Quinlan63
The Overlord
Name:
Titles: Optional
Age:
Gender:
Races:
Sexual-orientation:
Appearance:
Bio:
Personality:
Alignment:
Attributes:
-Strength (Starts at 10)
-Dexterity (Starts at 10)
-Intelligence (Starts at 10)
-Wisdom (Starts at 10)
-Faith
-Charisma (Starts at 10)
Magic: [20 Intelligence required to use magic/ Limited to 1 type of magic]
Divine/Higher Being you worship: Optional
Divine Channeling: [5 Faith required/ Limited to 1 gift from divine/higher being]
Weapon(s):
Nemesis: Optional
Personal Goal: Optional
Likes:
Dislikes:
Strengths:
Weaknesses:
Read First
Attributes: Everyone gets 35 points to place into your characters attributes. The max that you can place points into an attribute is 200. These attributes are more of a guide to better understand what your character is like. To start off with 10 is the baseline for everyone (except for faith) because the most common person would have those attributes as well. Strength is just a gauge for how strong you are with 10 being the base strength that your most normal person has. Anyone who has 11-15 strength has spent time building up their strength with saying someone at 11 can lift up to 150 lbs (68 kg) and someone at 10 can lift 400 lbs (151.4 kg). Dexterity is a gauge of how fast, accurate, and flexible someone is with making it so that once you reach 11 you are able to sneak around without being seen immediately. Once some reaches 20 in dexterity that they are able to leap between buildings/platforms without tripping or almost missing the landing. Intellinece is special because it literally gauges how smart your character is with 10 being the basic level of smartness. Those who have 11-19 in intelligence are considered to be those who are much more educated beyond most and have the equivalent of a bachelor's or master's degree. 20 intelligence is the base requirement for someone to be able to use magic (that isn't an innate ability) but you will be limited in how much magic you will know how to do. Wisdom governs a person's ability to make decisions with everyone at 10 simply have common sense and anyone at 11-19 becomes capable of knowing what is best to do at a moment with less information than normal. Those who have 20 wisdom are those who naturally gain clairvoyance but are limited to small things like things that might happen with 5-10 minutes. Faith unlike the others is able to be a 0 because it gauges the belief a person has in a divine/higher being and not everyone believes in such beings. Saying that someone who has 5 is normally granted a power from the being that they believe in as long as you stay in their favor. As you progress in faith the being you believe in potentially granting you more power(s). Charisma is a gauge for how well you deal with speaking with others with 10 is having basic social skills. Those who have 6-9 you become much more charming to others and you have an easier time talking to them regardless to who they are. Those who have 20 are able to charm a person well enough to give them simple suggestions that they will follow as long as the suggestion isn't to harm themself.
It is possible to have attributes from 21-25 but those are considered the most powerful beings alive and are few and far in between. Beings that possess attributes of 26-30 are considered legends and myths that might or might not have existed.
Increasing your attributes requires time, training/practice, or just raw effort (maybe even a little help from a god).
Races: Dwarf, Human, High Elf, Wood Elf, Dark Elf (Drow), Halfling, Dragonborn, gnome, Half-Elf, Half-Orc, Tiefling, Aasimar
Race Attributes:
-Dwarves
The gods, goddess, and other higher beings you may use are mainly up to you but if you wish to make sure of anything just ask me.
Titles: Optional
Age:
Gender:
Races:
Sexual-orientation:
Appearance:
Bio:
Personality:
Alignment:
Attributes:
-Strength (Starts at 10)
-Dexterity (Starts at 10)
-Intelligence (Starts at 10)
-Wisdom (Starts at 10)
-Faith
-Charisma (Starts at 10)
Magic: [20 Intelligence required to use magic/ Limited to 1 type of magic]
Divine/Higher Being you worship: Optional
Divine Channeling: [5 Faith required/ Limited to 1 gift from divine/higher being]
Weapon(s):
Nemesis: Optional
Personal Goal: Optional
Likes:
Dislikes:
Strengths:
Weaknesses:
Read First
Attributes: Everyone gets 35 points to place into your characters attributes. The max that you can place points into an attribute is 200. These attributes are more of a guide to better understand what your character is like. To start off with 10 is the baseline for everyone (except for faith) because the most common person would have those attributes as well. Strength is just a gauge for how strong you are with 10 being the base strength that your most normal person has. Anyone who has 11-15 strength has spent time building up their strength with saying someone at 11 can lift up to 150 lbs (68 kg) and someone at 10 can lift 400 lbs (151.4 kg). Dexterity is a gauge of how fast, accurate, and flexible someone is with making it so that once you reach 11 you are able to sneak around without being seen immediately. Once some reaches 20 in dexterity that they are able to leap between buildings/platforms without tripping or almost missing the landing. Intellinece is special because it literally gauges how smart your character is with 10 being the basic level of smartness. Those who have 11-19 in intelligence are considered to be those who are much more educated beyond most and have the equivalent of a bachelor's or master's degree. 20 intelligence is the base requirement for someone to be able to use magic (that isn't an innate ability) but you will be limited in how much magic you will know how to do. Wisdom governs a person's ability to make decisions with everyone at 10 simply have common sense and anyone at 11-19 becomes capable of knowing what is best to do at a moment with less information than normal. Those who have 20 wisdom are those who naturally gain clairvoyance but are limited to small things like things that might happen with 5-10 minutes. Faith unlike the others is able to be a 0 because it gauges the belief a person has in a divine/higher being and not everyone believes in such beings. Saying that someone who has 5 is normally granted a power from the being that they believe in as long as you stay in their favor. As you progress in faith the being you believe in potentially granting you more power(s). Charisma is a gauge for how well you deal with speaking with others with 10 is having basic social skills. Those who have 6-9 you become much more charming to others and you have an easier time talking to them regardless to who they are. Those who have 20 are able to charm a person well enough to give them simple suggestions that they will follow as long as the suggestion isn't to harm themself.
It is possible to have attributes from 21-25 but those are considered the most powerful beings alive and are few and far in between. Beings that possess attributes of 26-30 are considered legends and myths that might or might not have existed.
Increasing your attributes requires time, training/practice, or just raw effort (maybe even a little help from a god).
Races: Dwarf, Human, High Elf, Wood Elf, Dark Elf (Drow), Halfling, Dragonborn, gnome, Half-Elf, Half-Orc, Tiefling, Aasimar
Race Attributes:
-Dwarves
- Live up to 400 and are considered young until age 50
- +2 Strength
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Have a natural high poison/alcohol resistance (Does not count as an immunity)
- Have a natural ability for using tools to build/repair items
- Have the natural ability to identify precious metals/stones
- Is capable of speaking, reading, and writing the common and dwarvish languages
- Live up to roughly 100 and are considered adults in their late teens
- +1 to two different attributes of your choice
- Are naturally talented in one skill of your choice
- Are naturally able to speak, read, and write common and a language of choice
- Live up to 750 years and reach adulthood at about 100
- +1 Intelligence +1 Wisdom
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Have a natural resistance to being charmed by others and being put to sleep by magical means
- Instead of sleeping they are able to go into a trance where they are mentally conscious for 4 hours that gives the same benefits that sleeping 8 hours would for everyone else
- Can, speak, read, and write common and elvish naturally
- Natural magic- Is able to use one magic spell of choice that has naturally been developed
- Is able to choose one extra language that you can speak, read, and write
- Live up to 750 years and reach adulthood at about 100
- +1 Intelligence +1 Dexterity
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Have a natural resistance to being charmed by others and being put to sleep by magical means
- Instead of sleeping they are able to go into a trance where they are mentally conscious for 4 hours that gives the same benefits that sleeping 8 hours would for everyone else
- Can, speak, read, and write common and elvish naturally
- Are naturally able to better hide themselves in foliage, heavy rain, failing snow, mist, and other natural phenomena
- Live up to 750 years and reach adulthood at about 100
- +1 Intelligence +1 Charisma
- Superior Darkvision allows you to see up to 120 feet in radius in the dark
- Instead of sleeping they are able to go into a trance where they are mentally conscious for 4 hours that gives the same benefits that sleeping 8 hours would for everyone else
- Faerie Fire- Use of this spell lights up every object within 60 feet making it easier for you and others to see them for as long as you focus on this spell
- Darkness- Summon a cloud of darkness around the chosen point (including self) that spans 15 feet and moves with the point if it was cast on an objector person. (Last 10 minutes)
- Can, speak, read, and write common and elvish naturally
- Lives up to half way through their second century and reach adulthood at the age of 20
- +2 Dexterity
- Have a natural high poison/alcohol resistance (Does not count as an immunity)
- Are much harder to become frightened
- Are able to hide simply by standing behind any creature larger than them
- Can, speak, read, and write common and halfling naturally
- Live to be around 80 and reaches adulthood at 15
- +2 Strength
- Elemental Alignment- Based on the color of your scales you gain resistance to a corresponding element (speak with GM to determine what element)
- Breath Weapon- The element that you are aligned to can also be used for an elemental breath attack
- You can read, speak, and write common and draconic naturally
- Live around 350 to 500 years old and age similar to humans and settle down in adult life by around 40
- +1 Wisdom +1 Dexterity
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Are naturally able to communicate with small animals
- Are naturally able to use artisan tools to craft gadgets and devices
- You can read, speak, and write common and gnomish naturally
- Live to be around 180 years old and reach adulthood around 20
- +2 Charisma
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Have a natural resistance to being charmed by others and being put to sleep by magical means
- Are naturally talented in one skill of your choice
- You can read, speak, and write common, elvish, and one language of your choice
- +1 Strength +1 Dexterity
- Live up to the age of 75 and reach adulthood at 14
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Naturally look scary enough to try and put fear into someone
- Naturally able to increase the flow of adrenaline in the body increasing all physical attributes temporarily by +2 but reduces your wisdom and intelligence while in effect by -2
- Can speak, read, and write common and orc
- +1 Intelligence +1 Charisma
- mature at the same rate as humans but live a few years longer
- Darkvision allowing them to see up to 60 feet around them in dark and dim lighting
- Have a natural resistance to fire
- Have the ability to alter the appearance of their eyes
- Hellish Rebuke- Once harmed by another you can point at the aggressor and they will become surrounded by flames that harm them until they feel pain equal to what they dealt
- You can speak, read, and write common and infernal naturally
- +2 Charisma
- Live about the same length as humans, but tend to live to the end of their possible lifespan more often.
- Natural resistance to darker magic, and immune to most weaker curses (talking about ones done by petty witches essentially, like what people believed in during all them witch trials)
- Usually has a abnormal Eye or Hair colour.
- Angelic Aura- Can summon a glowing Aura, essentially becoming a light source.
- Read, write and speak Common and Celestial Naturally.
The gods, goddess, and other higher beings you may use are mainly up to you but if you wish to make sure of anything just ask me.
Last edited: