Name:Elm Gerzeth
Aliases:Knuckle, Bone
Age:43
Race:Half Orc
Alignment:True Neutral
Place of Origin:Village of Shemshack in the Toothpick Mountains
Gender:Male
Class:Wizard
Strength:16
Dexterity:8
Constitution:20
Intelligence:16
Wisdom:6
Charisma:9
Height:2.34m
Weight:170 kg
Build:Heavy set warrior-esque build. Typical half orc fighter.
Eyes:Dark Maroon
Hair:Ice-white
Skin Tone:Pale green
Racial Abilities:Orc Rage: When suffering fatal damage, the character’s health is instead set to the lowest possible minimum(1 use per day/long rest, automatic).
Infravision: Half-Orcs have the ability to see in the dark up to 30 meters(120’)
Tattoos/Scars/Piercings:One long scar from the belly button to the right collarbone, barely visible on the orc skin and naturally healed.
Day To Day Attire:Dark brown hide pants complemented with a thick hide coat and a plain cotton shirt. Long brimmed straw hat and heavy wooden boots inlaid with wool. Rough wolfskin scarf.
Strengths:Due to his mountain heritage, Elm’s keen instincts give him an advantage when traveling in mountainous areas.
Fascination with the undead gives Elm an advantage when it comes to identifying and interacting with them.
Due to his general appearance, Elm has an advantage when bluffing to make himself appear dumber than he is or hiding his magical abilities.
Weaknesses:Due to his mountain heritage Elm can not stand hot environments and is at a permanent disadvantage in them.
His fascination with the undead means Elm is rejected by many communities that condemn necromancy
Due to his general appearance Elm has a disadvantage when trying to appear (or convince someone that he is) intelligent and when bluffing to make himself appear smart.
Stubborn * Peaceful * Curious * Sincere
Sexuality:Necrophiliac? Never attempted any sexual acts or tried to figure out preferences.
Relationship Status:Unmarried
Personality: Elm is a very active and vocal person, but is also a very cautious person and one not willing to disclose too much about himself and his interests when asked. He likes the freedom to do whatever he deems fit and cares about the conservation of all things living, whether they be undead or not. He is easily offended at anyone who does not respect his chosen profession or his race.
Habits: Elm makes it a point to chew on a blade of grass or a leaf from a local tree, every time he comes to an unknown place. According to him it helps gauge the lay of the land.
Elm often pretends to be dumber than he actually is, for the better or worse.
Elm always carries a club with him even though he is not proficient with any effective fighting style.
Elm is obsessed with any kind of written word, collecting scrolls, scriptures and taking religious care of them.
Hobbies:Elm is an avid reader and writer, always in possession of any scriptures he can find and taking religious care of them.
From his time with the orc tribe, Elm retained the hobby of sharpening sticks and tools, practicing on his club most of the time.
Related to his hobby, Elm’s hobby is beginning form of manuscript restoration and preservation.
Fears:Elm is terrified of losing or (accidentally) destroying the few scriptures he owns.
Elm is terrified of old wrinkly human people. He believes they are liches come back from the dead, but his inability to communicate with them the same way he does with undead terrifies him.
Due to his dislike of hot areas, Elm inhabited a strong fear of artificial fire. This puts him at a significant disadvantage when faced with fire based magic or any other artificially created fire.
Likes: Mountains, young humans and elves, scrolls and writings, undead, meat, hunting, reading, restoration
Dislikes: Old people, people judging orcs by their skin, horseback riding, fighting, racism against undead, bigger things than himself.
A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges
- Skill: Hunting: Mountain hunting and big game hunting enjoy an advantage. Can easily track big creatures.
- Skill: Nightvision: Up to 120 feet
- Skill: Climbing: Advantage when climbing mountains or rocks, otherwise normal proficiency(years of experience, trained from childhood) with climbing anything else.
- Skill: Reading: Extended studies reduce time needed to decrypt old languages, basic knowledge of most common languages when reading.
- Skill: Athletics: unusual running speed for a half orc his size, trained by years of hunting in his tribe. Considered a trained runner on uneven terrain. Is capable of high jumps as a trained hunter.
- Skill: Orc Rage: Innate skill, the remains of which allow a one time avoidance of certain death by summoning a buried rage that bestows a temporary increase in hit points.
- Skill: Armour Proficiency(Heavy/Light): Can wear light or heavy hide armour without movement being hindered and a slight reduction to spellcasting penalties.
- Skill: Improvised weapon proficiency: Necessity breeds talent and talent breeds all kind of improvised weapons and traps.
- Skill: Unarmed Fighting proficiency: Long sparring sessions in his tribe have granted Elm the ability to stand his own in a fight.
- Skill: Simple Weapon proficiency: Clubs, crude spears, sword and other common weapons.
- Skill: Language(Common, Elven, Orc, Dwarf): Long studies have implanted a basic understanding of Dwarven and Elven languages, but speaking is as of yet impossible.
- Skill: Survival: All the basics, plus extended knowledge of mountain survival.
- Skill: Tumble: Ability to (usually) fall without suffering serious damage.
