Name: Raa Tel'Nimras (Lion Of the Whitehorn (unicorn) )
Aliases:'mudblood' by his grandmother
Age: 15/50
Race: Half/Orc
Alignment: Lawful (good if the elven god is good, neutral if the elven gods are neutral)
Place of Origin: Elven outpost on the orcish border.
Gender:Male
Class:Paladin
Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats.
Strength: 13[15]
Dexterity: 13
Constitution: 13[15]
Intelligence: 10
Wisdom: 8
Charisma: 18[16]
Height: 6'6"
Weight: 360
Build: Large militant frame
Eyes: emerald green
Hair: black
Skin Tone: Green often splotched with fresh bruises
Racial Abilities: Low light vision
Tattoos/Scars/Piercings: Birthmark of holy symbol over his heart
Day To Day Attire: Simple homespun fabrics whenever possible, Burlap and bad leather to keep him humble.
Strengths: Blessings upon his back, Highly charismatic (for an orc), Rigorous and religious training
Weaknesses: Loyal to a fault, Unwise, Brash
Trait * Trait * Trait * Trait
Sexuality: Bisexual-male preference
Relationship Status: Single
Personality: Minimal 2 paragraphs
Habits: Minimal 2
Hobbies: Heraldry, he like the etymology of the symbol choices used to define one self and thinks there is something to be learned of an a enemy in advance by knowing what they feel best represents them.
Fears: Wizards (he has seen good people killed over the whims of a reckless wizard)
Claustrophobia (having been swallowed whole by a monster, he never wants to experience that again)
While not a fear, he has been conditioned to follow the orders of superiors under pain of punishment which can lead to unreasonable responses.
sight,sound,smell,touch,taste,
Likes: Simple farmers food, a bushel from the garden and a loaf of black bread leaves him happy. He likes earthtones of green and brown more than any other, where other knights have bright contrasts, he is the subtle upon the field. As expressed earlier, he favors men and muscular women to bed because of the physical ideals of what he was raised as 'good' in physical perfection, so he seeks it in his lovers. He loves the smell of gathered herbs and will often anoint himself in lavender or rosemary oil when forced to courtly presentation. His favorite sound is either the sound of a storm in full swing with sheets of rain and crashing thunder or the pounding of a drum circle also in full swing. lastly, the empherical umami, he savors the presence of holy sites, even if it is not his god. Just the proof of
the gods puts him at great ease.
Dislikes: While by no means a vegetarian, he dislikes overly seasoned and complex foods. Alongside his sensitive vision for being able to see in low light and darkness, he prefers to avoid bright and stark colors, a contrast to his interests in heraldry but a suffered dislike otherwise avoided all the same. Feminine men and overly 'wench-like' women hold no appeal to him, they spend too much time preening and unwilling to do great things with their opportunity. Between the fear of wizards and a dislike of complex foods, he finds himself almost willing to suffer to avoid alchemist labs for the acrid stench of their experiments. It is worth to note he makes a distinction between 'alchemists' and 'herbalists'. Utter quiet is quite is damning to him, he would rather listen to the sounds of someone being tortured than forced to suffer silence. With great reiteration, places of great arcane power make his skin crawl like wizard towers and summoning circles put his teeth on edge.
A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges
- Detect evil: 60' Radius
- Aura of protection: 10' Radius
- Heraldry: Identification based on symbolism for family and organizations
- Land based riding: The ability to do more than sit in a saddle, it is to ride hard and engage in combat without falling off
- Healing: the non-magical tending to wounds.
- Herbalism: The use of natural Flora to beneficial effects.
A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting - Limit 5 for single class, limit 3 for dual class - magic classes only
- Lay on hands: Heal up to 12 hit points throughout the day.
- Turning: Able to repel or destroy undead, demons and devils as 4th level cleric.
