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Fantasy Twisted Adventures: Disorder and Gob Snot [Sign-Up]

Name:
"Prince Ianneros Leoris Sylemnar von Eldenstein III of Sylmyar"
(“Ian” to most all who refuse to refer to him by his full name, which is most
everyone. However he consistently uses the full title when introducing himself.)

Gender:
"That would be Prince Ianneros, thank you."
(Male - He/Him)

Age:
"Still very much so in my prime. Want to see someone over 100 do a backflip?"
(124 Years)
(Compared to typical human development, appears in his low-mid 20’s)

Orientation:
"Lady Killer"
(Straight)

Race/Species:
Wood Elf
(D&D 5e Wood Elf)
TLDR: Long lived race with lineage that traces back to the fey. They bear tall, lithe bodies with pointed ears. Due to their Fey ancestry, elves are difficult to subdue with psychic charms, and can see well in the dark. Additionally, rather than sleep, they engage in deep meditation/ritual for a handful of hours to restore their physical and mental energy. This particular subrace of Elf is tied to the forest and as such have honed skills of perceptiveness and being light on their feet.

Physical Description:
"Criminally handsome, what else is there to know?"
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Typical to his heritage, Ian possesses a tall 6’2” stature with a slight yet toned build. He sports a hearty tan with a copperish hue. He is topped with a tousled medium-length heap of similarly orange accented brown hair. His earthy green eyes often sparkle with a confident joviality, and his face is framed with a well kept short beard/mustache and sideburns. His monk garments (which typically are simple and unadorned) are made of fine silks dyed a vibrant orange with silver filigree. Despite all this, his greatest memorable feature has to be the most punchable grin you have ever seen.

Occupation:
"The rightful heir to the great Kingdom of Sylmyar, taking a modest venture into the world."
(Walking Advertisement to Me, Myself, and I)

Class:
Drunken Master Monk
(D&D 5e Monk - - - Drunken Master)
Monks, the embodiment of perfecting one’s soul, and mind. By doing so, the body prospers as well. That first part is boring though. What Ian found much more engaging was doing back-flips and punching things. Ian spent his time at the monastery (see background) focusing on that part. During the often occuring week-long meditation sessions, he would slip away and practice the only entertaining options he had available out of pure boredom. As such, he became quite adept at the feats of acrobatics and styles of martial arts the monks studied.
Within a blink of an eye, multiple blows from hand and foot can be delivered. A moment's distraction can make for a quick breakaway from a face to face combat. A keen eye coupled with quick hands make any archer’s onslaught merely a game of catch. Falling from a five story drop, and landing gracefully unharmed makes a great party trick too.
(These will be more detailed under skills.)
(Disadvantages: Relatively low physical strength, both muscular and bodily fortitude. When using bare hand/foot primarily for combat, a problem arises when facing foes with harmful exterior defense (poison skin, quills, etc.). Simple melee weapons such as a quarterstaff or ceremonial weapons like a Kusarigama can help mitigate this when needed, but are typically less effective than what the monk can do with unarmed strikes.)

Skills:

-Thaumaturgy
His elven heritage grants a minor degree of magical ability. For Ian, this has manifested as possessing the Thaumaturgy spell (Thaumaturgy D&D 5e). This allows the manifestation of up to 3 simultaneous simple visual or auditory effects, and limited movement of objects.
(Con: This is essentially just "training magic" as he never had the attention span to train this skill further. It serves little to know practical purpose, as he uses it almost exclusively for dramatic entrances or other personal fanfare.)

-A Silver Tongue
Given his noble upbringing, the ability to be able to persuade the masses and the mental tenacity to resist manipulation is of upmost importance. This is about the only skill Ian received from his youth. He is a master charmer, and capable of rallying people around him. Much of his later "teen" years and early adulthood was spent honing this by using the resources at his disposal to host party after party, and to get others to engage in activities he found boring on his behalf. This outer joviality however is mistaken for naivety, and many have tried to manipulate him to their will knowing the role he was to play upon his father's retirement. As such, he has acquired a keen ear to deceit, sporting a great defense as his offense since this dark side of politics he never had much of a fancy towards.
(Con: As he typically is grand in his mannerisms and statements, he often risks angering who he is speaking to if it is not as well received as he intended.)

-Acrobatics/Athletics
Imagine hundreds… no… thousands of hours at your disposal with nothing more to do than sit in a quiet room and read dusty tomes or just merely think. Imagine, you really hated doing either of those things. Fortunately, right outside there is a training yard filled with various jungle-gym-like contraptions for the purpose of moderate acrobatic exercise and balance training.
Ian took advantage of this prospect as one of the only means to alleviate his boredom at the monastery, and with time mastery developed. He can easily double the speed and jumping distance of an average adult his size without breaking a sweat. For short distances he can continue his momentum across vertical surfaces. Harmful effects encompassing an area (explosions, sprays, etc) can be evaded entirely with deft reflexes. Technique (acquired from hundreds of failed attempts to learn from) have led to the ability to effectively disperse the blow from falling at great heights.
(Con: Reiterating the limitations of the class, this prowess is based on technique, and not physical strength. If he finds himself physically restricted, such abilities are moot.)

-Martial Arts (Drunken Master Style)
The monastery that Ian resided in for many years practiced a common and practical form of Elven martial arts. The focus was mainly intent on self defense, and while the moves were fluid in nature, there was no wasted movement or fancy display.

The monastery also supported itself financially by the monks tending to the aging of fine wines in the caverns of the mountain upon which it sat. Numerous to the point that surely no one would notice a spare barrel tapped here and there. Of course the effects of his near constant stupor he found himself in as a result were noticeable, but other than reprimands that fell on deaf ears, the other monks had little they could do about it.
Ian's fighting style was adjusted as a result. He leaned into the ability to tip and sway unpredictably, making it easy to slip past an enemy's defense and make himself a much more difficult target. In addition, his strikes possess much more flourish than necessary out of his own desire to make his attacks "more cool."
(Con: In Ian's case, this style is adopted as a result of near constant inebriation. As such, while he does still posses skill from practice, he is very much so not at his peak potential when sober.)

(Note that the true origin of a fighting style being referred to as "Drunken Master" does not involve actual inebriation.)
The following from D&D 5e's Xanathar Guide sums up the style well:
"The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe."


Some specific "features" include
(Please refer to the above links of 5e Monk/Drunken Master under "Class" utilized as reference for additional details):

-Unarmored Defense / Evasion
Enhanced ability to dodge blows in such ways that armor would restrict the
movement required to do so. This unrestricted movement can further aid to avoid
AOE hazards.
-Flurry of Blows
The capability to land upwards of 3-5 strikes in the time it would take for a single
attack.
-Stunning Strikes
Focused points of impact can leave an unprepared foe dazed for a few seconds,
reducing their ability to retaliate and opening up their defenses to further attacks.
-Deflect Missiles
Arrows and similar projectiles can be deflected to the side or in some instances
even caught and “delivered” back to their sender as an improvised throwing
weapon.
-Redirect Attack
In the process of dodging a blow, the adversaries momentum can be used
against them to carry the blow to an alternative target within range.

-Cons: Similar to what was stated as a restriction under class, it hurts to hit certain things with your bare hands. And damage is limited to the limitations of flesh and bone.

Inventory:

-Basic adventure/traveling necessities (Pack, Tent, Rope, Simple Rations, Tinderbox, etc.)

-Kusarigama (A small hand held sickle adorned with a chain attached weight at the end of the handle)
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He consistently incorrectly calls it a "Kurasigama."

-A large water skin which has not seen a drop of water in years. Currently 1/3rd filled with red wine, which would last him the remainder of an average indulgent afternoon. Or this plus two more days if he rations.

