I've been working on that sheet since this morning, so I sort of blanked out on any updates that have happened since then.
I hope that things aren't too big with my sheet. I didn't want to leave anything in the grey about what is clearly a powerful and advanced ability.
It's no big deal, but I still need it filled out, of course.
As for planar magic, I like it. Just don't use it to always avoid combat- which may come about- and it's accepted. I loved your CS, by the way. Details and long-ness is good.
It's no big deal, but I still need it filled out, of course.
As for planar magic, I like it. Just don't use it to always avoid combat- which may come about- and it's accepted. I loved your CS. Details and long-ness is good.
Of course~
I'm glad you liked it, tomato. I was honestly pretty worried about the length, and despite what you said about not skimping out on it, I totally cut some stuff out at the very end of her backstory just to have it stop at a dramatic point.
As for using it to avoid all combat: That probably won't happen. Irina really isn't a fighter, though, so try not to bully her too much...
I'm glad you liked it, tomato. I was honestly pretty worried about the length, and despite what you said about not skimping out on it, I totally cut some stuff out at the very end of her backstory just to have it stop at a dramatic point.
As for using it to avoid all combat: That probably won't happen. Irina really isn't a fighter, though, so try not to bully her too much...
Nah, you didn't skimp. It was certainly long and detailed enough.
Ah, well, you seem to be oblivious to it, so forget it
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Once you get the rest of your sheet filled out, you can go ahead and put it in the Characters section. I'll add Planar Magic to the "Schools of Magic" hider of the first post in a little while.
An easy though not entirely correct way to describe combat magic would be to call it a mix of Alteration and Destruction as it uses some aspects of both while also including abilities unique to itself. Combat Mages are unable to alter the world around them, but they can alter their own bodies to limited extents. At later levels they will also use some of the mid level Destruction skills in their own way.
Novice Combat Mages are able to strengthen their own bodies in several ways. They could for example make their skin as tough as wood, or slightly extend their attack range, by making their limbs a few inches longer.
At mid level all of these abilities increase in power, for example a skin as tough as stone or limbs that grow a foot longer. At this point they can also increase their own speed and jumping height by decreasing their own weight though this weakens their strenght, . Simply increasing one's strength is also possible by increasing bone and muscle density which makes the user slower.
When a Combat Mage reaches the level of mastery they will not only be able to use all of the mid level skill at the some time, but also add in some Destruction Magic like Elemental kicks and punches or drain an opponent of the energy to fight
Aliases: Ulyncromaux (Means โPatriarch of Un-Lifeโ)
Gender: Male
Race: Fenneca
Appearance: Umbrix stands tall at seven feet, eight inches, which is considerable even for a Fenneca. He possesses unkempt, dark brown fur, four pale red eyes, four large teeth grown over his upper lip, two jagged antlers formed in an almost decorative fashion, and two long, hairy ears. Some would say he looks something like an unholy deer-man, which wouldnโt be too wrong a moniker. Umbrix dresses himself in what the Fenneca consider a royal garb โ an outfit strewn from several miscellaneous animal pelts and hides, all sewn together and adorned with ceremonial markings.
"Form. Form, in life, is the cloud. Form in death is the rising of the mountains, centuries into seconds. Form I will not wait for. Form I will behold and assume and cherish."
Backstory: In a scant few forests dotting the lands, there reside sentient creatures known as the Fenneca. Commonly referred to as โdeer-folkโ, the Fenneca are a tall, unsightly people who live lives of isolation from other races. They operate on a structure of Houses, with each woodland territory they claim to be theirs belonging to one or two Houses total. The Houses are divided amongst Vauber, Dilhauk, Hrolus, Pkeltra, Manskr, and Rouxs. This division correlates to each Houseโs preferred school of magic, which all Fenneca are avid practitioners of. Their appearances differ from House to House, wildly so. The Houses are small, but the Fenneca are adamant, well-lived folk, and their living conditions hamper their pursuits in no way at all.