- Skill:Half Orc stamina: Ability to run extended distances flat out, born out of the frequent practice of fleeing from big game and mobs.
- Skill: Fast healing: Heals at double the speed of the average human due to orc heritage.
- Skill:Restoration: Ability to restore and retouch old scrolls and texts, enabling the ability to reconstruct spells
A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw backs to casting - Limit 5 for single class, limit 3 for dual class - magic classes only
- Spell: Summon Undead: Raises a corpse within a 200 feet radius(counted as a sphere, so buried bodies can be used), then binds it to Elm for the duration of the spell(3 days). The raised corpse is under unquestioning mental control of the caster and does not require concentration to control.
Casting time: 10 minutes of full concentration.
Material components: Speck of dust, something dead within a 200’ radius.
Drawbacks: No known ones. - Spell: Empower: Doubles the health of a creature for 24 hours. At the end of the period the target’s health is reset to the minimal possible amount.
Material components: Living caster.
Drawbacks: Caster’s health is halved for the duration of the spell and any healing effects on the caster within the next 48 hours are halved. Long casting time (3 minutes). - Spell: Decipher: Enables the caster to gather and record the meaning of an unknown text or set of symbols by tapping into ancient magic.
Material components: One pristine scroll.
Drawbacks: Caster experiences a mild headache after casting the spell. The effect is cumulative with multiple castings. - Spell: Shards: Nearby bones shatter into smaller sharp shards and speed towards the intended target, dealing massive damage to anything that can have flesh wounds(essentially making them a pincushion). The amount of shards(and subsequently, damage) depends on the amount of bones used.
Material components: Nearby bones.
Casting time: Instant.
Drawbacks: May use bones from living creatures if the caster isn't paying attention, thus causing extreme bodily harm. - Spell: Water jet: Summons a jet of fresh water to fly at the target up to 30’ away. Size of the jet varies depending on the source of the water, which can be any container of water nearby, a body of water, plants or even humid air.
Material components: Jug or nearby presence of water, including humid air.
Downsides to casting: *Any* nearby source of water will be used. That includes drying out the air, emptying the party’s water supply and killing off plants.
Possessions Generally On Person: Clothing, coin purse, money, etc
- Item: Scroll Case: An old, rugged scroll case fastened with thick leather straps and built like it was meant to withstand the apocalypse.
- Item: Rough leather coin purse with 20 gold
- Item: Food rations for a week
- Item: Heavy fur coat
- Item: Water rations for a week
- Item: Camping kit: everything to start and maintain a fire
- Item: Survival: A set of crude knives for everything related
to hunting and skinning animals. Includes a small sharperning wheel. - Item: Big backpack-esque construction capable of holding an average human.
- Item: Rough leather cap with sewn in fur to protect against the cold.
Weapons: Personal weapons, no magically enhanced items
- Item: One large wooden club.
Armor: Base armor only, no magically enhanced items
- Item: Wooden boots lined with fur.
Animals: Have a horse or bird? Limit 1 non bonded
Pack Contents: What do you carry in you pack when traveling
- Item: Everything mentioned above is travel kit.
Magical Items: Limit 2 low level
- Item: Ring of Elemental protection: Protects the user against all elements (25%)
- Item: Ring of Language: Allows the user to speak a chosen language for 24 hours. Recharges 1/week.
Potions: Premade or prepurchased potions - limit 5
- Item: Five greater healing potions.
Creation Materials: Anything used to brew potions or for alchemy
Parents:Elm’s parents rejected him when he started focusing on reading and intellectual pursuits instead of traditional orc activities. As far as he knows, they are alive. Elm loves and respects his parents, but was deeply hurt by their rejection.
Siblings: No known siblings.
Childhood: Ostracized by his community in the late childhood for engaging in intellectual pursuits over the needs of the clan.
Adulthood: Spent a good chunk of it studying various languages. Not as wordly as an average adult.
Special Moments: The moment when he got rejected by his tribe shaped his determination to study.
Once spoke to a benevolent dragon creature, who granted him the Ring of Languages.
Current Events: Salarn is just another stop on Elm’s travels to gain knowledge and learn new things. Before this he spent two years trapped in a forest, trying to find his way out, a practice that nearly cost him his life. He is traveling to gain more knowledge and expand his collection of scrolls.
⚜ 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
- Name: ☠Aser Kva: A wealthy merchant with many underground connections, he has, on multiple occasions, tried to steal one of Elm’s scrolls for himself. It’s the closest thing Elm has to a sworn enemy.
- Name: ☮ Grukra Therv: One of the few members of his clan that did not outright reject elm, she is one of the few people Elm still trusts.
- Name: ☯ Eser’Dan: A dragonlike creature that Elm once spent months with to gain new knowledge. It can not be called a friend, but given that Elm is alive, it was certainly not a foe.
Character Quote: To know is to gain.
Theme Song: youtube.com/watch?v=yFnnNijn_OIAura Color: Elm is a deep, dark brown colour, the shade of the earth. Unnoticeable, yet present and unavoidable.
Scent: Elm would smell like embalming fluids, orc and paper.
Anything Else: