Of Monsters & Men Roster

Xerxes

King of Kings, Devil of Devils
Original poster
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FOLKLORE MEMBER
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  2. 1-3 posts per day
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  1. Give-No-Fucks
  2. Advanced
  3. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Futanari
INTEREST CHECK | DISCORD CHAT | IN CHARACTER THREAD





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"Whats wrong young wolf, don't you hear the hunt calling?"

Name: Vanessa V. Valentine

Alias: The Black Wolf
Race: Shadar-Kai
Age: Thirty Eight
Gender: Female
Homeland: Underdark
Loyalties: Unknown
Class: Blood Hunter

Occupation: Huntress



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Oh tortured soul, a heart once pure of gold; Sorrow and grief have tarnished a once pure hope with the intoxicating bite of poisoned hate. Lethargic, the enigmatic presence bleeds through, corrupting, tearing asunder the perfected veil of purity and allowing the burning gire to seep within stalwart grace. It claws, digs to fester and bury deep under the skin, glissading skeletal fingers through malign carcass to permeate and destroy the innocence lost in cruel rapture. Though radiant and scorching upon first approach, malignant and vexing at a glance, there is still an unwavering kindness about her soul. Though she may try to be harsh, to be a thorough monstrosity for the simple sake of survival, she is unable, incapable within her programming to destroy so freely, to act so harshly to those who she seeks to guard even in her self imposed path to destroy herself. The noose around her neck as she succumbs to her dark impulses.

The fearful souls...those with no weapons to wield. She would so willingly become a martyr for them, a sacrificial lamb to be lead to slaughter to save but a single face, a solitary name and shield from the hardships which she herself once faced. Loss is something that never truly heals, an instigating pain that is never satiated by the passing ripples of time as so many assure. Comforting lies and fables are sweetly fallen from her devilish lips, along with bitter truths of the melodious affliction that slowly eats away at the spirit and weakens the body and poisons the mind.

Yes, she lies, she lies about her past, her present, and her future. She lies about her desires and she lies about her pain, thousands of stories to be told and very few of them ever being true. Though her masquerade hides well what lay 'neath the surface where she furiously struggles to simply stay afloat. Sleep eludes her, staying just a single step, tauntingly out of her desperate grasp some nights. It leaves her thoughts raw, each one like raking nails over open flesh to claw at the nerves hidden just out of sight.

Her mind is cruel, a sick repetition of traumatic nights playing without mercy in each dream she dares to seek. No longer does she yearn for the escape of reality, no longer does she wish to open her eyes to a new day, another wretched moment within this existence. A once pure and holy thing was stripped bare, ravaged ruthlessly by those that would see her perverted and destroyed; her hope, The loyal optimism had been torn from her youthful frame, a far more devastating occurrence than that which marred her flesh. Her body had mended, healed and all that remained upon it was the thin, ropy scar. Childish wonder and bemusement, however, had been slain in cold blood, a murder most foul.


In the end...we're all just...monsters, aren't we?




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BLOODLINE OVERVIEW



574439

Thrill of the Hunt

Vanessa possesses both the curse of vampirism as well as lycanthropy, an affliction she was born with as well as other members of the Valentine Family. As a result of this unholy merging Vanessa has gained a keen sense of smell and hearing, these traits mainly hailing from her Lycan blood. Her ability to identify and track targets is akin to that of a bloodhound, capable of following scents that are days old and smelling a drop of blood from miles away. Her senses are what make her such an effective hunter but this also becomes a double edged sword. Her senses are dialed to eleven and thus foul, rotten scents and loud, mind ringing noises are both effective weaknesses to the huntress. She becomes incapacitated when high pitched noises hit her ears and extremely nauseous and dizzy when met with unpleasant scents.


574440

The Black Wolf

When shifted into her Lycan form Vanessa takes the shape of a malevolent, feral beast. Being so young and often resisting the monster within her she has yet to master herself and tame her curse and as a result when she does shift she becomes completely crazed and turns into a feral monstrosity. Her instinct to hunt, kill, and stalk overruns her logical mind and makes her a prisoner as the wolf takes over. This makes her both a danger to not only her friends or whatever allies may be around her but also to innocent civilians who may end up prey to the beast. While in this form Vanessa gains increased strength, stamina, and speed. Not to mention the size of her wolf form rivals that of a fully grown man, making her an effective killing machine. However, while in this form she is particularly vulnerable to pure silver weapons and wolfs bane, a plant that can infect her with a horrible sickness that kills her slowly overtime and prevents her from shifting back to either form.


574441

Devoured

In relation to her vampire curse Vanessa has the unique ability to consume the blood of other humanoid beings. When said blood is consumed she gains physical benefits or weaknesses depending on the health of the individual she devours. For example, if feeding from a strong, healthy human she will gain increased senses, become faster, stronger, and more 'alive', also healing mortal wounds that may be killing her and very rapidly. However, should she feed from someone with an illness or dirty blood, she becomes severely sick and physically weaker as a result. However, when biting an individual she has the chance to 'sire' another hybrid like herself should she decide to infect them, however, the process for becoming a hybrid is a very painful and agonizing transition and very, very few have ever been known to survive the ordeal. Vanessa herself however never, under any circumstances feeds from humans, choosing to simply save the blood of animals within flask and creating 'blood tablets' via alchemy to keep herself sustained. Which brings us to another major flaw of this ability. Should Vanessa fail to consume blood for longer than a couple days she becomes 'feral', this is connected to her Lycan curse. Failure to feed will trigger an involuntary instinctual response and she will be forced into her Lycan form to feed. This is also triggered should she devour too much and over indulge which will give her an uncontrollable bloodlust.



574442

Command & Obey

Upon direct eye contact Vanessa can compel a humanoid upon direct eye contact. Those she attempts to compel however can easily resist this and it works ideally on those who are distressed, unfocused, or emotional. It is much harder to compel someone who is in a clear state of mind and completely calm and thus it becomes less effective in certain settings. Additionally, those with strong minds and powerful wills cannot be compelled at all unless forced into situations where their will is broken. Once compelled the target follows the order and intent of Vanessa to the very best of their ability, regardless of the order. But should said order be something so completely against their nature such as commanding a honest, kind woman to murder an innocent child the compulsion can be resisted and potentially broken should they fight hard enough. On top of that, overuse of this ability can result in severe migraines and crippling internal pain. Certain herbs can break a target out of this trance as well, such as garlic and holywater. Additionally after being compelled the victim shows signs of them being drained mentally and physically. Speech becomes slurred, they begin to appear sickly and sluggish and eventually the compulsion will break after the body gives out and they victim loses connection with the Vampire who compelled them. However, the victim can be sustained with regular contact with the vampire who compelled them. Also, the side effects can be negated should Vanessa release her grip on the victim early.


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The Sight

An ability that Vanessa shares with her familiar, she is capable of linking her mind with her familiar and seeing through the eyes of her companion. This unique ability also links itself unto whomever she may feed off of should she decide to inflict it upon the unfortunate soul. This ability was bestowed upon Vanessa after she summoned her familiar, a rite of passage for the Valentine Family after they made their pact with demons during their conception. And it is effective for recon and scouting ahead without endangering oneself. This allows V to get a leg up on those who may be attempting to flee from her as well as help her keep an eye out for potential danger when alone. The downside to this specific ability is she is mentally linked to her familiar, and thus any damage it sustains she also will feel and the loss of her familiar can result is severely damaging physiological harm.


WEAKNESSES & FLAWS

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The First Curse

As explained in the history breakdown Vanessa comes from a line of Witches & Warlocks who made a pact with demons in order to attain power, this pact not only demanded a heavy toll on the Coven, it also granted them the ability to practice extremely potent and powerful black magic which they used to infect themselves with an enhanced variation of Lycanthropy and Vampirism which cursed their bloodline beyond all repair. As a result of this blood curse the Valentine Family grew very powerful in some fields but also became extremely vulnerable in other regards. The primary example of this is the fact they can no longer practice any other form of magic aside from Blood Magic and Black Magic, the two arts in which they were famous for preforming. Never can they attempt elemental magic or any other form of arcane without it severely backfiring and killing them. Additionally, Vanessa and anyone with her bloodline suffer a crippling weakness to divine and holy magic which serves as not only a direct counter but possibly their greatest weakness beyond all else. With their blood cursed and their affiliation for the devils arcane when faced with Light Magic they are put at a great disadvantage.


574449

The Daywalker

While Vanessa retains her ability to walk in the light and not take damage from direct sunlight like other full fledged vampires, she is however put at a heavily disadvantage for physical activity. She becomes slower, weaker, more frail and easily exhausted. This effect is lessened when in the shadows or not under direct sunlight. Additionally, while her skin takes no damage from sunlight she can be burned by special forms of light projected through different objects. Such as when light shines through certain crystals or stones, should the light be put on her it would do significant damage.


574450

Lust for Blood

As mentioned above when failing to feed for longer than two days upon the blood of a sentient creature Vanessa gains an unquenchable thirst and is forced into a frenzied state and is naturally forced into her wolfskin as a primal instinct. She then prowls in search for blood and will only turn back when consuming the life of another. Additionally, there is a balance to this. While a lack of feeding forces her into a feral state, over indulgence will also do the same and consuming more than a gallon of blood at once will force her into a frenzied bloodlust.


574451

Silver Lance

A weakness inherited by her Lycan blood, Vanessa gains an increased vulnerability to weapons made of Silver which cause extreme pain when piercing her skin and entering her bloodstream, causing her to become crippled and poisoned. The pain caused by silver is agonizing and incapacitating, it can be negated by antidotes prepared via alchemy but the ingredients for a cure are extremely expensive and hard to come back. Vanessa only has two vials of antidote for silver should she ever get injured by it.


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Bright Eyes

Similar to Daywalker, while her body takes physical disadvantage when in direct sunlight Vanessa' eyes are *extremely* sensitive to all forms of light. When her glasses are removed and her eyes are exposed if a bright light is shined into her eyes she is completely blinded and suffers excruciating pain, additionally, constant exposure to light will force her into a semi-state of blindness, making everything blurry and out of focus which can impair her ability to function as a normal person.


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Beast Suppression

A common weakness associated with Lycans is a plant that can be found scattered across the world in jungle environments and open fields. Lunar Flowers, or as they are commonly referred to as 'Wolfsbane'. This plant, when crushed down into its core components and coated onto darts, arrows, or blades, has the ability to halt a Lycans ability to shift between human and beast form, locking them into whatever state they happen to be in at the time. Additionally, it represses their keen senses such as their sense of smell, their night-vision, and their sense of hearing. When wolfsbane is introduced to the bloodstream it effectively poisons the lycan and removes their heightened senses by nullifying them and corrupting them, ridding them of their greatest advantage. With their senses completely removed and weakened this effect last four several hours in small doses and potentially days in large doses. This is a common weapon used against the beast in Lycan Hunting which Vanessa herself utilizes from time to time. However, the Valentine Family found a better use for this planet. Being half Lycan themselves Wolfsbane is often a critical ingredient used to create small pills via alchemy that is designed to keep a young Bloodhunter from giving in to the urges pressured on them by full moons. It is given to young hunters who are still getting a grip on their accursed bloodline, Vanessa herself is still not in control of her inner beast and uses these wolfsbane-laced pills to keep herself from shifting during full moons and losing herself to her inner wolf. However, the drawback of taking these pills is that she then becomes almost 'drunk', unable to coordinate properly and thus making her pretty useless for about an entire night. Additionally, while the moon cannot effect the body it does take a heavier toll on the mind, after taking the pill and facing the moon she becomes far more emotional and prone to violent outburst. Her body becomes weak, her senses dulled and fire feels like its burning in her veins as she stumbles around sweating and wheezing. Becoming exhausted from the simplest of task~


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Corrupt Senses

Another common, yet not well known weakness that can be used against Lycans is their extremely heightened senses. While it is often seen as a blessing, being able to hear, see, and smell almost everything around them it is also a double edged sword that can be used as a weapon by the cunning. For example, Vanessa can track almost anything and anyone for miles by scent alone, capable of smelling a drop of blood in the air for miles. This is a great advantage...but say someone took the foulest smells they could find from rotten foods, mold, and other grotesque things and formulated some kind of 'stink bomb'. This would stop Vanessa in her tracks, completely corrupting her sense of smell and driving her away as she becomes nauseous and sick from the potency of the smell. The same can be applied to her sense of hearing, high pitch sounds and screeching sounds can very easily cripple her just as easily as a foul scent.


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Arcane Silver Blade

A weapon enchanted via ancient runes designed specifically for the slaying of beast. Increased damage against fiends, demons, spirits, undead, and supernatural creatures from other realms. The blade takes the shape of a Rapier which she keeps concealed within her Cane, the sword itself is arcane by nature and can be detected by spells such as 'detect magic'. This serves as Vanessas main weapon of choice in most combat scenarios.

Oathkeeper Crossbow

Serving as an alternate weapon to the Silver Blade, this special crossbow has the unique trait of shooting silver arrows enchanted by magic much like the sword Vanessa possesses. This weapon however is large and two handed and thus it remains locked away within The Sanctuary until the need arises where she may need a long range weapon. This item also hymns with arcane energy and can be sensed by 'Detect Magic'.

The Crimson Manor

A mysterious item that Vanessa has possessed since she began her career as a Huntress is an innocent looking briefcase that, upon first glance, looks innocent enough. However, after being activated by Vanessa or anyone else who knows the special word the suitcase opens a small portal into a large room within the briefcase. This room serves as a Sanctuary for Vanessa and possesses all of her spare weapons, traps, books, study, and other useful items that she carries around with her. The Sanctuary is large enough to fit other people but to V it is a closely guarded secret considering all her skeletons are buried within The Sanctuary, including her stash of blood tablets which keep her sustained.


Hunter Traps

Buried within The Sanctuary is a collection of traps that may prove useful during her hunts. Snares, bear traps, spike traps, ect. There are only a few of each and she tends to replenish them often if they are used considering how often they come in handy. Things like rope are also held within the sanctuary as well as her blood tablets and alchemy station.


Valentine Family Bestiary

A collection of books, journals, and manuals written by the Valentine Family through the generations documenting their struggles against the creatures of the night. These books serve as a basis for lore regarding Fiends, Undead, Demons, Spirits, and Supernatural creatures and explain their strengths, weaknesses, patterns, and other useful facts and serves as an excellent guide to hunting beast. The collection however lies within The Sanctuary and Vanessa herself only possesses a single journal on her person documenting her own personal experiences.




OOC:


@Unknown Maimed
@Cactush
@Nyther
@Lykata
@Chaac
@Crimson77
@Equusheart
@BookWyrm
@Falcon

Alright everyone, these here is basically the CS. You don't have to mimic my template exactly but the information on there and the way it is written should help you all understand how to begin your CS's. I do not require long histories either since half the fun of RPing is discovering backstories together organically, however, feel free to send me the basics of your backstory in a DM if you'd like something from your past to creep up back on you and i can DM it to the best of my ability. Furthermore, i do not mind characters starting off a little strong, just remember to counterbalance them with weaknesses that can be exploited and flaws much like how Vanessa herself is designed.

And most importantly...have fun kids.
 
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179805

Lanatari of the Shumai

"There is hope wherever one looks, even in the darkest of night when the mist envelops the shores.
One simply has to have the fortitude to seek it."



  • Name: Lanatari
    Alias: Daughter of the Mist
    Race: Kalashtar
    Age: Twenty-Six
    Gender: Female
    Homeland: The Coast of the Silver Cliffs
    Loyalties: The Shumai Clan, The city of Silme'Hisie (sill-may ' high-sea)
    Class: Druid
    Occupation: Sentry (City Watch)
    Languages: Common, Quori, Druidic, Orc, Draconic, Undercommon


  • Personality
    Her profession, and the strong appreciation for nature her people teach, has taught Lanatari well. She has sharp eyes for spotting unnatural tracks and movement, and an ear for sounds unusual among her local landscape, both in the city and the lands around its boarders. She can track as well as any professional in her tribe, and has a sharp memory for geography as well as lore and history as taught by the elders of the Old Faith of which her clan serves. While they do have a city, her people seek to live in nature and maintain a a balance with it, and these traditions Lanatari seeks to uphold. They dislike those that try to usurp the natural balance such as necromancers and their creations.

    Lanatari has a habit of collecting small trinkets. Things of no value to anyone else. Unique colored stones, feathers, pressed flowers. These things she will occasionally trade or give away as quickly as she collects them, but for her to do so is a gesture of trust and friendship. This is perhaps one of the few outward signs she gives of feeling an emotional link to any individual. The small pouch she carries her small hoard in is otherwise jealously guarded.

    As a Kalashtar Lanatari is something of two beings in one. A human body connected to a Quori spirit. This connection allows for the trade of instinct, inspiration and memory although no actual direct communication can take place. The human is none the less influenced by the Quori.
    Her connection to the spirit Tari gives her an almost unworldly quality. A way of tilting her head when in thought as if listening to another voice, wisdom and memories she should be too young to have, and a slight glow to her eyes whenever she focuses intently on any task.
    She is often considered to be more contemplative and serene than many others, and humor and sarcasm often goes right over her head.

    Lanatari often exhibits a strong drive to protect those who cannot protect themselves. This instinct isn't always logical and has on occasion gotten her into a scrape or two. The Clan Elders have often stated that while it is a mark of noble character, the drive may stem from her connection with Tari, and she must learn to control the impulses before she gets pulled in to deeper water than she can swim. The Watch-master insists she always work with a partner in hopes that the other half of the team can teach her further caution.



    • Kalashtar Abilities
      Severed from Dreams
      Kalashtar don't dream. The nature of the connection to their Quori spirit separates then from the same dream plane of other races. Rather when they sleep a Kalashtar's mind draws from the memories of their linked spirit. This characteristic makes them immune to any magic that affects dreams or requires the target to dream.

      Dual Mind and Mental Discipline
      Technically a Kalashtar has two minds which gives them advantage against magic which would otherwise affect their mind (wisdom save). If they are alert enough they may resist such spells. This also gives them resistance to Psychic damage.

      Mind Link
      Kalashtar have the ability to speak telepathically. The ability has a range of 60 feet and does not require a shared understanding of language as long as the creature/being has a language of their own or telepathic ability. The Kalashtar must, however, be able to see the one they wish to speak to. In return if the creature/being can see them as well it's possible for a reply to be made.

      City Watch Abilities
      Watcher's Eye
      As a member of her local city watch, Lanatari has been taught to watch for and identify two types of locations. The first is dens where criminal activity is most likely to take place. The second are outposts of City Watch type organisations where she may be able to seek the help of those in a similar profession to her own.


    • Druid Abilities
      Druidic
      The ability to speak, read and write druid allows Lanatari to spot hidden messages left by other druids in the language.

      Ritual Casting
      As a druid Lanatari can cast spells as a ritual using a bit of extra time, if the spell is designed for ritual casting and she has the materials prepared.

      Wild Shape

      • After a druid has spent enough time training they begin to learn to wild shape. This can be done twice per rest. This ability allows them to assume the shape of a beast they have seen.
        • While in beast form she maintains her mind, but all other abilities are those of the beast
        • This form can only be held for a limited time determined by Lanatari's training level
        • Any damage taken in beast form is taken only by that form until the point the beast would be knocked unconscious. After which Lantari reverts to her natural form and takes any remaining damage
        • Lanatari can not casts spells in a beasts form, however she maintains concentration and abilities of any spell cast prior to transforming
        • While transformed all of Lanatari's equipment and clothing merges into the new form and conot be used until the transformation drops

      • Currently Lantari can only do basic beast shapes of land dwelling animals she has seen.

        Preferred Forms
        There are a lot of Animals Lanatari has seen, but these are the forms she's most likely to take.
        Currently she can only manage with shape for an hour

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        Cat
        AC: 12
        HP: 4
        Speed: 40ft C-30ft
        Size: tiny
        Skills: perception, Stealth, Keen Smell
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        Giant Wolf Spider
        AC: 13
        HP: 18
        Speed: 40ft C-40ft
        Size: Medium
        Skills: Spider climb, web sense,
        web walk, blind sight 10, dark vision 60, perception, stealth
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        Mastiff
        AC: 12
        HP: 9
        Speed: 40ft
        Size: Medium
        Skills: Keen hearing and smell, may knock targets prone
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        Draft Horse

        AC: 10
        HP: 19
        Speed: 40 ft
        Size: Large
        Skills: can carry a rider, can pull a cart or similar
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        Panther

        AC: 12
        HP: 24
        Speed: 50ft C-40ft
        Size: Medium
        Skills: Perception, stealth, keen smell, may knock targets prone
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        Wolf

        AC: 13
        HP: 18
        Speed: 40ft
        Size: Medium
        Skills: perception, stealth, keen hearing and smell, pack tactics
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        Pony

        AC: 10
        HP: 18
        Speed: 40ft
        Size: medium
        Skills: can carry a rider

        Other Forms
        Other forms of animals she's seen that she could potentially use.
        Stats to be added later
        Badger Bat Deer Goat
        Lizard Rat Spider Weasel
        Mule Boar Cow Elk
        Riding Horse

        *Credits: Animal images courtesy of google image search


      Druid Circle of the Land - Coastal Alignment

      Lanatari's magical abilities are influenced by the circle of that land in which she is taught. In her cased the magic is that which is attuned to the coastal environment of her people and instructors. Thus she has the natural recovery ability which allows her, through a period of meditation, to recover some of her magical energy. However, this ability can be used only once per day (long rest).
      As she grows in her craft Lanatari may learn additional skills.

      Known Spells/Cantrips
      Lantari's magical knowledge is limited by the amount of training she has had. Her knowledge may grow as she progresses. Below is her current understanding and spell casting ability.



      • Lanatari is still learning and is considered a novice by the Elders of her Clan and the Old Faith. However they have trusted her with a small number of basic spells written into a small book she always carries with her. As her training progresses she may add to it's contents.

        There are a few very basic and easy to perform spells, called cantrips, which Lanatari has memorized. These she can perform at any time without taxing her energy.

        As she grows Lanatari may learn a few spells associated with the circle of her teaching which she may keep prepared at all times. However performing these with still use energy on her part meaning she can only cast so many a day.

        Fortunately some spells are designed for ritual and not speed and these Lanatari can cast from her book after the proper preparations have been made.
      • Note: Spells were copied from the list on DnD Beyond

        Cantrips
        Druidcraft
        LEVEL
        Cantrip
        CASTING TIME
        1 Action
        RANGE/AREA
        30 ft
        COMPONENTS
        V, S
        DURATION
        Instantaneous
        SCHOOL
        Transmutation
        ATTACK/SAVE
        None
        DAMAGE/EFFECT
        Control

        Whispering to the spirits of nature, you create one of the following effects within range:
        • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
        • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
        • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
        • You instantly light or snuff out a candle, a torch, or a small campfire.

        Mending
        LEVEL
        Cantrip
        CASTING TIME
        1 Minute
        RANGE/AREA
        Touch
        COMPONENTS
        V, S, M *
        DURATION
        Instantaneous
        SCHOOL
        Transmutation
        ATTACK/SAVE
        None
        DAMAGE/EFFECT
        Utility

        This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

        This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

        * - (two lodestones)


        Shape Water
        LEVEL
        Cantrip
        CASTING TIME
        1 Action
        RANGE/AREA
        30 ft (5 ft )
        COMPONENTS
        S
        DURATION
        Instantaneous
        SCHOOL
        Transmutation
        ATTACK/SAVE
        None
        DAMAGE/EFFECT
        Control

        You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
        • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
        • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
        • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
        • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
        If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


      • Descriptions can be read on the list on DnD Beyond
        • Detect Magic
        • Detect Poison and Disease
        • Purify Food and Water
        • Speak with Animals






  • Weaknesses and Flaws
    Impulsive protective instinct - While not exactly a negative trait, Lanatari's instinctual drive to protect the weak has landed her in hot water more than once. Similarly, Lanatari will refuse to leave a comrade behind in a dangerous situation, even if it puts her own life in peril.

    Strength - While Lanatari has high perception and magical skills, her strength in her natural form leaves a lot to be desired. She prefers to keep her distance in a fight, and thus is relatively untrained in melee combat. In fact she often misses. Also, it's not worth asking her to lift anything.

    Charisma - Don't expect her to lie, and don't expect her to talk her way out of any sticky situation. Lanatari is terrible at both. Honest to a fault she also tends to be blunt and straight forward, and has no idea why she should try to sugar coat anything.

    Limited Magical Energy - Lanatari can only cast so many spells in a day. The type of spell and complication level determines her casting ability, but once she's out of energy she has to rest at least eight hours before she can do any more. There are a few cantrips she can manage regardless, but they are very minor things.

    Spell Preparation Required - Lanatari only has a few spells memorized. The rest she has written down in a little book she always carries. Every morning she can prepare a limited about to be used that day, but anything else requires extra time and prep before it can be cast. It should also be noted that she can only cast spells within her magical understanding.

    Non-Emotional - Perhaps because of the dual nature of her mind, Lanatari keeps a strong reign on her emotions. While optimistic, and considered by some as innocent, She very rarely betrays what she is feeling outwardly. This can make it difficult for her to relate to others and form relationships based on emotional ties. This doesn't mean she doesn't feel, but rather that she has difficulty expressing her feelings.

    The Dreaming Dark - Lanatari doesn't like to speak of the lore and tales that may very well be true, of the Dreaming Dark. An organization of the dark Quori who seek to rule the land which Lanatari's ancestors fled long ago. They found peace in their new home, founded a city based on balance and communion with nature, but the nightmare still haunts the memories shared between human and spirit. The dreaming dark and their inspired seek to destroy any Kalashtar they find and have ways of identifying them. While Lantari's clan believes themselves more or less safe from this evil, they are none the less extremely cautions with anything that may give their presence and location away.

    Underlying Madness - The unity of two being in one mind can occasionally lead to inner conflict as Lana's human sensitivity makes her vulnerable to Tari's Quori nature. During times of great stress Lanatari may lose her inner balance and display troubling, confusing, irrational, and even dangerous behavior.


  • Inventory

    Druidic Focus - A wand of Walnut with inlayed birch vines. Leather cord is wrapped around the hilt and studded with abalone shell and aquamarine beads. a pair of blue jay feathers are attached as well.

    Herbalism Kit - contains vials, pouches, clippers, mortar and petal, and other materials that maybe needed to create potions, ointments, poultices etc.

    Explorer's Pack- contains a bedroll, backpack, tinderbox, mess box, 50ft hempen rope, torches, rations, and water-skin

    Shield - a well crafted but basic wooden shield

    Leather Armor - light tan and stamped in navy with the emblem of the third district Silme'Hisie, it is in fact only plain leather armor

    Horn - a Basic horn as used by the city watch to send signals to each other

    Watch Uniform- in addition to the navy and tan leather armor of the third district watch, Lanatari's uniform consists of a white tunic over brown pants, tan boots, and a blue sash. she carries a spare set of clothing just in case.

    Staff of Frost - A coming of age gift, and the only magical item Lanatari has in her possession, this staff grants Cold resistance. Also each day the Staff hold ten charges which can be used to cast 4 spells. Fog cloud - 1, ice storm - 4, wall of ice - 4, and cone of cold - 4. once the charges are used the staff cannot be used until dawn where it will regain 1d6+4 charges. If the last charge is used there is a one in 20 chance the staff with self destruct by turning to water. Thus Lanatari is always careful to leave at least one charge in the staff at all times. The use of the staff's fog ability is where she got the moniker "daughter of the mist."

    A set of Manacles - because sometimes rope won't be strong enough

    A Silver Dagger - no magical properties, but it's shiny

    Dust Colored Cloak - because the weather gets cold

    Collection Pouch - Lanatari collects things and keeps them in this pouch. At any point in time it may contain a small number of shells, stones, feathers, beads, and even buttons.

    Spell Book - Lanatari can only memorize so many spells at a time. This book contains the rest (made up of D&D first level druid spells)


@Xerxes- I wasn't sure how/if we were doing levels and what we were starting at so I haven't put the druid Circle abilities in yet. I also added a languages section to the basic info list. I hope that was alright. Also let me know if I should make any changes ^_^
 
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So are we literally using D&D Races/Classes/Abilities for this? I mean obviously I see bits from D&D and some that are original but I would like a little clarification before diving down the rabbit hole.
 
So are we literally using D&D Races/Classes/Abilities for this? I mean obviously I see bits from D&D and some that are original but I would like a little clarification before diving down the rabbit hole.

Its 'inspired' by D&D. But i am not gonna waterboard you and force ya to be super dedicated to the lore or whatever. If you wanna make an original race with original abilities go ahead and do so, i'm not gonna stop you. You can be a race not found in D&D or you can be. Thing is with fantasy there is a lot of overlap. Chances are if it exist in fantasy it exist in D&D in some way shape or form haha. I just went with Shadar Kai since Vanessa is actually my OC that i created to 'use' in D&D campaigns and of all the races she looks most like a Shadar Kai ^^

@Falcon : As for your question. We aren't really 'focusing' on levels. Just make a character, give them a set of skills and abilities realistic to their current development (but still make them balanced). For example, Vanessa has a lot of racial abilities due to her curse, but those come with a butt ton of weakness and drawbacks. As for her actual 'skills and spells' i still need to add those but you get the general idea. These are meant to be characters being played in a story, characters can either begin as a farm boy that gets called to adventure and is literally a nobody with nothing. Or you can begin as a grizzled veteran with lots of experience. It depends on you, i wanna avoid making this like an RPG game. Vanessa herself is pretty new to her job, she's been doing it for a few years and is a 'professional' but she is still considered a 'rookie' despite being somewhat of a prodigy. Put her next to a veteran hunter from her clan and she'd look very small lol.

Hopefully i explained that right? I dunno xD
 
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All right, so It's be okay for her to have chosen a circle but still be very new to it, and just show character progression as opposed to worrying about levels. ^_^
 
Does that mean we can pick a Lycanthrope if we wanted?
 
Does that mean we can pick a Lycanthrope if we wanted?

Possibly, though i will warn you we already have one lol. And having two might result in conflict lol.
 
Oh darn lol though it sounds interesting
 
Working on a character, just looking for a good CS template
 
Okay I think I'm done with the character sheet XD. I hope it's not overkill.
If it's okay I'm planning on adding any spells and things she learns as the story progresses just to help myself keep track. Also, at the moment all she knows are level one druid spells but I wasn't sure they needed to be listed as I included a link to the website I've been using as reference.
 
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Darrken: Warrior of Telchoi
Name: Darrken
Alias: Warrior of Telchoi
Race: Elven-Human
Age: 32
Gender: Male
Homeland: Telchoi
Loyalties: None
Class: Warrior
Occupation: Scout

History/Background

They say the only thing deadlier and more unpredictable than the animals of the Telchoi forest are the Elven warriors of Telchoi. Those who have ever crossed a Telchoi Warrior know know this saying has the ring of truth about it. The demeanor of a Telchoi Warrior is one of cool detachment. They rarely speak and, when provoked, they can fly into a deadly storm of thrown spears and lashing sinew-cords in the blink of a disbelieving eye. It would be true to say that most well-trained Telchoi Warriors react so swiftly to a perceived threat that they are already in mid-strike before anyone else even knows that they are in danger. For a Telchoi Warrior, every day is an adventure. They are expected to be able to fend for themselves in adverse conditions, without any rations or supplies

Telchoi Warriors are swift and fearsome fighters. They have been trained from an early age to combat the harsh environment of Telchoi in addition to the enemies and predators that plague their people. They say that the Telchoi are not children for long. They are considered to have reached adulthood at the age of 12. Their harsh training regimen may do little to help develop their social skills, but it certainly equips them with an instinct and a capacity for survival that is second to none.

Almost all Telchoi Warriors are women. These female fighters are the first line of defence and the mainstay of the army in their matriarchal society. Male Telchoi Warriors are few in number and are rarely allowed to wander far from their homelands, although it is not unknown for Telchoi menfolk to be found in foreign lands. Typically, these male warriors are exiles.

The official religion of Telchoi is rigorously upheld by the matriarchal ruling body of the Telchoi. They are charged with maintaining high standards of fundamental devotion to their Goddess. This takes a much stricter and more demanding form of worship than can be found in other nations. To a devout Telchoi, the Goddess is seen as a strict matriarch. She will only protect those of her children who are worthy of her protection. She will not give aid or comfort to a Telchoi Warrior who cannot first help themselves.

Abilities
Blessings of the Goddess: As long as Darrken maintains his strict faith he can call upon the healing powers of his Goddess on himself or anyone else he can lay his hands on. To do this he enters a trance and must maintain it for at least five minutes undisturbed.

Impale: He can temporally harden the tip of his spear or sword so that it will penetrate any metallic or rocky surface. Only the hardest naturally or magically imbibed items can withstand this.

Palefire: He can imbue his weapons with the power of the Goddess' moonlight. By evoking this power, he can cause the striking surface of a hand-held weapon to burst into pale white flame when it hits an adversary in combat. This only works at night and he must be holding the weapon when it strikes its target.

Savage Survival: The Telchoi are the masters of the wilderness, able to extract from it sufficient water and nutrients to sustain themselves indefinitely.

Serpent’s Kiss: Upon reaching physical and mental maturity, Telchoi Warrioirs are put through the Telchoi Snake Ritual. Under the supervision of the female elders, they brew a potion made of venom they have extracted from deadly Telchoi snakes, and then drink it after a night of ritual prayer and meditation. It is a painful and traumatic experience for a young Telchoi to endure, yet very few do not survive it. As a consequence, they become immune to all poisons

Weaknesses/Flaws
Moon Blessed: All Telchoi are taught to fight and survive in the night and, while still capable warriors, suffer in direct sunlight. It can dim their vision and can cause them to become disoriented if they spend too much time in direct sunlight.

Scorpion's Speed: Telchoi are fast and fierce fighters. Emphasis on fast. If their movement or speed is reduced in any way, they can become easily defeated.

Wild Wilderness: Telchoi are first and foremost forest dwelling warriors. As such, they are significantly disadvantaged in open spaces.

Curse of the Goddess: Just as their faith imbibes the Telchoi with great power, loss in faith may as well be a death sentence. They believe without the Goddess' blessing, they are doomed to befall death very soon after losing favor with her and will not do anything to avoid death. Some even seek it out.

Inventory
Spear Quiver: Darrken carries one large quiver on his back that is much longer than normal quivers as it holds up to four spears.

Spears of the Goddess: The four spears he carries are quad bladed that resemble the four sided pyramid that acts as the temple for the Goddess in his homeland. They are lighter than normal spears, meant to be thrown. While they can be used in hand to hand combat, their lightweight design can cause their shafts to break.

Scimitar of the Moon: Darrken's main hand to hand combat is a scimitar with an extra long curved blade.

Forest Armor: Darrken wears an armor made up of an amalgamation of steel and hide (See picture).

Boots of the Trees: Leather boots that have exceptional grip and traction.

Belt Pouch: A series of small pouches line his belt which can carry a various assortment of items.
 
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Name Andros Delrim
Race Tiefling
Age 27
Gender Male
Homeland Thord
Loyalties Unknown
Class Warlock
Occupation Mercenary
Languages Common, Infernal, Abyssal​
T
here are those who wear their confidence in their entire being, from the way they talk to the way they walk. Andros seems to be such a person - he does not shy away of having his opinion heard, he doesn't seem to have any doubts about the next course of action, and he acts with a kind of self-assurance that makes him seem arrogant. Although he admits when he does something wrong, he hardly ever shows regret or remorse for the consequences of such actions.

Beneath the mask of confidence and lack of care, however, it's possible to sometimes see hesitation and nervousness, guilt and fear, although those emotions are never shown in his face. Andros' words and demeanor often conflicts with what he is really feeling and thinking, although he would deny that with all his strength. He sees empathy as a weakness, but that does not mean he doesn't feel it. Andros fights against the more humane parts of himself, but he still feels that pull to help those in need - although, when he succumbs to it, he tries to make sure no one thinks he's doing something for anything other than money or personal gain.

For as much as Andros appears selfish and completely uncaring at first, he can actually form strong bonds if he allows himself to stay by the same person's side for a while. He's loyal to those he considers friends, and would easily lay his life for them, all the while stating that friendship and feelings of loyalty serve only to get you killed.

Tall, with purple skin, sharp horns colored in a slightly darker tint than his skin and solid golden eyes, Andros has a rather imposing and sometimes intimidating figure, one he's not afraid to use to his advantage with more impressionable people. His tail, almost as long as the rest of his body, and with a hard, sharp tip, completes his somewhat fiendish appearance. While his face is usually locked in a mocking or uncaring expression, his tail gives away much of what he is feeling, if one knows where to look.



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  • Sight in the Dark. Due to his heritage and the power given to him, Andros can see well in the dark, even with no light source. The darker it gets, the more difficult it's for him to discern colors and more specific details, but even then, he can see well enough to distinguish shapes.

    Hellish Resistance. Heat, even in more extreme conditions, don't seem to bother him. He still needs water to survive, but he can easily stand more extreme hot temperatures and climates for a long period of time. Likewise, he has a slight resistance against fire - it can still burn him, but not as quickly or as severe.

    Silent Movement. Andros footsteps are surprisingly light, and he knows how to move around in his environment so he can pass unseen and unheard, even at a normal pace. While an indirect confrontation is hardly his style, this ability has been useful to him on many occasions.

  • Cantrips
    Cantrips are spells that are easy enough to use, so the energy they consume is meaningless. That means Andros can use these spells at-will.
    • Booming Blade. His sword becomes enveloped with a booming energy. When he attacks, this energy shifts to surround the target. At the next few seconds, if this target moves, they go through this cloud of thunderous energy, suffering damage.​
    • Flame Blade. His sword becomes enveloped with golden flames. When he attacks, these flames shift to the target. Andros can then will those flames to stick to the target's skin and slightly damaging them, or make them jump to a nearby target (no farther away than 5 feet) and damage them instead.​

    Other Spells
    Those spells need a significant amount of energy to use, and after a certain amount of uses (1), Andros have to have at least a short rest to be able to use them again.
    • Arms of Hadar. Black tendrils appear from the ground surrounding Andros and lash out at all creatures within 10 feet of him, burning them with necrotic energy and restricting them so they can't take reactions for a short while. If the creature can break free of the tendrils, they are not restricted and the damage they take is significantly less.​
    • Armor of Agathys. A protective and cold magical force surrounds Andros, making his skin appear as if covered by tiny crystals of ice. He cannot feel them, but these crystals act as an extra protection for around an hour. If someone comes too close while the spell is active (make a melee attack), this cold intensifies and the creature suffers a bit of damage.​



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Warm Skin. Andros cannot stand cold temperatures, as he feels them intensely. If he can keep warm (either by staying near a fire or by wearing layers upon layers of clothes, which can impair his ability to fight effectively), he can continue to function normally. Otherwise, Andros starts to feel almost sluggish, not reacting as quickly as usual to danger.

Blood Pact. His magic is tied directly to the will of his Patron, who can take it away at any given moment. This means he must follow orders directly if he wishes to keep his powers, even if they go against what he wants to do.

Close Quarters Combatant. Every spell and every fighting technique Andros knows are effective only on melee combat. He knows how to throw his daggers if needed, but he is very ineffective with ranged weapons.

Diplomacy. He is not the most diplomatic person. While he can be charismatic at times, Andros has little to no patience to negotiations. If a compromise can't be reached quickly, he's prone to escalate a conflict to violence, or simply give up on the task on the grounds that it's more work than it's worth it. However, if kept away from such things, he's content to wait until others have done the talk, and will gladly follow along with a plan, as long as it's not him who needs to do the negotiation.

Agility. Andros' combat style is based more on strength than agility. He has enough speed to hit his enemies, but he also is prone to get hit often. His strategy can often be resumed to 'kill before being killed', but he is still capable of following more intricate plans.


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A backpack, with:
  • Bedroll
  • Mess kit
  • Tinderbox
  • Rope (50ft)
  • Torches (10)
  • Rations (10 days)
  • Waterskin
  • Thieves' tools (lock picks, small mirror mounted on a metal handle, narrow-bladed scissors, pair of pliers)

A couple of pouches that are either tied to his belt or his backpack, which he uses to store money, small components for spells and other things that might be needed.

A couple of shirts, pants, leather belt, boots, a heavy cloak with a hood for cold weather, and a scarf.

Rainbow Quartz Necklace The crystal in this necklace is a beautiful rainbow quartz, crudely cut and tied to a small, but relatively resistant, metal chain. The colorful stone contrasts greatly with the rest of Andros' more somber and simple attire, and is actually the only accessory he wears.

Barathur Andros is never seen without Barathur, a large and broad sword with a black-tinted metal blade and silver handle. The weapon seems to be too heavy and bothersome to use, but Andros fights with it with surprising ease.

Daggers A pair of silver daggers with intricate designs. Despite being quite beautiful, their balance is a little off, and Andros uses them only as a last option.

Leather Armor A set of black leather armor that offers a small amount of protection.

Cloak of Elvenkind A cloak made of a silken material that shifts colors, helping the wearer blend in with their surroundings to pass unnoticed. This particular cloak, however, shows signs of wear, diminishing a little its effects.


 
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Fie.png
Fielana Eldsworth
Race:
Changeling.
Age: Twenty-four.
Gender: Female.
Homeland: Faerun.
Loyalties: None.
Class: Rogue.
Occupation: Thief.

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Fie is cautious and observant by nature. Always watching and studying others. She can be clever and tricky, persu
asive and beguiling. But all of that is layered underneath her current persona of whatever face she is wearing. And for most of her life she has worn the face of Fielana Eldsworth, a nobleman's adopted daughter.

After her mother fell ill, Fie became aware of her father's growing temper. Fear of his wife's mortality was leading to him displacing his anger on other people. Shouting at his workers, and even at Fie. But Fie understood that he was on;y worried about her mother. Until the news came that she was not going to get better. Fie was stricken with a new kind of fear; the fear that her mother would actually die. Fatally ill. And her father's temperament grew even worse.

The day her mother died, her father turned on her. He blamed her. Saying that she had caused this, that Fie had made her mother ill and killed her. Fie tried to deny it but he was angry. Under threat of violence she was expelled from the family estate and cast into the cruel world.

Her curiosity and inquisitive nature may see her find more trouble than she bargains for on the streets. But her kindness, her cunning, and her careful words have garnered her some friendships with the less desirable type who roam the dark alleys and back roads.

abilities-png.180649

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Many Faces
Fie, as a Changeling, can appear as other people. Or just as a generic person she has devised herself. The longer Fie spends as another person, learning them, the more she slowly becomes them. Except she only knows two faces; her own birth face, and her own noble daughter's face.

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Changeling Hatred
Extreme racism against Changelings can be found in most large settlements. It is a fact of life for Changelings that they must pretend to not be themselves so that they can be accepted. Fie is learning the hard way just how much people are willing to pit their own responsibilities and failures on to an easy scapegoat.

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Solitary
Fie has lived her life mostly alone. Separated from a Changeling clan shortly after birth and raised as the adopted daughter of a noble family. The family of humans that raised her raised Fie as Fielana Eldsworth, heiress to the Eldsworth Importing Company. Due to this she knows little about her own people or her self. Fie does not understand the full capabilities of a Changeling; possessing only her grey skinned and white haired natural form, and her pale skin with blonde hair and blue eyes human form.

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Curved Dagger
A simple dagger that she hopes to never have to use. Seems that is only a matter of time now that she lives on the street. This dagger was given to her by the first "friend" she made out on the streets; a fence who sells ill begotten goods. This fence continues to urge Fie to put her natural racial talents to use as a burglar and con artist.

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Pale Leather Tunic
A tunic, designed more for protecting against harsh weather conditions than attack. Not very well suited for combat. Does make a rather excellent sneaking outfit with so much dark leather. Looks like a well made piece of attire for someone of the Eldsworth family if not for the worn scuffs and recently sewed patches.​
 

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Sorry I'm late. I'm horrible and RL sucks 😭 I was still wondering if you would allow a Loxodon race?
 
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Oh yay! I get to finally use Akela!.
 
I'm still interested! I've finally escaped from the clutches of Life and making time for this again