OOC: From the Ashes of Phoenix

U

Unisus

Guest
Original poster
Legends of the Phoenix have been broad and vague. Books tell about a red phoenix of fire, that was a beautful creature. It's life cycle was 1000 years before it would die, turn to ash and leave an egg that would take 100 years to hatch.

A poem told by bards: THE PHOENIX

He knows his time is out! and doth provide
New principles of life; herbs he brings dried
From the hot hills, and with rich spices frames
A Pile shall burn, and Hatch him with his flames.

On this the weakling sits; salutes the Sun
With pleasant noise, and prays and begs for some
Of his own fire, that quickly may restore
The youth and vigor, which he had before.
Whom soon as Phoebus * spies, stopping his rays

He makes a stand, and thus allays his pains......
He shakes his locks, and from his golden head,
Shoots on bright beam, which smites with vital fire

The willing bird; to burn is his desire.
That he may live again; he's proud in death,
And goes in haste to gain a better breath.
The spice heap fired with celestial rays
Doth burn the aged Phoenix, when straight stays
The Chariot of the amazed Moon; the pole
Resists the wheeling, swift Orbs, and the whole
Fabric of Nature at a stand remains.
Till the old bird anew, young begins again.

Another story said the Phoenix is a mythical bird thought to be the servant of the sun god. It lives in the East, close to a cool well. Each morning at dawn, it would bathe in the water and sing such a beautiful song that the sun god stopped his chariot to listen. Only one Phoenix exists at any one time which makes it a solitary bird. When the Phoenix feels its death approaching every 500 years, it would build a nest and set it on fire, and was consumed by flames. After it was burned, a new Phoenix sprang forth from the pyre. The new Phoenix then embalmed the ashes of its predecessor in an egg of myrrh and flew with it to the City of the Sun.

Another story even tells that the Phoenix may even turn into a person.

Rumor have risen recently about a bone of a phoenix being found. Usually rumors like this spread all the time and end up disipating in the wind because they are not true. However the rumor seems to have set the people of authority in unease. Yesterday in the middle of the square of Kerul, a mere peasent displayed a scene, running through screaming "I have found the bone of a phoenix, it has the scorch marks to prove it!"

The following day the peasent was found dead by his wife and the skull missing. More rumors are spreading that the king took it, another rumor is an evil mage. Over the next few days another rumor spread that messengers with guards have been sent out from the castle.
Most of this information on races and classes have been taken directly from Dungeons and Dragons, no copyright infringments intended.




1:NPCs can be controled to an extent. Do not do anything out of the ordinary. Anything extra ordinary, like creating an absurd scene with an NPS must be approved by me first.


2: Do not control time. That my job too. I will occasionally remind you in my posts what time it is, if its near dawn or dusk I will tell you. Sometimes things seem to be stuck at a certain point and I will move things along, to keep everyone busy.

3. If fights break out between players, the hit/miss attacks/spells will be determined by me unless the two player come between an agreement with eachother.

4. No go-modding.... God modding is taking control of another player's character without their permission



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The Country of Tareign is ruled by a king and queen. Each of them have their own responsibilities and each are revered by all of Tareign. They have ruled for 40 years and for that long the country has lived in peace and prosperity.


Women are treated as equals ever since Queen Liliana has ruled along side of King Kerulan. However, some slave trades of women still go on in the black market. For Men and Women the longer the hair the higher up you are in royalty. No one is allowed to have hair longer than mid back unless you are of the royal family.Royal colors are gold and deep green.


All common races are allowed to move freely between each city. In larger cities, including the capital weapons are not allowed. At each gate Scions are stationed to read the minds of the people who come and go. They are not allowed to prod into personal matters, however their job is to prevent hostiles from entrance to the capital. Weapons are not allowed in Kerul. Any who come through the gate have their weapons taken and returned upon leaving. Weapons purchased within the city will be given upon departure.


Some fairy tales of dragons exist. They are given the reputation to scare the children to do what they want. "Johnny you better get to bed before the big scarey dragon come down from their capital to get you!"


No warrior that has traveled to the Dragon's Capital has made it back alive. Rumors say that some have, but their stories vary in the extreme, which have made their credibility reduced to almost zero. Most who even tell the stories are drunk warriors who have returned from some sort of quest gone wrong. All stories have left the dragons and thier land feared by nearly all humanoids. Draconic races prove their are some existance of dragons, but a true dragon has never been seen.


Dwarves are a significant force in Tareign. They frequent many cities, but their own cities are deep within the mountains. The Dwarves capital, Rik Karag lies within the largest mountain along the range. The dwarves themselves fear and respect the mountain for it is an active volcano. The last eruption was little more than 10 years ago. Dwarves are known for their craftmanship with metal weapons including swords, axes, sheilds, plate armor and the like. Their mountains are rich with materials, but are heavily protected against theives.


Elves are less pronounced in the country. Traders come and go from cities selling what they are well known for, art, light weight weapons and armor. Within their forest they have many cities, but their capital, Tiukatal is the only city non-elves are welcome to freely. They love and respect their great tree, which is called great grandmother.


Tauremori, or Dark Forest, has legends of its own. The sun does not penetrate the canopy, nightmares of dreams live there, and the elves stay well away from the very thought of venturing in.


Trade between Tareign and Oriela is frequent. They have been in peace since the rise of King Kerulan. Overall the country is very rich, and nearly self sufficient.


Map:
Tareign-1.png







Races
Common:
Race_Example-PH1.gif

Race_Example-PH2.gif



Human ~ Humans are the most adaptable, flexible, and ambitious people among all the common races. The are dicerse in their tastes, morals, customs and habits. Others accuse them of having little respect for history, but its only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter, collective memory than the others races.


They typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticealbe taller and heavier than women. Thanks to their penchant for migration and conquest, and their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kiny or straight), and the facial hair(for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race and often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles. fanciful clothes, tattoos, body peircings, and the like. Humans reach adulthood at about age 15 and rarely live even a single century.


Humans speak Common language automaticly.


Dwarves ~ Are known for their skill in welfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and the capacity for drinking ale. Their mysterious kingdoms, carves out from the insides of mountains, are reowned for the marvelous treasures that they produce as gifts for trade.


Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dawrves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thrist for vengeance.


Dwarves stand only 4 to 4- 1/2 feet tall. but they are so broad and compast that they are, on average, almost as heavy as humans. Dwarf men are slightly tallers and noticeable heavier than women. Dwarves' skin is typically deep tan of light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beard highly and groom them carefully. Dwarves favor simple styles for their hair. beard and clothes. Dwarves are considered adults at the age of 40, and they can live to be more that 400 years old.


Dwarves speak Common and dwarven automaticly.


Elves ~ Mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves Favor things of natural and simple beauty. When danger threatens their woodland homes, however elves reveal a more martial side, demonstrating skill with swoard, bow and battle strategy.


Elves are more foten amused than excited, and more likely to be curious than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by pety happenstance. When pursuing a goal, however, whether an adventurous misson, or learning a new skill or art, they can be focused and relentless. They are slow to make friends, and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.


Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier that women. They are graceful but frail. They tend to be pale-skinned and dark haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, espesially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine feature. Many humans and members of other races find them hauntingly beautiful. A elf reaches adulthood at about 110 years of age and can live to be more than 700 years old.


Elves do not sleep, as members of the other common races do. Instead and elf meditates in a deep stance for 4 hours a day. An elf resting in this fashion gains the same amount of rest that a human does fom 8 hours of sleep. While meditating and elf dreams, though these dreams and actually mental exercises that have become reflexive through years of practice.
Elves speak Elven and Common automaticly.


Gnomes ~ Are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.


Gnomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor, and while they loe puns, jokes, and games, they also relish tricks-the more intricate the better. They apply the same dedisation to more practical arts, such as enineering as they do to their pranks.
Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless. Their curiousity makes them skill engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.


Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnomes males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching of fine jewelry. They erach adulthood about the age of 40 and they typically live about 350 years, though some can be known for living almost 500 years.


