented with "You go this way, I go that way," Maor is equally likely to go nowhere, go the wrong way or go the right way as a result of sheer luck.
3: Maor only understands the basics of reading and cannot write at all. He used to be able to but lack of practice has resulted in him forgetting.
4: Loses things. Maor cannot keep track of basic objects on his person. Anything besides his axes and things strapped to his body he will lose in three posts or less if any one post covers a significant amount of time. For instance, Maor is given a key to play with while the others try to solve a puzzle. After the puzzle is completed the key has dissappeared and Maor has no idea where it is. Generally he will just drop things so others can easily find them however Maor will never be able to find anything he loses on his own.
How does that list sound? Do I need to add more? Take some off?
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
So parts 1-3 aren't exactly a drawback. 4 is useful, but it needs to be a little more widespread.
A drawback we CAN work with would read as the following:
"Maor is forgetful and dumb and has trouble keeping track of things. Non-magical and non-unique items are likely to be lost within 3 posts of acquisition. It's only by the grace of god he doesn't lose his money too."
This means that you won't be able to keep anything like standard iron armor (to some extent). But you won't have to lose any nice loot.
My helpdesk should you need me.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
Titles – None
Race – Drow
Sex:– Female
Age – 22
Height – 5'7"
Weight – 124 lbs
Personality – Quiet and slightly shy, Asirri is intensely curious about the world but doesn't know how to express it very well.
Appearance – Those who have seen Asirri generally describe her as not unattractive but not really special. Her face is well-proportioned, if serious and slightly angular. Her jet-black hair is kept boyishly short, just touching the bottoms of her ears, and is uncompromisingly straight. Asirri's skin is pale and tinged with more than a little smooth gray. With more muscle than curve, Asirri's body is built more for function than for display particularly since it is criscrossed with a number of fairly deep scars. Most of her scars are on her arms and chest but a few do trace across her face. Her eyes are pale amber shot through with fleck of black.
Apparel – During the day, Asirri wears several heavy coats almost constantly. They generally come in mottled shades of green and many are well-patched. At least one hood is always drawn up over her face, casting it into deep shadows. Even this degree of protection from sunlight isn't enough for Asirri, she also wears a pair of circular blackened goggles, a headband and a mask that covers her lower face. Underneath her cloak Asirri wears heavy pants and a thick shirt and underneath that she often wears a black body-wrap although mostly on her extremities. At night Asirri's apparel is a different story. She takes off her cloaks, mask and goggles, becoming virtually unrecognizable in recognizabiliy. No matter what else she is wearing Asirri always has her katana at one hip.
Background – In all societies, there are those born with a darkness in them. In Asirri's case this is literally what happened. From the moment she emerged into this world it was obvious that she was not made for the light of day. Her parents dispaired, thinking that their child would never be able to survive with the severity of her condition so they abandoned her at the mouth of one of the entrances to the Drow's Subterrainean realms.
Her parents assumed she died but they were wrong. Against impossible odds Asirri survived. She somehow found her way back underground and lived by eating rats in the twisting, maddening passages until she was about seven years old.
When she reached that age she was found was a Drow from a different city than her parents. The Drow took pity on her and brought her back to live with him. The process of recivilizing Asirri was nearly as impossible a feat as her initial survival was but eventually Asirri could, read, write, speak and function in society. This was due in large part to her sharp mind and excellent memory but also to the patience and skill of her adoptive father.
As it so happened, her adoptive father was so good at teach because that was what he did professionally. As an instructor for both the raiding parties and as a private tutor for those who could pay, the Drow, whose name was Vetrius, had plenty of experience with teaching.
As soon as Asirri could be said to be civilized, which was at the age of 11, Vetrius began taking her to learn with both the raiding parties and observe the private lessons. At first Asirri was a miserable warrior but, slowly, she improved to decent then something must have changed. Asirri's growth starting becoming exponentially greater and greater. Within a month Asirri found herself able to perform attacks that Vetrius had estimated she wouldn't be able to use for years.
Fear of Asirri started to mount and for good reason, she didn't know her own strength. It was this unfortunate coincidence that eventually drove her from her community. In practice with the raiding party, of which she was now a member, she accidently killed two other raiders. Normally, she wouldn't have been punished too severely however Vetrius recognized the danger that his adoptive daughter presented and requested that she be exiled for several years. It was agreed and the next day Asirri left with little more than the basic preparation for constant life on the surface.