Personality:
A medieval version of the rich frat guy who refuses to grow up.
Ian is always wanting to be the center of attention of any room, regardless if it is socially appropriate. He constantly exudes this aura of confidence alongside a mirthful smile, which have left few to know if anything truly lies beneath a seemingly shallow surface. He turns a blind eye to all criticism, which is often received given how obnoxious his confidence typically comes off as. While it may come across that the most important thing to himself is himself, for any that choose to follow him will find that he will put body and life on the line if need be to ensure they are protected. While he is much more of a “people person”, a sprinkle of that elven superiority does sometimes slip through, especially given his noble standing. It can be summarized as a “It is not that I think you are bad, I am just better”.
Despite maintaining a proper appearance, being a constant party (not mutually exclusive to unhealthy coping) has left him with a dependence to alcohol.

Background:
Prince Ianneros Leoris Sylemnar von Eldenstein III of Sylmyar is the first born heir to the Throne of the Wood Elf kingdom of Sylmyar. From an early age he quickly proved to be a trouble-maker, often skipping lessons or shirking the responsibilities of young nobility. He did not like the stuffy meetings and stiff formalities. He wanted to be with the people, right there beside them sharing a glass of wine and discuss the land's problems and what can be done to help. He continued to resist constant attempts to crush this free spirit, but to no avail. Eventually the reprimands and threats of punishment came more and more severe. In response each Houseparty in the family castle became more and more elaborate and outings with the populace more rowdy. Until his father finally snapped. He was evicted from the castle and his noble rights stripped from him. He was sent to a nearby monastery for reformation, led by armed guard and informed that should he return they would escort him right back up the mountain again. Were he not to complete this atonement by the time his father retired or passed, the throne would fall to his younger brother in his stead.
Rather than accept this, Ian continued to rebel in his own ways at the monastery. He often found himself secreting away wine from the monastary's cellar, and refused to engage in any activity he found to be "boring."
All this until 15 years later, with no word as to when he would truly be allowed to depart the Monastary, one day his enlightenment came. This is just a test. He cannot change who he is, but they just don't see things the way he does. He has to prove it to them. If he takes the skills he picked up in the Monastery to travel the land's and increase his fame, the people will support him. Then they will see, and he will be accepted back to the family with open arms. His rightful place in the royal lineage will be restored.
With this goal in mind, he filled a wine skin, grabbed one of the monastary's ritual armaments (the Kusarigama) that he took a fancy to, and escaped down the mountain under the cover of night. He of course did not return directly to Sylmyar, he has to start outside and work his way in. And so the adventure begun. A little over two years has passed since his departure from the Monastery at time of his introduction to this story.

OPTIONAL:

Hobbies
"Backflips and punching bandits of course. Ooh! Punching a bandit mid back flip! That is my favorite. I also greatly enjoy the 'awe' of a crowd when leaping off of buildings or other great heights."

Fears
“What? Fears? Pfft. I am not afraid of anything. Snakes, Spiders, Heights, Nothing."
(Not all fears are physical… some only present in the crushing silence of a lonely room.)
Accomplishments
“For now I am spending time helping the common folk from town to town. Gotta start small before working up to the big-shot quests. But eventually my name will be known across the entire continent, and the world after that!”

Relationships
“Yeah… I have friends! Tons of them! I have so many friends. Oh? Specific names? Yeah there's…. Just too many to pick from! It wouldn't be fair if I listed any in particular…

Hey come over here and check this out, I bet I can jump over three of those chairs stacked high. Hold my wineskin!"

"Oh and family, yeah they are bit stiff but they will get over all that eventually. I just have to prove to them how much better my way is! They will come around, they'll see. I am sure they are reading all my letters with bated breath as to what I will do next. I've told them what towns I plan to visit next and that I will check there for any letters… but I am sure they are just too busy with all that boring stuff they say is so important."
 
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I have zero clue where the dice roll page is. I tried using the search function, and I forgot what its called. I found this tho.

so I'm rolling for Fawke's attempt to ask the barmaid for her backstory. Hope and pray I do not get nat 1 please.

(Roll 10)
 
Is this still open?? I would love to add my character in as she never had the chance to see the light
Absolutely. At this time our OOC has moved to discord to better hold the large amount of information- just so you are aware.
 
Awesome. Feel free to post your character and it'll be added to our CS List once approved.
May I ask, I understand that there is no god but I do have a character that is an orcale and have huge faith, is she still able to go into the inn? Cause if not I will post my other character instead :)
 
May I ask, I understand that there is no god but I do have a character that is an orcale and have huge faith, is she still able to go into the inn? Cause if not I will post my other character instead :)
Yes, but in the end - they may sound like a looney as characters come from different universes. If you have powers based on this faith/God, they will simply not work.

EDIT: You can also have more than 1 character.
 
Purrrrfect for her owo


Name: Nepeta Irre "Dreaming Star"
Gender: Female
Age: 20
Orientation: Straight
Race/Species:
  • Catfolk
  • As Nepeta came from the catfolk from pathfinder, here is a brief description of the race:
    • Catfolk see themselves as wanderers, explorers and wardens against evil forces, particularly ones from the Great Beyond. Their curiousity takes them to the ends of Golarion to seek and enjoy new experiences and cultures. Nepeta's clan, Dreaming Star, was a clan that worshipped Desna as she was the deity of travel. Due to that, the members of the clan Dreaming Star had never been at the same area for more than a month, always packing and travelling. Although their ancestors were born on Murraseth, Nepeta's generation had never set foot there.
Physical Description:
  • Nepeta is a 5'1" catfolk that used to have reddish-brown fur. During a revelation, the fur on her skin turned jet black, her once reddish-brown fur gone. She also has a small silver pendant that was given to her by her parents.

    Nepeta.jpg
  • Note: this is an art piece that I had commissioned solely for my pathfinder baby Nepeta and I have paid for it and therefore am using it for reference. To further credit the artist please feel free to ask me for the link for their social media as I am unsure if I am allowed to post it here.
Occupation:
  • Traveller/Oracle
Class:
  • Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. Unlike a cleric, who draws her magic through devotion to a deity, oracles garner strength and power from many sources, namely those patron deities who support their ideals. Instead of worshiping a single source, oracles tend to venerate all of the gods that share their beliefs. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways. (Taken from d20pfsrd page on oracles)
Skills:
  • Nepeta is able to forsee into the future things that will happen. She can hear the voice of her goddess, Desna that had fortold and given her these visions. Alas, this skill is also but a curse as no matter what had happened in the future, as I had bolded earlier it will happen and therefore Nepeta is unable in any shape or form change the future she had seen.
  • Able to converse with her deity Desna once a day with short answers given back to her
  • When she physically touches a being, Nepeta is able to remove them from the plains of time. Whether they survive this attack or not is up to them
DISCLAIMER: as most of her skills is based on her goddess Desna and as all coms are cut off from her when she enters the inn, all these powers of time she had been bestowed and blessed upon are considered redundant and useless XD

  • As part of her race, Nepeta has strong luck. Anyone that tries to go against her would mysteriously fail for trying to cross paths with a black cat.
  • Nepeta has a very sensitive nose and is able to track scents that she picked up on
  • As a cat, Nepeta is very nimble. She is able to climb anywhere with ease as well as dodge attacks. Her reflexes are fast but she is also clumsy and may or may not push something off a table purposefully.
  • she is able to carve things with her dagger and is skilled with throwing knives

Inventory:
  • Silver pendant given to her by her parents before she left her clan
  • waterskin for water
  • Journal
  • Dagger
  • throwing knives
Personality:

As a whole, Nepeta is a chaotic good and will do her best to help people. She sees the best in everyone and will be very friendly. As she loves being around people, she does not stay in the same group for too long and will wander around to her hearts desire. Despite her nimbleness, she can become clumsy and trip on her own foot or accidentally dropping what she was holding. Her head is mainly in the clouds and she is absolutely devoted to Desna. She will talk your ears off about how amazing and kind and sweet her godddess is that has the voice of angels which might seem weird to describe but she is a goddess so wouldn't she sound like an angel as well?


Background:

Nepeta is a 5'1" catfolk with reddish-brown fur. She lived in a remote village and was nicknamed as a dreamer by the pack she lived with. Her clan, Dreaming Star, was a clan that worshipped Desna as she was the deity of travel. Due to that, the members of the clan Dreaming Star had never been at the same area for more than a month, always packing and travelling. Although their ancestors were born on Murraseth, Nepeta's generation had never set foot there.