- Cure disease: 2/week
Possessions Generally On Person: Clothing, coin purse, money, etc
- Money: 100 GP in assorted jewelry, feastware, copper pot, and other trading trinkets more than cold coins.
- Clothes: Brown burlap brothers robe over woodland 'leathers' of goatskin.
- Drum: Small instrument used to pass the time
- Sickle: Decent functional blade for polite reasons and gathering plants
- Book and charcoal: as much a diary or journal as it is a doodle pad
- Black iron tankard: For drinking.
Weapons: Personal weapons, no magically enhanced items
- Scythe: His primary weapon that once belonged to a cleric of Chauntea who fell in battle beside him. The scythe lets him use his full body with each swing while keeping an ionic look for his future fame. They fought beside one another dealing with a goblinoid threat and the cleric fell to a lucky javelin throw.
- Throwing axe: His primary offhand and ranged weapon, allowing him to put his strength on a ranged targets. It was a piece given to him from a dwarf bard for having the courage to stand against a tree with an apple on his head while the stoutman did party tricks.
Armor: Base armor only, no magically enhanced items
- Ankheg Armor: Platemail he earned after getting swallowed whole by the beast. His mother had sent him out to protect some farmers from loosing cattle and bit off more than he could chew. His saving grace was that it had spit up its stomach acid earlier in the fight so when he was swallowed, he wasn't bathing in its juices as he cut his way free with his throwing axe.
- Shield: His heavy wooden shield is little more than a stacked pair of barrel lids, a keepsake from his first tavern brawl, he has since put fittings to to protect himself properly in the future. He most often uses the shield with his throwing ax when his scythe is of no use to him. People joke that since it came from a gnomish brewer, the wood must be potion-proof, he hasn't tested this theory.
Animals:- Moose: What else could hold someone like him and not snap its spine? Draft horses are in short supply in the forest.
Pack Contents: What do you carry in you pack when traveling
- Item: Description
- Item: Description
- Item: Description
- Item: Description
- Item: Description
- Item: Description
Magical Items: Limit 2 low level
- Holy Symbol: He wears a holy symbol of Heironeous rather than Mielikki, as a tournament of arms was fought to a draw against another paladin. He offered to exchange holy symbols as a gesture of brothers in arms and was received with zeal. This item lets him turn others as if he were a higher level cleric.
- Rings of readiness:This magical item consists of two plain iron rings, one
suitable to be worn on a finger and one larger, some 2" in diameter. The larger ring is to be placed on some item. It can be sewn into or bolted onto a set of armor; it can be placed upon the pommel of a weapon (in which
case it shrinks until it fits snugly); it can be attached to any item of personal gear weighing less than 100
lbs. When the larger ring is attached to an object, and the smaller ring is worn by a character, the character needs only to utter the magical word inscribed on the inside of the smaller ring. When he does, if the other ring is within 10 miles, it will instantaneously transport that object to the character.
If the item attached to the other ring is a weapon, it will appear in his hand. If the item is a suit of armor, it appears on the character; if he is already wearing a suit of armor, it appears next to him. If the item is something else, it appears in a fashion dictated by the DM; a crown will appear on the character's head, while a sewing machine would appear next to him, for instance. If the item attached to the larger ring is more than 10 miles away, nothing happens.
The use of the rings must be announced before initiative in the combat turn. Use of the rings takes no time. The character calls out the magic word before initiative; then, later in the turn, when his actions come up, the item in question appears. If a character finds the smaller ring without the larger one, then he can summon whatever object the larger one is attached to, even if it is not his. These rings recognize no single owner. An
interesting quest in a campaign might be for a character to find the smaller of a set of rings and have to wander to find the larger ring and summon it and its object to him; remember, it only works within 10 miles of the summoner. The magic only works if the item attached to the larger ring is inanimate. Living things are not transported. Once summoned, these objects may not be sent back. This is a one-way trip. The rings may be used any number of times; they do not wear out.
