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Fantasy Legends Will Follow - CS

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OOC
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Lore
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BASIC INFORMATION
Name
: Seyren Menathil
Aliases: The Great Stench, Giddymage, Puke-mage, Trash Mage
Age: 129 human years
Gender: Male
Race: Lich, formerly human
Level: 14
Class: Rot Mage

PERSONAL
Sexuality
: Straight
High Concept: The one mage that no one wants in their team unless they absolutely have no choice, no matter how good is he.
Character Alignment: Lawful Evil
Personality: Pragmatic, down-to-earth and extremely annoying are some of the words that would be made about him, which is rather true if you view the world and everything as he does. Everything dies and rots in the end, turning his original personality from a dreamy and ambitious mage into an over-realistic and methodical being. Calm and collected in even the harshest of situations, he would dive deep into his reserves of memories and knowledge to come up with a solution, however short-sighted it could be.

Backstory: Seyren was not the being as he is now to begin with. Heck, he even had trouble recalling his times before he was even a Lich. He only remembered that it was not his choice to be one, but could only make do with his current situation. Waking up undead in a catacomb some 80 years ago, he found himself with only a musty old tome in his hands and opulent robes, with no memory of how he got here nor how did he become. Scared and frightened at his predicament, he ventured out to find help to undo his lichdom, only to be met with hostility. With no choice but to take refuge in the rotting sewers and graves where only the night to accompany him, he had no other entertainment nor things to keep himself occupied, hence he turned to study the tome. From it, he taught himself magic, and awakened within himself the font of Rot, the elements of corrosion, erosion and decay. Testing it out on the dead and dying around him, he slowly but surely gained some form of mastery over the unusual magecraft that he found himself wandering into. Long after the original residents of the surrounding villages have passed, he left the region and traveled, where he heard of the Adventurer's Guild. Understanding that they do not discriminate of race nor origins, he went there and obtained his license, and began his journey of experimentation and learning, as well as earning some extra coins.

PHYSICAL


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Weapons & Armor
: Seyren opts not for any armor as it impedes his spellworks, wearing only robes. His weapon, however, is a gnarled, tangled mess of vines, bones and wood, magically formed into a spear-staff. The spear-staff has a rather weak magic attuned to it, allowing him to amplify his magicks if casted with the staff in hand.

Items & Personal Belongings:

Obsidian Ring: Secretly his phylactory, it carries an enchantment that masks his looks to be less undead and more human. Worn on his right thumb.
Ruby Ring: Enchanted with Lesser Resistance, Fire and Lesser Resistance, Holy. Worn on his left index finger.
Sapphire Ring: Enchanted with the ability to cast Light once a day, and Lesser Curse once a day. Worn on his left middle finger.
Emerald Ring: Enchanted with the ability to cast Contagion once a day, and Lesser Dispel Magic castable once a day. Worn on his right ring finger.

Skills & Abilities:

Knowledge(Bio): Due to his unusual study of magic, he has a rather strong font of knowledge when it comes to most things with a biological component.
Weapon Proficiency (Spear-Staff): Due to using it for a rather long time, Seyren has some skills at melee range, making him more self-sufficient than most mages are at combat.
Undead Body: By virtue of being undead, Seyren do not need to eat, drink, sleep or breathe, and natural aging does not harm him.
Accustomed to Awfulness: By virtue of his study, Seyren does not feel nauseated nor disgusted by grisly sights and/or smells.

Spells & Magic:
*Decay: In general, most of Seyren's spells carries the effect of Decay, that causes affected flesh to begin decomposing at an accelerated rate. Different spells and abilities have different rates of decay, and Seyren cannot be affected by his own Decay spells. Decay has the additional effect of creating a non-harmful nauseating stench that will cause all actors save those that possess high resistance to Nauseating and Sickened effect to be Nauseated. If the actor(s) are Nauseated, they are Sickened instead.

Touch of Decay: At will, Seyren can cause things he touches to begin to Decay. It does not cause immediate decay of the whole body, but affects only a small area where he touches, but at the right spot, can spell doom to most biological enemies. Non-biological beings are rarely affected, if at all by this decay. This causes the affected target to be Nauseated. If they were Nauseated, they'll be Sickened instead.

