(forgive me as my D&D knowledge is quite rusty atm. Also, since this is indeed an RP, I took a bit more creative liberty in creating my own spells. Since its also an RP, I'm ignoring the fact that modifiers in 3.5 are counted as -/+1 per even stat, and going with odds.) [IMG]http://i57.tinypic.com/2hrdb0x.png[/IMG] [b]Name:[/b] [color=Lightblue]Emil A'Telar[/color] [b]Age:[/b] [color=Lightblue]20[/color] [b]Class:[/b] [color=Lightblue]Swordsmage[/color] [b]Gender:[/b] [color=Lightblue]Male[/color] [b]Length(preferably in meters):[/b] [color=Lightblue]152cm (5'0")[/color] [b]Race:[/b] [color=Lightblue]Varyan[/color] [hider=Varyan]The Varyan were originally a group of nomads inhabiting the Shining Plains of the central Faerun. They are one of the fairly populous races and are well established throughout the region, and are commonly seen throughout Faerun as traders and merchants, often selling valuable fabrics in large trade caravans atop large beasts of burden. They show a natural attraction to wide expanses and warm, arid climates and remain averse to cold climates and mountainous areas. The short, slightly rotund builds of the Varyans belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects. Their bodies are also well suited to dealing with heat, though their bodies are considerably frailer than that of a humans, in part due to their short stature and small builds. The luminous eyes of the Varyan are the result of a glossy, protective layer which covers the pupil, an evolutionary response to the glaring sunlight of their home region. Skin tones of Varyans range from pale to olive, and their hair colors are typically range from blonde to white, though dark colored hair is not unheard of. Varyans have a lifespan slightly longer than humans, and mature considerably quicker, with 15 being considered adulthood among Varyans. The Varyan place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. This is evidenced by the fact that they continue to share prosperous trade relations with many of the other races of Faerun. Perhaps the most distinctive aspect of Varyan culture is its traditional dwellings—structures affixed to the backs of massive beasts of burden- known as Emurs. A single Emur is often capable of serving as a home to two or three Varyans. [/hider] [b]Racial benefits:[/b] [color=Lightblue]Dex +1 Int +2 Con -3 10% Heat Resistance 10% Vulnerability to Cold[/color] [b]STR(Strenght)[/b] [color=Lightblue]11[/color] [b]DEX(Dexterity)[/b] [color=Lightblue]15[/color] [b]CON(Constitution)[/b] [color=Lightblue]8[/color] [b]INT(Intelligence)[/b] [color=Lightblue]20[/color] [b]WIS(Wisdom)[/b] [color=Lightblue]16[/color] [b]CHR(Charisma)[/b] [color=Lightblue]10[/color] [b]Spells:[/b] [list] [*][color=Lightblue](10) Telekinetic Blast[/color] - A short ranged telekinetic blast launched from the palm capable of knocking a human back several feet. This spell takes little effort, but causes little physical damage, similar to the force of a strong punch. [*][color=Lightblue](0/10/20) Telekinetic Throw[/color] - The ability to lift and throw an object, animate or not. The larger the object and the more forcefully it is launched, the more power it requires. For reference, (0) would lift and throw a small stone, (10) would lift and throw a large stone or an object about the size of a baseball, (20) would lift and throw a small animal or object the size of a small dog. [*][color=Lightblue](40) Electric Bolt[/color] - A powerful lance of electricity launched from the palm. Accurate up to 25 meters, the bolt starts to stray from its path at 25 meters and loses potency at 30 meters. Requires a short charge time [*][color=Lightblue](20) Electric Spear[/color] - A moderately powerful attack with a forearm sheathed in electricity. It requires physical contact to attack. [*][color=Lightblue](0) Ghostly Flare[/color] - A small, incorporeal flame hovers around the general vicinity of its target. It creates a dim light, with a slight warmth, but cannot be touched. It can be used to start small fires. [*][color=Lightblue](10) Flame Brand[/color] - Fire coats the blade or striking end of any weapon. Adds fire damage to attacks, lasts 5 minutes. [*][color=Lightblue](0) Radiant Flare[/color] - A flame appears and explodes with a bright flash and noise, capable of blinding and disorientating unprepared targets. [*][color=Lightblue](0) Telekinetic Barrier[/color] - A circular barrier appears and blocks a single attack, it fades afterwards. It can completely block spells with power 20 or less, and partially blocks anything higher. [/list] [b]Skills:[/b] [list] [*][color=Lightblue]One Handed Weapons[/color] - 40 [*][color=Lightblue]Appraisal[/color] - 25 [*][color=Lightblue]Profession: Trader[/color] - 25 [*][color=Lightblue]Knowledge: Arcana[/color] - 50 [*][color=Lightblue]Knowledge: Local[/color] - 35 [*][color=Lightblue]Concentration[/color] - 50 [*][color=Lightblue]Language: Common[/color] - 90 [*][color=Lightblue]Language: Varish[/color] - 100 [/list] [b]Abilities:[/b] [list] [*][color=Lightblue]Magic Armor[/color] creates magical plate armor equivalent to AC 3 [*][color=Lightblue]Knowledge[/color] - 25 [/list] [b]Armour:[/b] [color=Lightblue]Adventuring Trader's Threads (AC 10)[/color] [b]Weapons:[/b] [color=Lightblue]Arming Sword[/color] [b]Items:[/b] [color=Lightblue]Travel pack, Desert Shemagh , flint and steel, waterskin, needle and thread, rations (3 days), Working knife, 2 wound curing potions, 1 revitalizing potion.[/color] [b]Gold:[/b] [color=Lightblue]40[/color] [b]Biography:[/b] [color=Lightblue]- In Progress-[/color]