Umbrix belongs to House Manskr, which revolves around occult magic. They reside within the forest of Selenwood in the southeast, alongside House Vauber, who employ destructive magic. Manskr is known for being the least numerous of the Houses, though this is mostly in regard to the actual Fenneca comprising it. Manskr is notorious for its multitude of undead servants raised from both animals and would-be assailants. They work in close association with House Vauber, who do much of the killing for them and leave them the bodies. The other Houses look down somewhat on this activity, being more in touch with the nature around them, but they do not interfere.
Umbrix himself is one of the leading figures of House Manskr, and he is responsible for a good deal of the advancements they have made in their practices. At a young age, Umbrix began his practicing raising deceased beings to suit his needs, and at a slightly older age, he found himself striving to โimproveโ his subjects. It was around that time that Umbrix and the rest of House Manskr began taking the solidified fragments of life energy and twisting, contorting them into โaugmentationsโ for their experiments. With House Vauber assisting them, they began turning their undead servants from frail, atrophied zombies into even more grotesque, abominable, horrifying creatures. Umbrixโs efforts quickly earned him a respectable position among House Manskrโs numbers, and he was even gaining a reputation amidst the far-off Houses. This, as well, increased the rate of witch hunters appearing in Selenwood, which in turn just supplied Manskr with more and more fodder. Manskr continued their experiments, with Umbrix spearheading the effort. But eventually, things grew stale. No improvements were being made.
And then along came the lingering word of a certain tower.
"Arvix no'ur. Inskra turs. Salwaux Primus mohalistrun."
How did you find out about the tower?: The Tower has always been a topic of curiosity amidst all of the Fenneca, but never have any of them considered actually traveling to it. They are a people that are not held in the greatest regard outside of their forests and woods. Most donโt travel outside them whatsoever for the entirety of their lives. Umbrix, however, has grown increasingly curious of what the Tower has to offer, especially in House Manskrโs pursuit of creating the most powerful, capable undead minions. To what end, he wonโt say. But nonetheless, he has left his home to venture for the Tower, and hopefully bring back the means to raise House Manskr from its current rut.
"The Tower. The icon. The immutable presence and the indomitable lunge into possibility. I can, I have, I must, and I will."
Personality: Umbrix is cold, composed, and observant. As is common for the families among House Manskr, he possesses a downright disturbing sense of curiosity, always wondering what the life force of an individual can be split into and used for. Umbrix himself has often been observed as a well-worded, cryptic individual, optimistic in the worst ways. Nothing seems to wipe off that wry smile of his, riddled with looks of mischief and possibility.
Magic School and Skill: As is the mainstay of House Manskrโs very existence, Umbrix is versed in the school of occultism, having been raising dead beings since he was ever so young. However, unique to his practices and the rest of House Manskr is the action of โmodifyingโ their subjects. From the corrupted life forces of myriad organisms, Umbrix has devised ways to improve his subjects in both form and power drastically. He could turn a rabbit into a man-eater, and a man into a hulking abomination. For Umbrix, the base corpse is not enough. In death, a creature has the potential to become something much more. In death, greatness lies. Or so he believes.
"Still yourself as you stand among the bodies, long or fresh. There are whispers. Whispers of want. Dreams and desires. Death? Death is that which answers. Life is wrought with false merits and illusions. Death lifts these burdens and leaves bare the skin to cover in bridges to the ultimate answer. I build those bridges. I am leading the expedition into the intangible uncertainty. The void, the veil of nothingness, over fields of the purest forms of existence. Life is finite. Gods are unreliable. The universe is far too vast. Death is close. Death is always with us. Death will show us the answer."
How did you find out about the tower?: A wizard brought him there. He's been hanging around ever since.
Personality: Playful, irresponsible, and a bit aggravating. Rowan means well, but he's often underfoot more than he is a help. He tends to be overly curious and nosy, enjoys inviting friends over, and plays music all times of the night. He's also a bit hard headed; having been transformed into a chair once and still not changing his ways.