Affiliations –
Job –
Allies –
Enemies –
Accomplishments –
Natural Abilities –
Sunlight Sensitivity: Even when compared to other Drow, Asirri is especially sensitive to sunlight. Without her goggles she is virtually blind, even in the dim light of morning. When exposed to similar level of light, her skin burns in seconds and can actually combust if shined on for too long. If directly exposed, Asirri takes the triple damage from light effects.
Of the Shadows: Asirri has spent as much of her life as possible in darkness, they are more home to her than any physical place. Naturally this has made Asirri very, very good at remaining unnoticed. She can move extremely quietly and knows how to avoid sneak through the shadows.
Skills –
Unlight Mastery:
Level 0: Asirri can absorb ambient unlight for an Empower effect
Level 1: Asirri has a Constant empowering effect as long as she is completely out of direct light.
Spells –
Force:
Level 1
Quicken - Increase your speed by 50%. Follows the Quicken Rules.
Mind:
Level 1
Charisma - Doubles the chances of others to like and believe the caster.
Dark:
Level 1
Shroud - Create a 6-foot-wide patch of darkness around a target .
Spirit:
Level 1
Gan-har - Create a mirror image of yourself. It copies what you do but is incorporeal and cannot cast spells or interact physically.
Armor –
Cloth (the cloaks provide some protection)
Weapons –
Katana
Accessories –
Miscellaneous Items –
Containers –
Her coats have countless pockets and hiding spaces.
Pets –
None
Currency –
20 Gold Pieces
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
Otherwise, approved.
My helpdesk should you need me.
On a side note, other than asking a WPL is there anyway for me to tell what time it is, seeing as how that is incredibly important to Asirri.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
My helpdesk should you need me.
This awesome signature is tbe work of DNC at Heroes of the Plane Studio!
Magic Wars: DaesseclusMagic Wars Reboot Race:Emesmaa
Orammis Bhasir
Asirri Rokhane
Ursinus Koliel
If there's no one in the thread, the first one to post gets to decide what time it is.
My helpdesk should you need me.
Name - Roland
Titles -
Race - Human
Age - 25
Height - Average
Weight - Average
Appearance - He wears the cloak to keep the wind off his back, but it is torn in a few places. Underneath them can clearly be seen a pair of boots that look like they belong to a set of armor, but Roland walks in them as gracefully as though they were slippers. Under the cloak are the shirt and pants of a pauper, not very comfortable. His thin lips squirm slightly underneath his twisted, poorly re-set nose.
Apparel - Looks like the badguy
Background - Raised by Pentagons, Roland wants nothing more than to bring about the destruction of everything "Eastern" in retribution for the defeat of the Pentagons long ago, and also to bring about the rejuvenation of Pentagon culture and influence.
Affiliations - The Pentagons
Job -
Allies - None
Enemies - All who seek to defend the "Eastern", Epicus-centric way of life
Accomplishments
>
Any Character images
Roland
A better pic of his face
Natural Abilities
Emergence - Pentagon Infiltrator
Skills
None Listable, yet
Spells
Art
Levels -
Armor
Magical
(A) Old Alpha Boots - Alpha Boots will stick to any surface for up to three seconds, essentially allowing the wearer to walk along walls, ceilings, and other surfaces not favored by Gravity, as long as the wearers Ankles can bear it. These Alpha Boots are a relic from several centuries ago, with a magic that is (nearly?) lost to time, and do not stick for longer than two (2) steps consecutively.
Non-Magical
Weapons
Magical
Non-Magical
Non-Weapon Items - Accessories
Magical
Non-Magical
Non-Weapon Items - Miscellaneous
Magical
Non-Magical
Containers
Pets
Currency
200 Gold
Markers and Tickets
Any other images
Where The Items Are Kept
(A) Old Alpha Boots - Worn on Feet
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
My helpdesk should you need me.
Edit: Renamed him Roland, in honor of the Lord of Creation. Please PM me suggestions as to what he should look like, what he should wear, and if you remember the OG Pentagons, please tell me how he should act 'Like a Pentagon'.
For those not in the know, the Pentagons were Epic Worlds second "Big bad" enemies, after the Garr. The third were the Ghul, and what happened to those guys?
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
As for your idea... Works for me.
My helpdesk should you need me.