Many heroes use this magical item so that they never lose their weapons. If the hero finds his sword disarmed in combat, he can call it to his hand on the next round, without wasting the time to go get it. Some con artists use it to run a scam: They'll secretly attach the larger ring to some great item of treasure, sell it to a dealer, ride out of town with their money and then summon the treasure back. This is a good tactic until the vengeful dealers catch up with them. This magical item may be used by characters of any class. Rings of readiness cannot be used on the same weapon as a bracelet of charms.
(willing to reduce this from 0 miles to only 1 mile to reduce the cost.)
Potions: Premade or prepurchased potions - limit 5
- Healing: For the quick heal in the middle of a fight.
- Healing: For the quick heal in the middle of a fight
- Item: Description
- Elixer of fire breath: Often used if he knows he is going into an unfair fight. Three times in an hour of drinking the potion, he may breathe fire. This is most useful if his hands are full or facing off against a troll.
- Item: Description
Creation Materials: Anything used to brew potions or for alchemy
- Herbs: weak healing potions via teas or infusions
- Poultice: Used for drawing out poisons and infections
- herbed fats: part of a salve for burns of acid or fire.
- Item: Description
- Item: Description
- Item: Description
Parents: His mother is a human druid at the elven outpost and his father is an Orc shaman of the treefell tribe.
Siblings: Two sisters, (Flora and Fauna until I come up with better names)
Childhood: Anything notable?
Adulthood: Anything notable?
Special Moments: Things that stick out in you characters mind most often, minimal 2
Current Events: With the destabilization in the human and orcs, he has stood up as the son of the shaman to come to understand these hostilities. He hopes to bring peace to the lands and gain another merit of honor as a paladin.
⚜ High Ranking * ☯ Neutral * ☮ Friends * ♥ Crush * ⚤ Significant Other * ☠Enemy
You may work out several predone relations as NPCs you control. Limit one high ranking character, minimal of one sworn enemy - all npcs are limited to base information and items within the Rp. Relations can be worked out between player character before start of Rp if you wish and added to during the Rp
- Kirin Tel'Nimras: His unknown enemy, his great grandmother has done all she can to set him up to fail by 'training' him until he is coughing up blood and then throwing him to impossible odds.
- Name: Description
- Name: Description
- Name: Description
- Name: Description
- Name: Description
Character Quote: Family
Theme Song: Aura Color: Green flames with purple arcs of electric.
Scent: Ahnkheg and earth with traces of moose.
Anything Else:Still questing for his holy sword
Still questing for his "War horse"
Gold: 100 GP in forms of various smaller treasure, such as silver goblets, jeweled dagger and other trinkets.
Biography:His story starts with his ancestors. His great grandmother was a paragon of elven ways and life, a paladin to Mielikki who rode a unicorn into battle. But it seems her pride was his doom, a moments weakness with a human ranger whom she had thought was a blessing of the elven gods resulted in a half-elven child.
That half elven boy still had the spark of nature and became a ranger like his father. A good and noble position, the best a human could achieve in elven eyes, but his every breath was a reminder to his mother of a moment when she was less than the ideal elf. That stain spread when he in turn fell in love with a human, just as his mother had before him. This child was almost considered illegitimate as a full human if not for the druidic magic that flowed in her veins and the almond eyes.
The final insult came twenty years ago when the druid human made peace with the orcs trying to deforest the trees on the edge of the wood. A bargain was truck to lead the orcs to naturally fallen trees within the forest for their use or to hew diseased wood to prevent infecting others. This bargain was consummated with the shaman of the orcs and a half-orc child was born of the union.
He was nearly killed on the spot if not for divine intervention, a birthmark of a unicorn rests atop his breast showing him to be gifted by Mielikki, just as his great grandmother. She watches and waits while showering him with back-handed praise as she begrudgingly trains him with nearly suicidal missions, If he dies, she wins, if he lives, she corrects him on everything he did wrong.
***
Miscellaneous