Rowan enjoys harassing the female patrons of the tower, though he does so with completely harmless intent. He seems to enjoy attention from just about anyone, but he has a whole bag of tricks just to get the ladies to talk to him.
Although, this is a far cry from what satyrs are typically known for. Most people know them as the nasty creatures that play tricks on travelers and kidnap women from villages for sport. Although it's a fairly small group of the species that does these things, it gives the rest of them a bad name.
Magic School and Skill: Rowan doesn't really own any traditional magic. Although his common skills include pan pipe playing, gardening, and beast keeping.
Appearance: Rowan is a full blooded satyr. His human half has olive skin and curly, reddish brown hair. He has a bit more hair than your typical man, his arms sporting shaggy, almost furlike growth near his elbows. His form is muscular, particularly his arms. He was cursed with a boyish face, which he hides under a trimmed beard and mustache. His goofy, floppy goat ears don't help. He's rather small, standing at 5'6". The horns on his head curl backwards and are very strong.
His goat half is that of a tahr, with long, brown fur and larger hooves. He's very nimble on his feet, faster than a human, and able to climb and balance uncannily well. As for clothing, Rowan often goes without. With his bottom half so heavily furred, he doesn't really have anything to hide. If he's attending a more proper occasion, he has a couple tunics to pick from in various colors.
History
Rowan was born and raised in a clan like most normal satyrs. They dwelled in a forest near a human town, with whom they tentatively shared land with. When Rowan was a kid, he liked to go spy on the human, his curiosity too much for his own good. His clan didn't like this behavior, but although they told him to stop, he kept on.
Eventually, in his teenage years, Rowan crossed the line and went into the human village to seek a job there. He wanted to learn how to blacksmith, and make the wonderfully shiny things that the humans could make. Although it was a strange desire, the local blacksmith found the young satyr to be a charming little creature, and allowed him to be an apprentice.
Rowan's clan did not take to this idea kindly. They saw this a servitude towards the humans that so often persecuted them. Rowan spent a whole week in the human village before returning to the forest to tell his clan of his adventures. But instead of returning to a welcome party, he was attacked.
Rowan was forced to flee his home, injured by his own family for what he'd done. The satyr managed to escape him before he fell onto a dirt road, too hurt to continue on. It was there that he was found by an elderly human wizard. The man helped Rowan into his carriage and offered to nurse him back to health, in return for his servitude. Rowan was wary of serving a human, the thing that got him into trouble in the first place, but seeing as he had no better option, he agreed.
The wizard was kind to Rowan. Being elderly as he was, he often had Rowan run errands for him, pick up ingredients and help move heavy items. It wasn't a bad job. Rowan was eventually brought to the tower with his wizard master, who died there only a year later. Rowan was allowed to stay, if only out of pity, and is now technically owned by his first master's son, who now stays at the tower as well.
Mentors: (Lankhar the Enternal, Asphixious the Overlord)
Gender: Male.
Race: Half-Elf.
Appearance: Alrin is tall ( about 5'11" and 175lb) and lithe yet still athletic looking as an elf would look but still looks are deceiving, his eyes are coloured hazel brown with a mix of grey, his skin is a pale pallor and he has a large scar that overlaps his mouth, Alrin has long dark brown hair that reaches his shoulders, Alrin is dressed in a billowing black hooded robe that has designs of Elvish leaves the design is around the shoulder,cape and neck areas.
Alrin also underneath wears light leather protection and when not in battle sometimes dons a tunic of his tastes.
Backstory: Alrin used to be a young farmboy who tended to sheep and cattle in a small unnamed thorp he used to call home, Alrin never knew his father but he knew that his father was an Elf and his mother had left him with her brother Sam Granar a dashing Ranger who was fond of the drink, music and women Alrin loved Sam as he would a father and Alrin had a happy life for at least 20 more years until he was 22 when a band of orcs raided the thorp and pillaged an destroyed everything he had cared for, he even witnessed the brutal death of his Uncle Sam hewn to pieces by an orcs mighty axe.