Gnomes speak gnome automaticly which is very similar to dwarven. They also speak Common.


Half-elves ~ Humans and elves somtimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because the humans life if so brief, but the leave and enduring legacy - half elf children.


The life of a half-elf can be hard. If raised by elves, the half elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becomming physically and adult but culturally still a child by elven standards. Typically she leaves her elven home, which is no longer familiar and find her way amoung humans.


If on the other hand, she is raised by humans the half-elf finds herself differentfrom her peers, more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in amoung humans, while others find their identities in their differences. Most find places for themselves in human lands, but some feel like outsiders all their lives.


Most Half-elves have the curiousity, inventiveness and ambition of the human parent, along with their refeince senses, love of nature, and artistic tastes of the elf parent.


To humans, half-elves look like elves. To elves, they look liek humans - indeed, elves call them half - humans. Half - elves height ranges from under 5 feet toabout 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier than women, but the difference is less pronounced that found amoung humans. Half-elf are paler, fairer, and smoother-skinned that the human parents, but the actual skin tone, hair color and other details vary just as human features do. Their eyes are green, just as are those of the elf parents. Half-elf reaches adulthood at the age of 20 and life to be more than 180 years old.


Other Common races: (pm me if you are interested in one of these races)
Halfling, Half-orc


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Uncommon races


Tibbit ~ Tibbits (also known as catweres) are small, humanoid creatures that have the ability to turn into a common house cat. They arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain intelligence and magic abilities slowly filtered from one generation of cats to the next. Whether tibbits evolved from a natural process, divine intervention, or a sudden surge in the magic running through their ancestry, none can say. Tibbits have never existed in large numbers, and their tendency to spread across the world leaves them with a fractured, incomplete racial history.


Much like their feline ancestors tibbits exhibit independence, curiosity, and quickness of mind and body. They rarely form communities larger than two or three families, and even these small colonies rarely hold together for more than a few years. Shortly after reaching adulthood, a tibbit develops an intense desire to wander the world and satisfy her racial curiosity. Tibbits can be found wherever humans and other civilized humanoid races have established cities, towns, and colonies. Among humans and other humanoids tibbits usually remain in their cat form. The stray cat that prowls a neighborhood, the mangy cat adopted as a temple's unofficial pet, and the lazy feline always close at hand at the local tavern might be tibbits. Driven by curiosity, tibbits love to remain in their animal form while observing humans.


Cynical observers contend that a tibbit seeks to spy on others. Tibbits hold that they merely like to keep an ear and eye out for any interesting bits of news. Tibbits are typically too chaotic, carefree, and impulsive to work as spies or hired killers. Upon overhearing a group of adventurers talking over a treasure map in hushed tones, a tibbit might be just as likely to shift into humanoid form on the spot and offer to join the adventure as she is to lose interest and chase down a juicy mouse she spotted across the tavern.


Tibbits, as befits their heritage, are moody, curious, and sometimes arrogant. Many tibbits prefer the comforts of a fine meal (whether a succulent rodent or a five-course feast in the lap of luxury), stiff drink, and a soft couch. Even the most decadent tibbit, however, eventually succumbs to the steady pull of its curiosity. A tibbit might spend years living off the treasures it won in adventure, only to suddenly strike out into the unknown once again.


When dealing with others, tibbits show a similar capability to change their attitudes and posture depending on their moods. A tibbit might act relaxed and languid one moment, alert and inquisitive the next. They tend to have a slightly distant, arrogant attitude toward others, as if as a race they share a colossal, secret joke over other intelligent creatures. Still, once a tibbit marks someone as a friend few other creatures match their devotion. A tibbit might complain about a friend's needs or tend toward laziness, but when trouble arises
she is a dauntless ally.

In humanoid form, tibbits are small, stealthy, dark-skinned people with pointed ears and catlike eyes. Their hair tends to grow thick and long and males tend to grow sideburns. Their skin tones range from a tawny brown to black, but occasionally a tibbit has pure white skin. Their hair color matches the wide range of colors found in house cats, from pure white to striped silver to deep black. In their cat form, tibbits look like fat but energetic house cats. They appear identical to—and indistinguishable from—any common, domesticated breed.


