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Please feel free to use any characters listed here, adapting as needed by your roleplay. All I ask is that you give me credit when you do (with a mention like @Light). Thanks!

New categories and such will be added as needed. All characters are original. All artwork is not original unless otherwise noted. Names in white are planned characters. See the Works In Progress section of this post to see what I'm currently working on. If you want a specific character worked on, just PM me and I'll queue it up next as I work.



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Ezeras Ekkenhart

"In the simplest sense, the properties of a thing are just as much that thing as existence itself."



Ezeras stands at 6'02", about average for an elf. He is rather lean, but carries the typical finesse about him that is common of his kind. He significantly lacks muscle, but not unhealthily so.

Creature Type
Humanoid (elf)

Genre
Fantasy (wizard)

Age
112 (young adult)

Sex
Male

Ability Scores (Total +5)
Strength -2
Dexterity +3
Constitution ±0
Intelligence +5
Wisdom +1
Charisma -2

Standard Skills / Abilities
Ezeras is a genius through and through. His ability to learn, understand and retain complex knowledge of history, mathematics, science, magic and all else is outstanding, even compared to other elves. He has mastered the art of the scholar and often performs lectures and seminars on the use of magic or alchemy. In his spare time he crafts both mundane and magical items for use and sale.

Supernatural Abilities
Spellcasting
Ezeras is an accomplished wizard. While he has devoted time and effort into learning all forms of arcane magic, no mage surpasses him in the school of Evocation; a vibrant and dynamic school that weaves raw magical energy to create a desired effect out of nothing. Many evocation spells can deal considerable damage through blasts of fire, lighting and the like. Others can create effects of energy for utility purposes.
Alchemy
Potions, poisons and magical extracts are all under the umbrella of Alchemy. Alchemists infuse their own magical energy into concoctions to create extracts, which are simply drinkable spells. More complex effects are brewed into potions which can be used later or by others, and some alchemists craft poisons in secret, often for black-market trades. Ezeras almost never makes or uses poisons.

Personality
True Neutral
First and foremost, Ezeras is a man of knowledge. His hobbies and spare time consist of study and experimentation in both science and magic. He is not concerned with the morals or ethics of others: only the reality of everything matters. He deals little in opinion and emotion, and instead focuses on fact and reason. This is not to say that he is stoic and cold. His passion for information and discovery drives him to pierce the darkness of ignorance and forage the path to new insight. When inquired, Ezeras could gladly talk for as long as needed in order to answer someone's question or show them some magical display.

Equipment
Ezeras' lack of armor or a weapon would hint that he travels light, were it not for the many tomes, materials and ingredients that he carries on person for various magical needs. He sports simple scholar's garb: a robe and slacks accented with many pockets and a large wizard's hat.

Biography / History
Ezeras had a very easy childhood. As soon as he could talk, his family knew he would be a prodigy. He made quick work of any learning institution he was put through, and showed to command the forces of magic almost as naturally as the sorcerers. But through his study and understanding, Ezeras rose to become a powerful wizard. By the time he reached the adolescent years of his early 100's, he had already become not only the highest performing student, but the headmaster of the most prestigious in all of the land. He's held his title rightfully since the age of one hundred and twelve, and has helped many aspiring magicians reach the title of Wizard.
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Auxentius De'Lamar

"I promised her the world, and I will not perish until that promise is fulfilled."



Towering at almost 7ft tall, Auxentius' presence is never missed. He wears leather armor underneath a cloak of simple make, and sports adventuring gear common to many explorers. He is fit and muscular, a bit lumbering in movement at first. But when he taps into his magic he can become a blur of lightning fast spellcasting.

Creature Type
Humanoid (human)

Genre
Fantasy (druid)

Age
43 (middle aged)

Sex
Male

Ability Scores (Total +5)
Strength +4
Dexterity -3
Constitution +1
Intelligence -1
Wisdom +4
Charisma ±0

Standard Skills / Abilities
Auxentius was well known throughout the land has a prominent sailor. As the captain of the SS.Belencia, Auxentius made a name for himself by claiming the waves in as many corners of the world as possible. He's a benevolent leader of a fine crew, and he has shown skill in diplomacy, in spite of his sea-fairing background.

Supernatural Abilities
Spellcasting
Auxentius is not a magician of study or prayer, but rather one of reverence towards the balance and power that nature holds. He calls upon the essence of the skies to wield magic of air, electricity and sound. He is able to cast spells of other kinds, but they are less potent.
Wildshape
In addition to magic, Auxentius can transform into many different kinds of creatures. Even though the list is theoretically endless, he tends to only transform into creatures that are related to air or electricity, such as avian creatures or elementals.

Personality
Neutral Good
At his core, Auxentius is a simple man. He loves his crew as a family, and he's likely to maintain an optimistic outlook, even in bad situations. He loves to explore and travel freely, but knows when to respect boundaries and understands that some things are simply as nature intended them to be.

Equipment
Druids are forbidden to use armor and weapons of worked metal. As such, Auxentius wears leather armor over his sailor's outfit. He carries no weapons, and most supplies are taken care of by his crew.

Biography / History
His life thus far had been rather simple. Prior to achieving such renown, he lost his wife to illness, the woman after whom his vessel is named. He has traveled since, upon a promise to take her to the most beautiful lands in the realms. To this day, he sails with his loyal crew across the world, exploring the unknown when he isn't ferrying the rich across national borders.
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Adamar

"I will not repent. I will survive."



At 5'10", Adamar's lack of height is made up for by his eerie presence. All of his body is obscured by robes and gauze except for his face, which is guarded by a blank mask of bronze. His build is impossible to discern underneath all of his heavy clothing.

Creature Type
Undead (human, lich)

Genre
Fantasy (wizard)

Age
17856 (immortal)

Sex
Male

Ability Scores (Total +15)
Strength +2
Dexterity +4
Constitution --
Intelligence +4
Wisdom ±0
Charisma +5

Standard Skills / Abilities
Highly intelligent and knowledgeable, especially about magic, supernatural creatures/occurrences, and anatomy/medicine. He is also able to craft magical items and magically enhance existing items, armor and weapons. Relatively strong and dexterous, but is loathsome to resort to physical combat, showing no signs of martial training.

Supernatural Abilities
Spellcasting
As a Lich, Adamar's most potent school of magic is Necromancy. This magic deals with life, death, unlife and the life-force. While a large portion of spells directly deal with undead, other necromantic spells can drain life from the living, grant false life, and channel dark energies. Adamar is also well-versed in other schools, showing a rounded set of magical skills, though with little focus on the magics of life preservation and healing.
Undead Traits
Undead creatures are preserved by a mental/magical force, and have no physical life-force keeping them animate, as most creatures do. This protects undead from conditions or requirements that also do not apply to objects (such as needing to eat/sleep/breathe, poison, bleeding, pain, nonlethal damage, etc). An undead can still be damaged and even destroyed (wholly or partially), but does not feel the pain that would be caused by the damage unless the damage and/or its source is holy in nature.
The process to create undead is invariably evil by nature. As such, undead creatures are harmed by magical or supernatural forces that would restore life to the living (such as a healing spell), but they are healed by forces that drain life from the living (not to be confused with spells that deal damage).
Undead are typically mindless. For the most part, their actions are dictated by a controller. An undead that is not controlled simply lumbers about idly, unless it finds the obvious presence of a living creature, in which the undead attacks the living to the extent of its ability. Attacking and consuming living creatures is not mandatory for the undead to survive, but is still instinct.
Undead do not need to breathe, eat or sleep, but many eat the flesh of the living instinctively.
Lich Traits
Typical undead creatures are mindless, created and mentally controlled by a necromancer. The Lich, however, is a product of his own sinister desires. Born from a strong magician or political figure who desires power and immortality, a Lich is the mind of such a person, bound to their undead and feted corpse by necromantic means. As such, a Lich maintains its mind, memories, personality and intelligence. However, having a mind means that the Lich is vulnerable to mind-affecting abilities and spells.
Every Lich maintains his immortality by binding his soul to a trinket of sorts, called a Phylactery. This Phylactery is the source of a Lich's power, and the destruction of the Phylactery is the only way to permanently destroy a Lich. If a Lich is killed while his Phylactery still exists, then his body, mind and soul will simply reform its presence. Without the Phylactery, the Lich will be unable to reform after being killed.

Personality
Neutral Evil
Adamar is by no means cruel, sinister, or diabolic. He is called evil by others mostly because of the nature of his existence. Adamar was fully aware of the blasphemy of his transformation into an undead creature. However, he seeks no atonement for his actions. Outside of being a neutral voice in the matters of his companions, he cares not for their well-being. Adamar only seeks to preserve his own unlife, and will gladly do so even if it requires the expense of allies. However, those who he deems highly useful will see an equal amount of utility from him towards their efforts.