Nepeta has 5 siblings with her being the third born but the youngest as the younger 2 siblings did not survive after being born. The eldest, her older sister is Nessa and her older brother is Nerra.

With her head always in the clouds, Nepeta often dreams and wonders about everything there is to life. Why everything is there, why nature became the way it is. Due to this, she took her time to get to know her environment each time they move, the smell of each different grass, how the temperature changes, how when combining things will give a different result based on when you combine them, how you combine them and how much. But just because she is curious doesn't mean she understands it but she tries her best.

When Nepeta became 15, she was given a small silver pendant as a present from her parents and it has always been on her body ever since. Dreaming Star's tradition was that when a catfolk becomes an adult, they may choose to break from the clan and start a new one or they can continue following the clan as per normal. They may come and go as they please without repercussions as long as they reach adulthood before leaving.

Without a second thought, Nepeta said goodbye to her parents and her siblings before venturing out. While she was out travelling, she suddenly found herself hearing a revelation that came from above. It told her of the mystery that is of Time and the Stars, which further drove her into worshipping Desna. During that revelation, the fur on her skin turned jet black, her once reddish-brown fur gone. Certain futures were whispered into her ear and seen in her mind but no matter what she did, those futures could not be changed.

That was when she was foretold that she would arrive at a strange door when she accepted a job on a ship. Knowing that this future fate could not and never be changed, Nepeta entered this strange door without a care as she believes in the word of her goddess.
 
Name: Raynn Winter
Gender: Male
Age: 28
Orientation: Straight

Race/Species: Human

Physical Description: Raynn is 5'10" ft, fairly built and very muscular from years of manual labor and fighting monsters. His hair is a short dull brown, eyebrow length so not to get in his face. His eyes are pale blue and his skin is relatively tan.

He wears a dull blue gambeson that's slightly too big. He wears padded pants and thick hide boots with low quality steel plating. He has a small knife embedded in the sole of his right shoe. Thick hide gloves with shards of metal over the knuckles and top of the hand. He has a ill-fated cast iron cuirass that covers his upper torso held together by leather straps. Steel chainmail hangs from it, loosely protecting his lower torso. He has an steel flat top helmet similar in ones worn by the Normans.

Occupation: Huntsman

Class: magic hunter (Ranger)


  • Magic Hunter is a term Raynn conned. Magic hunters hunt all sorts of strange, dark and mysterious things from witches, to werewolves, to ghosts and maybe the occasional kappa.
Skills: Raynn is skilled at axe fighting and utilizing various tools to his advantage.
Pros:
Tracker - because his years of hunting all sorts of dangerous people and creatures he knows how they behave and how to find them.

Versatile hunter - because he hunts many different things, he needs tools for different jobs.

Cons:

Jack of all trade - because of his versatility, he is not exceptional with any if them.

Inventory: The huntsman's hatchet. A short handle with a thick metal axe head with a sharp Serrated edge for ripping and tearing and a blunt side that doubles as a hammer for blunt force.

Hand crossbow. The hand crossbow is a small crossbow that fires various types of bolts.

- stake bolts are wooden bolts with small amounts of silver which are good for dealing with vampires werewolves and other were-creatures.
- iron bolts are his standard bolts. Also useful against targets faeries and evil spirits.
- dampening bolts are wrapped tightly with various alchemical ingredients meant to weaken a person's magical abilities.
- briar bolts are jagged fragile bolts designed to break apart on contact to cause a lot of pain and be difficult to remove.

Hook belt - a metal belt with a boning hook which is more of a utility tool than a weapon and often times used for parkour.

Personality: Raynn is a paranoid man, constantly checking over his shoulder and looking around. Always making sure he has an escape plan if things ever fall south. He's got trust issues and keeps a close eye on all he meets. He also sleeps with his eyes open. When he's not being paranoid, he's a fairly friendly and easy going guy, that just wants the best for everyone and believes in standing up for the little guy.