Breath of Pestilence: Twice a day, Seyren can exhale a nauseating cone of disease cloud. This cloud smothers and infects biological enemies with a selection of random diseases that takes effect immediately. At most only 2 diseases can be bestowed, as if affected by the Contagion spell. The cone is 60-feet long and expands to a semi-dense cloud 30-feet wide. Non-biological beings will not be affected by the disease. However, non-biological beings will be temporarily imbuned with Temporary Biology, which allows him to treat targets affected by this effect to be considered biological as the effect lasts. No one target can succumb to the effect of this ability more than once.

Rot Magic - Wall of Decay Vines: Seyren magically summons a wall of vines to block an entrance, or trap enemies in a cage of vines. The magical vines are not that strong, but it has a nasty effect that causes the Decay effect on things that tries to cut through them. Reach of the wall is 70-ft across and 30-ft tall at most.

Rot Magic - Arrow of Decay: Seyren launches a projectile of Decay magic where he points. The arrow explodes on impact, affecting enemies near the point of impact of 5-inch radius with the Decay effect. He can summon at most 3 arrows at a single cast, and the Decay effect lasts for 30 seconds.

Rot Magic - Shroud of Wailing Decay: Seyren raises a swirling vortex of Decay energy around himself, affecting those around him with Decay. Even if enemies exit the swirling energy, the Decay persists for another 30 seconds. Seyren can opt to exclude allies from this effect.

Rot Magic - Undeath to Death: Seyren causes the bodies of undead beings to rapidly decay and rot, at the same time rapidly causing the magic that created them to expire rapidly. After 20 seconds, the undead affected by this spell turns into a pile of decomposed goop.

Rot Magic - Bio-Weave: The only healing spell available in Seyren's arsenal, Seyren accelerates the regenerative tissues of biological beings, closing wounds and mending bones. This spell can also remove poisons and diseases, making this the only healing spell Seyren would ever need. Contrary to other healing options, this spell does not count as either positive nor negative energy, hence bypasses resistance to those energies.

Rot Magic - Rusting Blade: The only spell Seyren has for now that can deal with non-biological components of enemies. This magic causes an acceleration of the decaying factor of materials, causing them to quickly wither and become unusable. This spell, however, is still in the works, as it cannot cause the magic on the item to decay.

Rot Magic - Field of Naturalization: Seyren conjures a field of entropic field that causes artificial objects to rapidly decompose and turn unusable. Normal objects would become permanently unusable, while magical objects would have their magical abilities suppressed for the duration. Food and drinks would become first stale, then decompose, corpses would rot quickly, the undead will quickly wither away. This spell lasts for a duration of 10 minutes at most and covers a range of 20-ft.

Spellweaver: At any given encounter (decided by a dice roll), Seyren may be able to weave a new spell, or improve upon a spell. Upon a successful roll, Seyren must choose to create or improve, and it must be another Rot Magic.

Cantrips: Seyren begins knowing all Cantrips described in the Pathfinder's Player's Handbook.


Weaknesses:

Teamwork: Being the one mage that most people would rather avoid, it's no wonder his teamwork is bad.
Ramblings and Jamblings: Seyren, if prompted to explain something, would go on and on and on…..
Undead Body: As it is his greatest strength, it is also his weakness. Being undead means he is also weak to anything that damages undead, though he has a higher resistance to instant destruction spells.
Unliving Heart: Seyren lacks compassion and sees things in primarily black and white. He lacks empathy and sympathy, as well as the emotions associated with socializing.

FLUFF (Optional)

Hobbies: Writing, learning, meditating, walks in the park.
Quote\s:
"There is nothing that cannot rot, just things that takes too long to rot."

"You will be nothing more than nourishment to the living."

"Decay and rot!"


Theme:
 
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BASIC INFORMATION
Name
: Norman Tanner
Nickname: Norm
Age: 26
Gender: Male
Race: Human
Level: 6
Class: Soilder

PERSONAL
Sexuality
: Heterosexual
High Concept: Odd Soldierman
Character Alignment: True Neutral
Personality: He likes a stiff drink and good company. Norman was born and raised to be a man of duty who will live by his word, and he's held true to that indeed. He's not a fan of liars, but he wouldn't tell 'em that, just give them a cold shoulder a bit more often. He thinks music and singin' is nice. Norman would sing 'imself but his voice ain't all that pretty. He keeps up with the flute though. If you ask him a question he'll give you the answer straight and to the point. No lyin' or using flowery language for Norm, that would be nearly like lie'n.
Backstory: Born to a right man and woman Norman was. Real true and food people. They put there all into givin' Norm the good and straight sense of duty and such he now 'as. Grew up learnin' his father's trade as a tanner. Banner's got raised though. Norman and is Dad went to war, for it was there duty and there ain't no shirkin' that is there? Norm's father died to a calvary change into some pikeman who weren't ready for them. People die in war though, and Norm understands that. If his father died doin' his duty then 'spose there ain't much wrong with that.