As Alrin waded in battled until he met a one of the largest orcs he had ever seen in his life almost 8 ft tall with a large great sword it took one swing and Alrin was sent to the ground and as he sat their blood streaming down his face he felt around his body for the wounds and he felt a large cut along his chest and an even larger cut across his face from a piece of wood probably on the ground it should have made him blind but it hadn't, the large Orc had been approaching and was about to deal the final blow when he heard a loud voice and saw a pair of black boots appear in front of the large Orc the voice said.
"Don't kill this one I will need him I have dreamt of this day!"
And that was when he met his mentor Lankhar who taught him the way of magic and trained him in the Arts of Necromancy for the next five years he became more and more potent and his wounds healed from battle only leaving the scar on his mouth that lead to his chest.
Lankhar passed Alrin down to a master but it was with great difficulty because he was forced to because Asphixious the Overlord commanded he teach Alrin the ways of the true Necromancer and he learnt to master the magic but it took a long time until Alrin was 37 to completely master Necromancy then only then Asphixious let Alrin set out on his own Asphixious passed on to the place where great Necromancers must make a choice and so did Lankhar but it was not Alrin's right to interfere.
How did you find out about the tower?: On his travels Alrin stumbled upon many things and met many people along the way but once on one stary night Alrin was hunting a few yards away from his camp when he met face to face with a small gnome dressed all in green.
"A message for a Spellcaster from Prince Seadus"
The little gnome gave him the letter and then vanished into thin air, besides the odd little gnome the letter stated about the tower which Alrin had heard whispers about in the minds of those long dead and those Alrin had killed and he was interested he knew the letter was a plea for some kind of help and that is Alrin had time to read about other than that he read the directions and then he bolted for camp preparing for the journey to the tower.
Personality: Quiet and softspoken but very adaptable and friendly, Alrin is very driven by his goals but he is often distracted by his studies, but he is very fond of music, especially Elvish music although he does love normal music he also loves a good Ale once every so often eventhough he isn't a drunkard, Alrin is good humoured but dark at times he is always somewhat sad or depressed because of his life and his history but he never lets his depression get to him that is why he surrounds himself with activity, he tolerated his mentors but truthfully hated them both for making him what he is and for destroying his life and Alrin also loaths Orcs but keeps in mind that they are people as well.
Magic School and Skill: Normal magical understandings:
- Understanding of the culture and standard spells.
- Understanding of the castings and rituals of magical spell scrolls and Tomes.
- Understanding of the magical tongue and pronouncements of spells and rituals.
- Common Spells such as Detect magic and etc...
- Knowledge of the other planes of existence.
The School of Necromancy. The user's magical abilities revolve around manipulating the dead, death, the life-force and/or souls for good (i.e., resurrecting the dead), evil (in various ways) or neither.
Users can also use communicate with the deceased.
(either by summoning their spirit as an apparition or raising them bodily for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge)
Many practitioners find a way to cheat death one way or another, whether by becoming some form of undead creature or by bypassing their own ability to die.
@SepticGentleman Accepted. You can put it in the Char. section, now.
@Metronome Wait, so does your character not know any magic whatsoever?
@Blackmist16 Accepted. Looks like we have yet another Necromancer. I'm now imagining the tower surrounded by zombies and people wearing skulls for clothing. You didn't need to define the school of necromancy, it already exists
@Blackmist16 Accepted. Looks like we have yet another Necromancer. I'm now imagining the tower surrounded by zombies and people wearing skulls for clothing. You didn't need to define the school of necromancy, it already exists
Umbrix wouldn't be so clichรฉ. A horde not being used to attack something just rots away needlessly. I don't know what Alrin's going to bide his time with but the antlered, four-eyed gentleman has different plans.