Name - Dias
Titles - (None yet)
Race - Hybrid, Human-Drow
Age 20 years
Height - 6'1"
Weight - 69 kg
One momentous day, Valkin was murdered on his manor. Dias, who were sent to pluck grapes, was surprised when he got back. Surprised, but not sad, he knew the fate of the sell-sword. And then Dias looked around. The manor was sacked, but Valkin's armory was nearly untouched. Dias took Valkin's most prized armor and a rapier, then set out on his own journey as a sell-sword.
Affiliations:
Sell-sword.
Job:
None yet.
Allies:
None yet.
Enemies:
None yet.
Accomplishments
> None yet.
Human-Drow Hybrid: Has no weakness to sunlight.
Outcast: Negative disposition towards Drows, slightly positive towards others.
Duelist Legacy Level 1: Battle Intimidation (works like normal intimidation, but in battle overwhelms foes and decreases their battle acuity.). Has a half-power natural Empower on him at all times.
Force Spells
Level 1
Quicken - Increase your speed by 50%. Follows the Quicken Rules.
Mind Spells
Level 1
Numb - Kills a target's tactile senses.
Level 2
Daze - Disorients a target.
Armor
Magical
Non-Magical
Ornate Elven Leather Armor.
Rugged leather gloves.
Rugged leather boots.
Weapons
Magical
Non-Magical
Common Steel Rapier.
Non-Weapon Items - Accessories
Magical
Non-Magical
Adventurer's belt.
Non-Weapon Items - Miscellaneous
Magical
Non-Magical
Containers
Common Steel Rapier scabbard.
Small adventuring bag.
Pants' pockets.
Pets
None yet
Currency
24 gold coins.
Markers and Tickets
None yet.
Coins: Pant's pockets.
Common Steel Rapier: Rapier's scabbard.
Ornate Elven Leather Armor: Worn on torso.
Rugged leather gloves: Worn on hands.
Rugged leather boots: Worn on feet.
Adventurer's belt: Worn on waist.
Small bag: Worn on back-waist, tucked on Adventurer's belt.
Rapier's scabbard: Worn on right-waist, tucked on Adventurer's belt.
My helpdesk should you need me.
What about now?
My helpdesk should you need me.
But on a second thought, I hadn't really thought of anything so I changed it to "Ornate Elven Leather". Mostly cosmetics, but it gives my character slightly more freedom of combat movement and protection than average leather armor.
My helpdesk should you need me.
Name - Hollis
Titles - None
Race - Human
Age - 20
Height - 5'5
Weight - 125 lbs.
Appearance - Close cut brown-red hair, deep blue eyes. Face is fuller and richer than height/weight would indicate, and nose is short and plump. Very little facial hair, hair in general grows rather slowly. Pinkish-skin, well-healed scar under right eye. Skin in general is creamy, but cracks easily.
Apparel -Hooded black cape, gray cotton shirt, loose-fitting gray cotton pants to allow for maximum flexibility, black leather belt.
Background - The child of abusive parents, Hollis was forced to learn responsibility at an early age. To survive, he had to learn to mediate their disagreements until he was empowered enough to leave his home. As a young adult, Hollis has made a living hashing out disputes between feuding races and tribes.
Affiliations -
Job -
Allies -
Enemies -
Accomplishments
Any Character images
Natural Abilities
Dehydration: Hollis was born with a rare disease whereby he is almost always thirsty, and he loses energy rapidly when he goes an extended time without a drink.
Negotiation: Hollis has a calming presence on others, he is adept at resolving existing conflicts and preventing fights before they happen.
Increased Agility, Decreased Strength: Due to his relatively compact frame, Hollis is quite agile, but his physical strength is limited.
Skills
Heart of Ice: Call upon the element of water within you to become a being as eternal as the seas and as cold as ice.
Lvl 0: Advanced sense of smell, can search the air through smell for chemical traces.
Spells
None
Armor
Non-Magical
Brown Leather Cuirass.
Weapons
Non-Magical
Quarterstaff. Taped on the top. Secured on his back with a holster.
Non-Weapon Items - Accessories
Non-Magical
16 ounce leather canteen. Secured to belt with leather strap.
Non-Weapon Items - Miscellaneous
Containers
Coin pouch secured tightly to his belt.
Pets: None
Currency: 200. In pouch.
Markers and Tickets: None.
My helpdesk should you need me.
Second, "Cleric" refers to something very specific in the Epic World, and they don't exist anymore. So that'll have to be removed.
His 'gifting' ability is definitely too powerful. We actually have spells for healing, and that's more powerful by half than a level 3.
Try to fix those, then repost.
My helpdesk should you need me.