Norm got overwhelmed with all the noise and movement in battle at first. It was easier when he only had to keep track of his family and the family pets. Occasionally a town square or two. Battle was a loud ringin' of swords blood and yells. Norm got used to it after a time. Leart to focus in on the important bits instead of seein' it all like he usually does. Norman still wishes people would go out into the bush to do thier personals though. Bit awkward sometimes at home, but Norm got used to that long ago. Did plenty of soilderin' round the land and all that. One day in a short lull in the battle on Norm's front, Norm bore witness to a man dyin' and all in his brother's arms. "We are wasting away brother. The life of an adventurer must be so much more fufilling." gasped the dyin' lad. With his dyin' breath he eeped out to his kin "After this battle, become an adventurer for me. For us." The brother wept and all, but he ended up dyin' that battle. Norman figured it ain't right for a lad's dyin' wish to go unfufilled. The lad practically said it to Norman anyway, 40 feet away and all. So Norman left the soldierin' life that day to seek out whatever the adventurin' life was.

PHYSICAL
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Weapons & Armor
: Unornamented Longsword and Chainmail
Items & Personal Belongings: Carries a small flute and stnadard traveling gear.
Skills & Abilities: He knows how to cure, treat, and tan leather. He also has some basic field medic skills.
Odd Ability: Has omnipresent senses within a 50 foot radius of his heart (Sees, smells, tastes, feels, and hears everything within that range at all times) and pocesses it all.
Weaknesses: Pretty mediocre in combat. Strong sense of duty that can be exploited. Easily outsmarted for he is not intelligent or wise. Norman assumes everyone has the same ability he does and has yet to notice any inconsisties that would prove this assumption wrong. This means he believes everyone is on equal footing with him sense-wise and doesn't utilize it to his advantage.

FLUFF
Hobbies
: Gambling, drinking, flute playing.
Quote\s: "Well that ain't none of my buisiness. I'm just a common soldier"
Theme:
 
BASIC INFORMATION
Name
: The Creation or Nameless Wanderer
Aliases: Immortal, Monster, Demon, God, Sid
Age: 7
Gender: Male
Race: Avatar - Avatar is usually referred as the 'Creation' by the one who invented it and there only exist one Avatar. The sole purpose for its existence is to experiment its self in the real world. It's mission as an Avatar is to question their existence; find out why he is created, and find its true pupose. The Avatar was created by an unknown deity, this is believed to be a invisible entity, a god, or a very powerful sorcerer. Its child has to undergo stages of transformation, rejection, and evolution. Currently it took the shape of a middle aged man. An Avatar can shapeshift into other beings and objects after swallowing them or killing them otherwise witnessing deaths. An avatar is like molding clay, it can transform into anything that died before its eyes. An avatar can learn to create fruit/vegetables, and objects. Anything it eats, the avatar make clones of the said object. An avatar can stretch/extend its limbs like vines, and like explained, its body can mold to anything, when it's been harmed it will form into spikes and claws. An Avatar can be separated after rejection of his own body. That happens when conflict occurs, a part of an Avatar can become an enemy and tries to take down the original. This Avatar clone will take away the original's memories after splitting itself, and will take away at least one form.

An Avatar can live so long it thrives to evolve, and might die from rejection and self destruction. Which were the only way to completely destroy an Avatar.

Level: 10
Class: Avatar - This class functions as a multiple group of classes, once it shapeshifts into a rogue character it is a rogue)

PERSONAL
Sexuality
: Heterosexual
High Concept: A creation that should seek its own purpose and find its true love?
Character Alignment: Neutral Good
Personality: The Creation is a humble intelligent creature, he barely lacks affection, and he is rarely seen in a temper. Very calm in nature and wise, he is more likely to make a circle of friends, and has the tendency to learn something from them which makes him very motivated to learn more about the world and its people. When it comes to killing, he would stop if he wanted to, since he might pity for them. What he really dislike from people are the annoying types, and the loud ones.