Background: Raynn grew up in a farming village known as Wolf's Bane. Wolf's Bane got its name from an age old story which depending on whom you ask may sound completely different.

most locals will tell you Wolf's Bane was founded 250 years ago when two brothers, both veterans from the war, who came to these lands to start a new life as farmers. One day the two brothers were attacked by a werewolf. A werewolf hunter that had followed the beast and helped them slay it. It was a difficult battle. The younger brother died in battle and the werewolf hunter was infected by the beast and asked to be put down before he turned. Hence the name Wolf's Bane.


A more frowned upon version of the story tells a different picture which claims the town was formed during a war, and the two brothers had participated in a failed coup, and fled. The brothers hid in the Mihhtearn Forest where they were attacked by a werewolf. One day a werewolf Hunter came after getting reports of werewolf sightings when he found the infected brother. In a panic, the older brother murdered the Hunter. The two had found refuge in an old abandoned farmhouse and had taken up the occupation out of convenience. Hiding his brother in a log cabin on full moon nights. He hid his secret for almost a year when an adventurer came and slayed the beast one horrible night. The older brother eventually started a family and a community sprung up around it.

Mihhtearn Forest would continue to be a frightening place which is home to all sorts of monsters and dangers. Locals know better than to go near the forst, but visitors never learn. And when they ultimately go in the woods, they disturb its inhabitants which take it out on the villagers. Yet the locals continue to live there due to the lush environment perfect for growing crops. Raynn was raised here and heard many stories of the forest. He had even witnessed a few attacks. Luckily for Raynn, the village had a large fortified shelter where the villagers could hide from whatever lurks deep in the forest.

When he was 17, he joined a small militia group which protected the village at night. The militia were mostly farmers. A few veterans and a mercenary or two. Occasionally adventurer would lend a hand sometimes. By the age of 24, Raynn had years of experience and various tools to help him deal with different situations. It was by no means safe for him to wander into the forest alone but he had a good chance at defending himself and men fighting by his side.

Hobbies - weapon maintenance, sparring, and making plans/strategies
Fears - ambushes, any form of surprise attack/being caught off guard, something from his past coming back for revenge.
Accomplishments - Excluding the many fights during his time with the Wolf's Bane militia his travels, Raynn has slayed 5 witches, 3 werewolves, 4 vampires, a lich(with the assistance of 8 other mercenaries), 3 cannibal cultists, 6 risen undead, and 2 phantoms.

(Note: most of these creatures were fought on individual case incidents and occurred across the span of a few years)
Relationships - because of his paranoia and dedication to his work, he has little relationships outside his immediate family and he rarely even speaks with them.
Etc. For years Raynn was a militia man that saw fit see the world outside his village. He used his combat experience from his time in the militia to make a living for himself. He's somewhat traumatized by his past and sometimes remembers faces of people he met along the way.

I'm not trying to get Laiyurr accepted. I'm just dropping him here cause I might recycle his bio for another RP 🤷‍♂️

Name: Laiyurr. That's it. Don't ask for a last name, it's none of ya business!
Gender: Male. Or is he...? No need to check, he is. But is he...?
Age: 29 years young
Orientation: Will love you no matter what gender you go by or how ugly you are so long as you're as physically active as he is and can engage in n intellectually stimulating conversation.
Race/Species: Changeling - a pale skinned race with blurry facial features known for their ability to change form. In his natural form, Laiyurr is a very thin man with short and long hair snow white hair that stands at 5'9" 1/3. Yes, a third. Please do not overlook this seemingly irrelevant detail, it matters to Laiyurr. His hair on the left side of his head goes down to his cheekbone, and the hair on the right side curves down to his collarbone. He keeps it parted down the middle or messily combed back. Most of his facial features are blurry except for his milky white eyes.

Laiyurr - he wears aggressively bright vibrant outfit. He wears a red and blue tunic. A green and orange long checkered coat with pink fur lining it. Yellow and purple pants. Lilac and mint green boots with gold coins embedded in the bottoms of his shoes because 'time is money', whatever that means. I don't think Laiyurr understands the true meaning of that phrase. He always wears a thin layer of chainmail under his clothes just in case.


Thaddeus Krad - Thaddeus is a light completed human with chesnut colored eyes. He is incredibly handsome and has strong facial features. Golden blonde hair, neatly combed. He wears red and purple expensive clothing that make him appear like a noble from a merchant family.