Tibbits reach adulthood about 16 years of age, and have been known to live up to 300 years old.
tibbit.png



Spellscale ~ Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examintaion, because each spellscale displays a unique philosopy and behavior. What's most true about them as a group is that these dragonblood humanoids have a very strong racial inlination toward sorcery.


It has long been known that many sorcerers have dragon blood in their veins. For the majority of these individuals, their spellcasting abilities are often the only hint of their drconic heritage, but sometimes the evidence is clearer.


Occasionally when two humanoid sorcerers produce a child, the infant displays a decidedly draconic features and physiology. The child is. infact a spellscale rather than a member of either of the parents' races. In much more rare instances, a sorcerer of great power produces such a shild by mating with someone who is not a sorcerer. To those who belive that some (or all) sorcerers have draconic heritage, these shildren are strong evidence of the theory's truth - is such a shild's draconic characteristics did not come from a sorcerer, then how else to account for them?


In certian situations, a spellscale infact might arouse speculations about the mother's having mated with a dragon and might be misidentified as a half-dragon.


Spellscales are, however, a distinct race. They breed true among themselves and almost never interbreed with other humanoids. In such an odd instance, any child produced is a full-blooded spellscale.


Spellscales exhibit all the best characteristics of dragons in a compact humanoid form. Their skin, formed of lustrous scales, comes in a wide variety of hues, including nearly every color of the rainbow. No spellscale is merely one color, but each displays a rich spectrum of variants on his main color. A spellscale who is primarily green might have patterns of a deeper, forest green over his body, fingernails and toenails of a slightly lighter green, and eye ridges and nostrils that are a deep greenish aquamarine. The coloration is complex, making a spellscale look much more elegant than other scaled humanoids such as kobolds
or lizardfolk.


Unlike in most other humanoid races, spellscale females tend to be larger than males. Spellscales stand as tall and as short as humans, with little difference in weight between the sexes.


Spellscales mature quickly compared to other humanoids. Sorcerers of spellscale descent often start their adventuring lives earlier than members of most other races. They reach adulthood at the age of 12 and can live up to 160 years.


Spellscales approach life with intensity, always living in the now, and caring little about the past or future. A spellscale wholeheartedly pursues whatever he’s doing at the moment. His current career, hobby, or relationship is of paramount importance. He ardently believes whatever he professes and what he values at any particular time is permanent for him. That is the truth of the moment. With the exceptions of sorcery and family, spellscales never pursue the same objective or feel the same way for very long, though. Their interests change, they grow bored, or they simply find something or someone newer and more intriguing. This change is sometimes made in a carefree manner and sometimes with deep regret.


To an outside observer, an obvious tension exists between a spellscale’s ardent pursuit of the moment and the mercurial nature of his desires. An impartial and ignorant observer might assume that whatever a spellscale is wrapped up in is a constant passion or a lifelong pursuit. Anyone with a
modicum of insight about the race, however, knows that a spellscale’s focus inevitably changes.


Crucial to comprehending spellscales as a race is understanding that they truly don’t see things that way. Their hearts and minds tell them that “now” is the ultimate truth and will remain so forever. Even if one points out to a spellscale the transitory nature of his past interests, the spellscale always feels that this time is different. This time, it’s permanent.


spellscale.png



Addtional Uncommon races: (give me a pm if you are interested in playing one of these races I will give you some more info. If you want to make up your won race, or choose one not on the list, again pm me.)
Aasimar
Centuar
Werewolf
Vampire
Teifling
Construct (golem)
Goblin
Orc
Half-orc
Ogre
 
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Classes


Barbarian
~ Civilized people call them barbarians or berzerkers and suspect them of mayhem, impiety and atrocities. These "barbarians," however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them they have proved their cunning, recourcefullness, persistance, and mercilessness.


Adventuring is the best chance barbarians have of finding a place in a civilized society. They're not well suited to the monotony of guard duty or other mundance tasks. Barbarians also have no trouble with dangers, the uncertainties and the wandering that adventuring involves. They may adventure to defeat hated enemies. They also have noted distaste for that which they consider unnatural, including undead, demons and devils.


The barbarian is an excellent warrior. Where the fighter's skill in combat comes from training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. The rages leave them winded, and he has the energy for only a single such spectacular displays per day, those that rage is usually sufficent. He is at home in the wild, and he can run at great speed.


Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength and it could not like in a lawful soul. At best, barbarians of chaotic alignment are free and expressive. At worst they are thoughtlessly destructive.



Bard
~ It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gather lore, telling stories, working magic with his music, and living on the gratitude of his audience - such is the life of a bard. When chance or opptunity draws them into conflist, bards serve as diplomats, negotiators, messengers, scouts and spies.


A bard's magic comes fromt eh heart. If his heart is good a bard brings hope and courage to the downtrodden and uses his tricks, music and magic to twart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from and evil heart as well. Evil bards forego blatent violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences "willingly" give.


Bards see adventures as opportunities to learn. They practice their many skills and abilities, and they especially relish the oppurtunity to enter a long-forgotten tomb, to discover ancient works of magic, to decipher old tomes, to travel to strange places, to encounter exotic creature, and to learn new songs and stories. Bards love to accompany heroes, joining their entourage to witness their deeds firsthand - a bard who can tell a marvelous story from personal experience earns renown among his fellows. Indeed , after telling so many stories about heroes doing mighty deeds, many bards take these themes to heart and assume roles themselves.


A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasixes charms and illusions over hte more dramatic evocation spells that wizards and sorcerers often use.


In addition to spells, a bard works magic with his music and peotry. He can encoruage allies, hold his audence rapt, and counter magical effects that rely on speech or sound.


Bards have some skills that rogues have, although bards are not a focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local event and noteworthy items.


Bards are wanderers. guided by whim and intuition rather than by tradition or law. The spontaneous talent, magic, and lifestyle of the bard are incompatible with a lawful alignment.



Cleric
~ The handiwork of the gods is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gammut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries - their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric used the power of his god to make the god's will manifest, and is a cleric uses his god's power to improve his own lot, thats to be espected too.


Ideally, a clerics adventures support his god's causes, at least in a general way. A good cleric, for example, helps those on need. If, through noble acts, he can improve the reputation of his god or temple, thats even better.


Clerics sometimes recieve order, or at least suggestions, from their ecclesiastical superiors, directing them to understake missions for the church. The clerics and their companions are compensated fairly for these missions, and the church may be especially generous with the casting of needed spell or divine magic items as payment. Of course clerics and people too, and they may have and or all of the more common motivations for adventuring.


Clerics are masters to divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can bring back people that have crossed over that brink.


As chennelers of divine energy, clerics can affect undead creatures. A good cleric can turn away or even destroy undead; and evil cleric can bring such creatures under hsi control.


Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armos does not interfere with divine spells the way it does with arcane spells.


Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil ones, there are more good clerics. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics then chaotic ones.


Every reasonably well-knwon deity has clerics devoted to him or her, so clerics can be of any religion. The deity most common worshiped by human clerics in civilized lands is Pelor (god of the sun). The majority of nonhuman clerics are devoted to the cheif god of the appropriate racial pantheon. Most clerics are offically ordained members of religious organizations, commonly called churches. Each has sworn to uphold the ideals of his church.


Some clerics devote themselves not to a god but to a cause or a source of divine power. These characters wield magic the way clerics devoted to individual gods do, but they are not associated with any religous institution or any particualar practice of worship. A cleric devoted to good and law, for example, may be on friendly terms with the clerics of lawful and good deities and may extol the vritues of a good and lawful life, but he is not a functionary in a church hierarchy.


Clerics have many healing spells that aid their allies and a few that work against enemies (mainly undead). They are decent at melee, but excell more at defense, being able to wear full plate.


Druid
~ The fury of a storm, the gentle strngeth of the morning sun, the cunning of the fox, the power of the bear - all these and more are at the Druid's command. The druid, however slaims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but being at one with it. To trespassers in a druid's sacred grove and to those who feel her wrath, the distinction is overly fine.


Druids adventure to gain knowledge (especially about animals and plants unfamiliar to them) and power. Sometimes their superiors call on their services. Druid may also bring their power to bear against those who threaten what they love, which more often includes ancient stands of trees or trackless mountains than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations and undead. Druids simetimes lead raids against such creatures, especially when they encroash on the druids' territory.


Druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassions. As such, they must be neutral on at leave one alignment axis, if not both. Just as nature encompasses and dichotomies as life and death, beauty and horror, and peace and violence, so two druids can manifest different or even opposite alignments and still be a part of the druidic tradition.


A druid reveres nature above all. She gains her magical power either from the force of nature itself or from a nature deity. The typical druid pursues a mystic spirituality or transcendent union with nature rather thatn devoting herself to a divine entity. Still some druids revere or at least respect Obat-Hai (god of nature) or Ehlonna (goddess of the woodlands).


Though their organizations if invisible to most outsiders, who consider druids to be loner, druid are actually part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society though secret rituals involving tests that not all survive. Only after acheiving some level of competence is the druid allowed to strike out on her own.


All druids are normally members of this druidic soiciety, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. All druids recognize eachother as brothers and sisters. Like true creatures of the wilderness, however, druids simetimes compete with or even prey on eachother.


A druid may be expected to perform services of higher-ranking druids, though proper payment is tendered for such assignment. Likewise, a lower ranking druid may appeal for aid from her higher-ranking comrades in exchange for a fair price in coin or service.


Druids may live in small towns, but they always spend a good portion of their time in wild areas. Even large sities surrounded bu cultivated land as far as the eye can see often have druis groves nearby - small, wild refuges where druid live and which they protect fiercely. Near coastal citires, such refuges may by nearby island, where the druid can find the isolation they need.


Druids often have an animal companion that travels with them. They cannot make it do the druid's will, but can teach it tricks, much like a human can with their dog. The longer the druid is with her companion an empathic link develops that thoughts can be shared.


Druids are able to travels through nature and prevent anyone from tracking by sight.


A druid is able to transform into any meduim sized (10x10 feet or less) animal of their choosing(up to 10 choices) twice a day, for four hours a day each time. They have minor healing spells to aid allies, as well as other minor spells that aid nature. Druids are not profient in wearing any kind of metal armor, for if they wore it any spell they cast would be null.



Fighter
~ The questing knight, the conquering overload, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king - all are fighters. Fighter can be stalwart defenders or those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Fighters who are not actively adventuring may be soldiers, guard, bodyguards, champions, or crominal enforcers. An adeventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer.


Most fighers see adventures, raids, and dangerous missions as their jobs. Some have patrons who pay them regularly. Others prefer to live loke propectors, taking great ricks in hopes of the big haul. Some fighters are more civi-minded and use their combat skills to protect endangered people who cannot defend themselves. Whatever their initial motivations, however, fighters often wind up living for the trill of combat and adventure.


Of all the classes, the figher has the best all-around fighting capabilities. Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own. A given fighter may be especially capable with certain weapons; another might be trained to execute specific fancy manuvers, they can master the most difficult ones relatively easily.


Fighters may be of any alignment. Good fighters are often crusading types who seek out and fight evil. Lawful fighters may be champions who protect the land and its people. Chaotic fighters may be wandering mercenaries.


Fighters often worship Heironeous (god of valor). Kord (god of strength), St Cuthbert (god or retribution), Hextor (god of tyranny), or Erythnul (god of slaughter). A figher may style himself as a crusader in the service of his god, or he may just want someone to pray to before putting his life in the line yet another time.


Fighters may have any set fighting style, whether it be a two-handed sword, two one-handed swords, a swords and shield, a bow, or even any combination.



Monk
~ Dotted across the landscape are monasteries - small, walled cloisters inhabited by monks who pursue personal perfections through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasent clothes, monks can travel unnoticed amond the populace, catching bandits, warlords, and corrupt nobles unawares.