Equipment
Taking with him only what he could hold in his final moments in a battle-scarred kingdom, Adamar has little in the way of supplies. Other than his robes, he keeps a mask to hide his rotted face, a tome within which his spells are written, and his phylactery.

The phylactery is contained within a small leather pouch, with leather straps tied to the top that allow opening and closing of the pouch, as well as securing the pouch to a belt or wrist. The phylactery itself is a small sheet of parchment, and written upon the parchment is a fell contract of death written and signed by Adamar. The contract is written in blood and signed in a sinister language of the dead, called Necril. This paper is carefully rolled and stored in the pouch.

Biography / History
Adamar was a court wizard for the king of the realm he lived in. However, his king was by no means benevolent. An oppressive tyrant, his majesty set only the highest taxes upon his subjects, and ordered the beheading of all that opposed him. Adamar was smart enough to not deny any demand made of him, which for the most part was simply to define terms, enchant items, or entertain with visually appealing spells. Occasionally, more specific needs were called for, but for the most part Adamar lived rather well by serving his king.

One day, his majesty called Adamar for a very unique request. Upon his arrival, Adamar learned of the king's desires for immorality, so that he might rule the lands for the rest of time. Such a tall order required years of research, practice and preparation. This was a condition that Adamar make very clear before getting to work.

Eventually, Adamar was ready. He approached his majesty in private to inform him of his progress, and arranged a time to perform the ritual. In a horrible turn of events, the ritual failed, and the king was now dead. Fearing for his own life, Adamar decided to try the ritual himself, so that he may survive any repercussions with a well-hidden phylactery.

After several hours of careful incantation, Adamar had completed the ritual. His life was ripped from his lungs, his heart ceased to beat to the soft rhythm that the living take for granted. And in its place, he felt a surge of negative energy lift his corpse off the floor. He had done it, he had become a Lich.

The following years would don a great war. With a bounty on his head, Adamar was frequently pursued by knights, paladins and clerics, seeking to slay him and purge his undead soul from their world. However, his hew-found powers over the dead allowed him to fight back with great force, in a war that would last for many centuries to come. Every aspiring hero slain by Adamar's undead forces only joined his ranks, and it would seem that victory would be his for sure.

However, the reverse quickly became true after the army of the living discovered the holy power of Positive Energy. With this gift granted to them by the gods, they easily destroyed hoards of undead while simultaneously reviving and healing the wounds of living soldiers. In a final resort to avoid destruction, Adamar weaved the mightiest spell he could muster. And with it, he stepped through the gaps of space and time itself to escape the world he once knew, in favor of a separate plane of existence.
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Kirin Raeburn

"Tradition and honor create order. I intend to uphold them all."



Kirin's average height of 4'04" is severely countered by his extreme weight of almost 600lbs. Upon closer inspection, it is revealed that his muscular and hardy structure is actually made of stone. His paler skin is like concrete, and his auburn hair fades into earthly grays. When standing still, many overlook him as a statue.

Creature Type
Humanoid (dwarf)

Genre
Fantasy (paladin)

Age
115 (middle aged)

Sex
Male

Ability Scores (Total +9)
Strength +2
Dexterity -2
Constitution +4
Intelligence ±0
Wisdom +4
Charisma +1

Standard Skills / Abilities
Kirin is profound in melee combat. He is so proficient in the art of two-handed weapons, that he trains legions of dwarven warriors. His defensive style acts as a wall for his enemies to break themselves upon, but his powerful retaliations can shatter even the hardest stone or metal. Outside of battle, Kirin's experience leading troops has trained him in the ways of diplomacy and leadership. In his spare time, he practices minor stone masonry, often crafting little figurines for religious purposes, but commonly gifts them to those he meets in his travels.

Supernatural Abilities
Stone Lord
Kirin is a devout paladin of the earth, and has adapted the dwarven way of holy justice known as the Path of the Stone Lord. In exchange for the typical spellcasting that is common for the sacred knights, Kirin gains powerful abilities based on the earth and stone he worships. His body becomes stone, increasing resilience against melee attacks. He can unleash waves of earthly energies to heal those with strong ties to the earth (such as elementals), and can focus his power to bypass stone and metal with a melee attack.
Earth Servant
Kirin can call upon to earth to summon an elemental of earth to fight by his side. This elemental remains summoned for as long as it wishes or until dismissed by Kirin or slain. It is imbued with holy power, and can be considered "good," "holy" and similar traits as needed by the roleplay.

Personality
Lawful Good
Kirin is a man of justice, tradition and valor. He actively seeks out evil with the intent to destroy it. While his appearance and rank would depict him as stoic and job-oriented, Kirin is actually very compassionate about his friends and allies, willing to throw himself in any harm's way to protect those close to him. Both in and out of battle, he values honor and fairness. He often allows enemies or the accused to fight or speak for themselves. Even potently evil creatures are shown respect, but Kirin stresses the difference between respect and agreement. However, he can sometimes fall short when he restricts the ability of his allies or himself because the actions taken are unethical. He can come off as closeminded at his worst.

Equipment
Over his officer's uniform, Kirin wears heavy plate armor for maximum protection, and sports a greatsword and longhammer. He carries typical adventuring gear on him at all times, but also keeps on him small stones and a chisel to sculpt with.

Biography / History
Kirin was born into a typical dwarven family of Ifile'dun. His parents, while devout to the gods of earth, named Kirin after an ancient god of thunder, so that he may live his life his own way instead of being raised under indoctrination. Oddly enough, he decided to not only follow the dwarven tradition, but to champion it. Kirin trained as much as he could in his childhood, and in adulthood joined the army as a holy knight in the name of his god. To this day, Kirin continues to hone his discipline and path, to become one with the earth he so devoutly worships.
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Versav Alexandrius

"Like a petal floating on the breeze, I am guided by fate."



Standing at a less than healthy 6 feet tall, Versav is quite lanky. His thin frame causes his skin to be tightly wrapped around bones such as his ribs, shoulders, elbows, knees, hands and feet. This would be more noticeable if it weren't for the gauze wrappings that cover almost the entirety of his body. Everywhere other than Versav's head and face carries horrible burn scars, and he must protect his sensitive skin with the gauze. His ashen colored hair and grey eyes are seemingly unnatural, as if his very soul was charred.

Creature Type
Humanoid (human)

Genre
Fantasy (oracle)

Age
21 (young adult)

Sex
Male

Ability Scores (Total +5)

Strength -5
Dexterity +3
Constitution -2
Intelligence ±0
Wisdom +4
Charisma +5

Standard Skills / Abilities
Versav is not particularly skilled. His life has been a slow steady beat that keeps the time until he finally gives out, or becomes something greater. He has lived mostly in shelter under the care of others, and as such not only is poorly skilled, but can be dependent on others.

Supernatural Abilities
Spellcasting
Versav's spellcasting abilities are greatly inherited by the strange otherworldly powers that bestowed unto him his Curse and Mystery. As such, he is highly proficient in spells of life such has healing, battling undead, as well as spells that deal with fire and heat. Because his spellcasting is not from within himself, he is not proficient with other forms of magic.
Curse of Flames
Each Oracle is cursed by the mystic energies that tether his soul to his destiny. In Versav's case, this curse has manifested as severe burn scars across his body, and the weakening of his physical strength and health. However, those with a curse often learn to channel the energy from it. For Versav, this meant the savage and destructive forces of fire are his to command.
Mystery of Life
In addition to a curse, the Oracle's destiny is tied to the confounding Mystery. The mystery is a manifestation of the Oracle's efforts into understanding their place in the worlds. As they pursue and hone their existence, the receive revelations on how to use the powers of their mystery. Versav's Mystery of Life has granted him dominion over the powers of healing, and positive energy.

Personality
True Neutral
Having spent his life in almost complete isolation, Versav's neutrality towards the morals and ethics of others is a product purely of ignorance to such ways. That isn't to say that he couldn't figure out what the best choice in a situation could be. He just might not entirely be sure if risking his safety is worth saving someone's life, but would have enough common sense to not outright kill someone. He tends to lean towards the alignments of those around him, allowing them to make most of the decisions.

Equipment
Versav carries no equipment on his person. Because he almost never travels, everything he needs is usually provided for him by his caretakers.

Biography / History
Versav was born with the burn scars that mark his body, and the abnormal ashen tone hair and eyes that mark him as one cursed by flame. Although he showed signs of some magical powers in such areas at an early age, he and his parents knew very little of the phenomena that cause him to be this way. Ultimately, his body withered as he became more charred in appearance, flakes of singed skin and hair corroding into dust and falling from his person. Because of this, he has worn gauze to keep his body safe for most of his life.