Backstory: The Avatar was created at some point in time, it's first form was a floating ball of light, it's trajectory was random, leading to a cave without any source of light. The first thing that pop in the cave was a lizard, then another lizard and ate him whole. There was a half living giant lizard that was caved in rocks, probably their parent, maybe it was knocked down during an earth quake, who knows, the floating ball of light hovered around it and began its observation of the living thing. And waited till it stops moving. Once it stopped, the ball took the form of the animal that died in the cave. It learned to walk for the first time. It learned to adapt in the darkness as a real cave lizard, so on its way out of the cave, the lizard traveled half of the year searching for a purpose. All the time, a boy followed his journey just to watch him live. He has followed him and spoken a word that it was successful. The Avatar is slowly learning a bit of the world, he commented he should learn a bit more of this place and its existence, so he faded away and let it grow for several years. It grew strong but not very strong. On the next journey, it happened to meet a pack of wolves. Its appearance is now a deer after traveling a lot in the bushes. So apparently it is learning to be prey upon by predators. The Avatar learned to defend itself but after multiple bite marks and blood being shed, he died in the snow. Next he took of the shape of a snake. The kid watched his child taking form of another species but this time a human. His name was Sid, a man that was known as an adventurer who died a mysterious death. He was a mercenary and a retired foot soldier. His rank as an adventurer is really low since he just registered.

Three or four years later, as people met Sid who is now known as 'God' and the Protector/Guardian/savior along the lines since his abilities is perfectly interpreted as the work of a god. The Creation is now heading back to Sid's place of residence under the guise of the deceased adventurer.

PHYSICAL
Appearance
:
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Sid is based on Geralt of Rivia. But he wears a hood to cover half of his face.

Weapons & Armor: The Creation carries two straight swords that is holstered from the back, this belonged to Sid when he was alive. And also has been borrowing his appearance and his armory. Mostly consisting of leather armor, chain mail, that carries the same effect as real materials. He also has a hidden knife around his waist, that is sharp enough to cut open wounds with just a single cut.

Items & Personal Belongings: He owns a horse that belonged to Sid and a map of the land.
Skills & Abilities:
Pickpocket - It never learned to share, it has been living all his life stealing food and supplies.

Identity stealing - With shapeshifting, it gives him an advantage to impersonate a deceased person or thing. This can also steal one's social status and use it to hide its real identity from the world to know.

Swimming - It has learned to swim after taking form of a water creature.

Hunting instinct - For the past 3 years, it learned to hunt after taking form of predators.

Swordsmanship - He didn't learn sufficient swordsmanship, so instead he learnt everything by himself. That means he is still an amateur at swordsmanship. What he really lack is parrying/blocking which he haven't learnt yet.

Horse Jockey - He learnt to ride a horse by taking form of its owner.

Spells & Magic: The Creation can shapeshift like mentioned above, it will take any form after witnessing deaths, its ability to mold can also fabricate objects after swallowing an object thus it will clone swords, apples, etc. As a magical entity itself, every ability seem to be out of the norm and it has the ability to split itself but this ability is not so likely to be used. The Creation's body is full of Prana, it can exert a large chunk of Prana, and make an inanimate object to life similar like bringing a person to life but this is like faking their death in place of a clone. However this cost a lot of practice and cost a lot of Prana. In a sense an Avatar can only use Prana as their source of energy while Mana is non existent. With Prana, he can also use it to heal wounds for themselves and for his companions.

A list of things he can turn into: snake, fish, deer, bear, Sid the human, hawk, wolf

Weaknesses: The Creation's disability to live longer, is to be rejected by itself, and become enemies of itself thus it will self destruct in the process. Other than that, its weakness is to be attacked by a group, alone he can't fight most of the time by himself. Sometimes he can be defeated by his lack of skills and experience in a certain field such as parrying, swordplay, archery and in terms of statistics such as speed, strength, and durability. He can also take damage from mana-based attacks and even physically even though he can still regenerate.
 
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[div class=flex][div class=textarea][div class=header]Basic Information[/div]
Name: Kai'né
Aliases: Kai
Age: Appears 23, Ageless
Gender: Female
Race: Dæmon
Level: 19
Class: Duelist Thief

[div class=header]Personal[/div]
Sexuality: Bisexual
High Concept: A daemon who isn't a demon that does what she wants for whatever reason she has.
Character Alignment: Chaotic Neutral
Organizations\Affiliations: Karma (Thieve's Guild)
Personality: Kai'né leans towards a slightly hedonistic personality, preferring to do things that give her personal pleasure. While she leans towards this, it doesn't truly define her entirely as she does have her own moral code. This code isn't anything chivalrous, she has standards in place. She can be petty and hold a grudge for a while, stubborn, and can be blunt with her opinions and thoughts without caring much if they upset someone. Basically, Kai'ne does what she wants and may not always be influenced by those around her.

Backstory: Kai'né is part of a small population that resides in a strange plane of existence. Being a Dæmon, she is part demon and part fey, but accepted by neither. When Limbo lost part of itself and took a small part of Arborea creating its own unique realm. This is where her kind settled and have been ever since. Kai'né spent her life in this place on the side of the realm most influenced by Arborea. She had a fairly comfortable life, but it was dull to her after some time. She trained for combat, though it wasn't really needed as there weren't such large conflicts in her realm that required wars to be settled in violence. Usually it was settled with a challenge or drinking games.

She can't quite recall why she decided to leave for the material plane. It was most likely a passing whim that led her this was, but now here she was. The inhabitants were fun to tease and toy with. She was most often mistaken for an elf, at least until her tail would appear and startle them. She made her money in various ways, though when she was particularly lazy she would just take what she wanted using her ability to travel and spy through mirrors.

Perhaps it was just a matter of time before she met someone who defeated her. She had tried to rob the wrong person, but instead of them trying to hand her over to some authorities or killing her, they recruited her. The person she had tried to rob was the leader of the thieve's guild known as Karma. Kai'né accepted the offer - because why not? - and became part of the guild, using her magical mirror skills to steal and picking up a few new skills as well from the guild.

[div class=header]Physical[/div]
Weapons & Armor:
  • Sabre-like Sword
  • Duel blades for dual-wielding as backup weapons.
  • Hidden blades in wrist guards (Assassin's Cred Ripoff)
  • Leather/Cloth armor
Items & Personal Belongings:
  • Adventurer's License
  • Bag of Holding
    • Holds her things
    • Gold
    • Extra clothing
    • Survival items (bedroll, etc)
    • Thieve's tools
Skills & Abilities:
  • Blade Profencieny
    • Swords, daggers; if it's a blade she can wield it confidently.
  • Speed, Agility, Grace, Dexeterity
  • Thief Skills
    • Able to pick locks, pick pockets, sleight of hand, detect trap, set trap, disable trap, thieve's cant, distract.
  • Tail
    • Able to dexterously use her tail to grab, hold, or strike.

Spells & Magic:
  • Contracts
    • Able to enter into a contract with a willing, sentient being. Both parties must agree to the terms of the contract.
  • Energy Extraction & Absorption
    • Able to extract the life-force, mana, or physical energy of others. What she extracts and absorbs can help with various things. Life-force can assist in self-healing. Mana can replenish her own to cast more spells. Energy can help with increased agility, speed, or other physical factors.
  • Obsidian Constructs
    • Able to create obsidian constructs; tools, objects, weapons, entities.
  • Mirror Jump
    • Able to use mirrors as a means of moving from one location to another.
  • Mirror Scry
    • Able to spy on others through mirrors.
  • Demonic Energy Generation & Manipulation
    • Able to use demonic energy for various needs; such as creating a demonic aura, demonic energy shield, infuse objects with demonic energy, and use it for spell attacks.
Weaknesses:
  • Contract Limitations
    • Unable to grant certain requests, such as infinite power, immortality, or other things beyond her power.
  • Energy Extraction & Absorption
    • She mush be in physical contact with a person (which can extend through contact of an item, such as being stabbed by her) to extract and absorb or be in a binding contract that allows a connection to a source.
  • Obsidian Constructs
    • While Obsidian can be sharp, as it is a volcanic glass, it is also very fragile compared to other materials.
  • Mirror Jump
    • She must have some idea of where she is going and a mirror is there to accommodate her travel and size.
  • Naturally Unholy
    • As she is demonic, she is naturally weak against Holy domain magic. It won't outright kill her, but she'll be in pain and depending on how strong the magic is, may even get knocked out.

[div class=header]Fluff[/div]
Hobbies:
  • Suckering people into contracts.
  • Teasing
  • Constructing items out of obsidian.
Quote\s: "You look quite tasty."
A few options:



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code/design by Fable Fable
 
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