Dholgus - Dholgus is a scarlet red tiefling with hair black as night and eyes orange as the sun and sharp facial features. He wears his hair in a manbun and dresses like a necromancer in black, white and silver robes featuring skulls in a sickly yellow shade.

Valron - Valron is a high elf with yellowish skin and radiant gold hair he wears spiky and wild, like the wild magic he claims to use. He wears earthy toned rags with rips and holes and a bright orange cape with white fur.

Kabudao - Ksbudao is an orange hobgoblin with bright yellow eyes, dark brown hair and a rough looking scarred face. He wears a plain brown robe and appears to be a monk of sorts.

Occupation: Wandering traveler/story teller

Occupation(lies): humble adventurer, wise hermit, Noble of House Varanthier(Not real), member of the necromantic cult known as The Hand of Mortorva(fake group), and priest of Alphandr(fake god).

Class: Bard

Unlike your typical bard, Laiyurr specializes mostly in illusion magic. Tricks and deception. Lies and manipulation. Much of his magic is used to create whimsical imagery mid-air as he tells a colorful tale that could be fact or fiction.
Skills:

Illusion conjuration - illusion conjuration is to create images of objects, people or creatures which vary in difficulty depending on how large and how real it looks. Advanced users can bring their creations to life, control them and give them the appearance of moving and reacting to the world around them.

Illusion Alteration - illusion Alteration are more advanced illusion spells which include invisibility and muffling sound.

illusion manipulation - illusion manipulation magic is to trick and deceive the mind of another which is the most difficult of illusions to master. Laiyurr has not mastered this but has dabbled in the practice.

Duelist - because the magic Laiyurr uses has no offensive abilities, he relies on dueling. Primarily with a baton sword. Laiyurr uses a special sword which from first glance, looks like a short stick, but has a hidden blade which functions like a flip knife. The weapon itself is 2 ft in length and the blade extended gives an additional 18 inches in length. Theres a small button in the pommel and the weapon must be given a strong flick to extend the blade.

Pros: Trickster: deception is his biggest tool. It's all about believability. He knows how to properly lie and persuade others. It bbn helps that he is a very charismatic man.

Elegant redirection: Laiyurr is skilled at dodging and redirecting things, whether it be his responsibilities, an honest answer or an opponent's

(Note: neither ability are perfect as Laiyurr can still fail to persuade or dodge an attack. They merely boost his chances say... 25%?)

Cons:

In character: no matter what, Laiyurr must never break character when using a persona.
Inventory: baton sword

Personality: on a face value, Laiyurr is a compulsive unhinged attention seeking con artist that seeks constant validation. He lies and cheats when denied the one thing he craves most. Given the opportunity, he can sometimes seek companionship. In such a case, he's very capable of playing by the rules and behaving. Overlooking his many flaws, Laiyurr has a child-like sense of curiosity when it comes to learning new things, whether it be new languages or ancient texts.

Thaddeus is a proud noble from the house of House Varanthier, and loves to flaunt it. He enjoys being a hero, ready to step in and save a damsel or gentleman in distress, even if they don't need it.

Dholgus is arrogant and stoic. Thinking highly of himself, but never shows it. He carries himself with too much self respect to needlessly brag or start fights that are beneath him. He also claims to be one of the upper hands of Mortorva.

Valron has a strong mistrust in humans and is very open about it. He's a wandering wild mage just seeking a good life. He's clumsy but always has good intentions.

Kobudao is a short tempered, but very generous hobgoblin. He struggles with anger management, but always forgives those that anger him. His god Alphandr teaches compassion above all else.

Background: ???

There are plenty of things you can add to your character list, but I would like to see the above at least. Some other ideas you could add are:

A description of the world you came from.
Hobbies story telling, listening to people compliment him and reading
Fears - being exposed for the fraud he is
Accomplishments: Laiyurr has learned much of history and knows many stories. Some of his most wild stories are surprisingly some of his non-fiction stories. Tales so outlandish or wild that they needed no embellishment.
 

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