It wasn't until adulthood did Versave receive his first revelation. The destructive powers of fire that he tried to bury in his past were not the only magic that he possessed. Through his powers of healing, he began to observe the mysteries of life. He has done minor travelling with well equipped bands of soldiers and mercenaries as a divine healer and (sometimes) magical artillery, but spends most of his time in shelter from the dangers of the outside world.
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Aika Lennone

"Why am I here, you ask? Well, for the adventure of course!"



While most sylphs are somewhat distinguishable by paler skin, lankier bodies, and sometimes even supernatural colors in the eyes and bluish patterns along the skin, Aika resembles a human almost entirely, save for brighter eyes than the normal blue of a human. She stands at 5'07" and weighs an airy 83lbs, despite having a healthy looking body shape.

Creature Type
Outsider (sylph)

Genre
Fantasy (magus)

Age
20

Sex
Female

Ability Scores (Total +10)

Strength +1
Dexterity +3
Constitution ±0
Intelligence +3
Wisdom ±0
Charisma +3

Standard Skills / Abilities
Aika has made it almost entirely on her own in her adventuring, stopping only to stay with masters of her practices. Because of this, she is highly capable of survival in the wildernesses and on roads between cities. Honed is her sense of direction, hunting, gathering, and crafting. As expected, she is also an expert of one-handed swords, having learned many different styles to complement her magic.

Supernatural Abilities
Spellcasting
As a magus, Aika studies and prepares spells from a tome, much like a wizard. Because of her travels to study under many different magicians, her spell book is filled with a wide variety of arcane spells. As such, she is usually resourceful enough for most situations, and is without specialization in a particular school of magic.

Magus Arcana
The link between steel and spell for a magus is through their arcana. All magi train to tap into a reservoir of pure magical energy to enhance their abilities with their weapons. Unlike the complexity of spellcasting, magus arcanas are used to apply simple yet powerful effects to the user or their weapon such as increased speed, elemental effects, and other magical auras. Some magi specialize their arcana to enhance themselves, while others cast multiple layers of magic onto their weapons. Aika balances her use of arcana over herself and her sword.

Outsider Traits
Outsiders are creatures that are not native to the Material Plane, the realm of more common folk such as humans. Unlike humanoids, outsiders may come in highly varied shapes and sizes, and there are many planes that can be home to outsiders. As different as they come, all outsiders share the trait of their physical forms and their souls being one. Unlike humanoids, whose souls are released into the ether upon death, the soul of an outsider is the very same form as their physical body, and is killed along with it. Because of this lack of dual nature, it is much more challenging to bring an outsider back from the dead. Outsiders breathe, but do not need to eat or sleep (but may do so if desired).

Sylph Traits
Sylphs are a unique blend of humanoids and outsiders with an affinity for air. They, along with their elemental cousins Ifrits, Oreads, and Undines, are most commonly born from human parents, but the race of their humanoid heritage does little to impact the nature of the Sylph themselves. Because of their close supernatural ties to the plane of air, sylphs that express magical talent do so with greater ease and potency when dealing with air or electricity. Additionally, they resist harm from electricity, and those that hone their connection to the elements find themselves able to fly or conduct lightning to great effect.

Personality
Chaotic Good
Youthful, and full of energy and wonder, Aika feels most at home both at the heart of a battlefield and in the depths of a library. She often might act too immature or optimistic for her companions, but she is a reliable source of knowledge, and a well trusted blade. She feels a strong sense to protect and guide those weaker than her, but also to fight against those who would overpower others. Due to her abusive past, she becomes reclusive and closed off when asked about it, particularly her family.

Equipment
Because she is almost always on the road adventuring, Aika travels light. Other than living and travelling essentials, she carries a sword crafted of mythril and imbued with a simple base layer of magical power, and her spell tome. She wears light studded armor underneath a scholar's cloak.

Biography / History
Sylphs are generally born as a result of either strong magical presences of the element of air during the birth, or a heritage of air elemental energy in their bloodline, such as a genie, or sometimes completely randomly. Aika's existence as a sylph instead of human remains a mystery to her, as she grew up in a family that saw her as a monster rather than a gift. Because of this, she was the victim of severe verbal, physical, and emotional abuse for all of her childhood. At the age of 15, her magical abilities had matured enough that the broken, beaten and senseless young Aika took revenge on her parents, "accidentally" killing them in a fit of rage. After fighting herself on emotions of vengeance, and mourning, she decided to hone her powers and abilities so that she would never misuse them again, and to protect others so they don't end up like her. Now, she travels the world, searching for masters of magic and martial art to study and practice under so that she may become the most powerful spell-blade in the world.
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