An individual monk is unlikely to care passionately about championing commoners or ammassing wealth. She cares primarily for the perfection of her art and thereby, her personal perfection. Her goal is to acheive a state that is beyond the mortal realm.


A monk approashes an adventure as if it were a personal test. While not prone to showing off, monks are willing to try their skills against whatever obsticales confront them. The are not greedy for material wealth, but they eagerly seek that which can help them perfect their art.


The key feature of the monk is her ability to fight inarmed and unarmored. Thanks to her rigorous training she can strike as hard as if she were armed and strike faster than a warrior with a sword.


Though a monk casts no spells, she has a magic of her own. She cahnnels a subtle energy, called ki, which allows her to perform amazing feats. The monk's best known feat is her ability to stun and apponent with an unarmed blow. A monks also has a preternatural awareness that allows her to dodge an attack even is she is not consciously aware of it.


As a monk gains experience and power, her mundane and ki-oriented abilities grow, giving her more and more power over herself.


A monks taining requires strict discipline. Only those who are lawful at heart are capable of undertaking it.



Ranger
~ The forests and hills are home to fierce and sunning creatures, such as bloodthrirsty owlbears and malicious displacer beasts. But more cunning and pwoerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if their were his home, and he knows his prey in deadly detail.


A ranger often accepted the role as protector, aiding those who live in or travel through the woods. In addition, a ranger carries grudges against certain types of creatures and looks for opportunities to find and destory them. He may also adventure for all the reason teh fighter does.


A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, and experienced ranger has such a tie to nature that he can draw upon natural power to cast divine spells, much like a druid does.


Rangers can be of any alignment. Most are good, and such rangers usually function and protector of wild areas. In this role, a ranger seeks out and destroys, or drives off evil creatures that threaten the wilderness. Good rangers also protect those who travel through the wilderness, serving sometimes as guides and sometimes as unseen guardians. Most rangers are also chaotic, preferring to follow the ebb and flow of nature of of their own haerts, instead of rigid rules.



Rogues
~ Rogues have little in common with one another. Some are stealthy theives. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefullness. In general, rogues are skilled at getting what others do not want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or soem random person's pocket money.


Rogues adventure for the same reason they do most others things: to get what they can get. Some are after loot; others want experience. Some crave fame; others seek infamy. Quite a few also enjoy a challenge. Figuring out hot to thwart a trap or avoid an alarm is great fun for many rogues.


Rogues are highly skilled, and the can concentrate on developing and of several catafories of skills. While not equal to members of many other classes in comabt, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack.


Rogues have a sixth sense when it comes to avoiding danger. Expereinced rogues develop mystical powers and skils as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake is" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.


Rogues follow opportunities, not ideals. Though they are more likely to be chaotic than lawful, they are a diverse bunch, so they may be of any alignment.



Socerer
~ Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentor, no theories - just raw power that they direct at will. Some sorcers claim that the blood of dragons courses though their veins. That claim may be true in some cases - it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and its difficult to prove that a given sorcerer foes not have a dragon ancestor. Its true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantated boast on the part of certain sercerers or envious gossip on the part of those who lack the sorcerer's gift.


The typical sorcerer adventures in order to improve his abilities. Only by testing his limits can he surpass them. A sorcerer's power is inborn - part of his soul. Developing this power is a quest in itself for many sorcerers, regardless of how they wish to use their power.


Some good are driven by the need to prove themselves. Marked as different by their power, they seek to to win places in society and to prove themselves to others.


Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers kows fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the wizards sometimes do.


Since sorcerers gain their powers without undergoing the years and rigorous study that wizards go through, they don't have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are profient with simple weapons.


Sorcerers gain rudimentary powers at puberty, and often gain a familiar as a companion. With training the sorcerer can learn to channel ranged spell through their familiar.


For a sorcerer, magic is an intuitive art, not a science. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos than law.



Wizard
~ A few unintelligible words and fleeting gestures carry more power than a battleaxe, when they are the words and guestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spen poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.


Wizards depend on intensive study to create their magic. They examine must old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.


Wizards condust their adventures with caution and forethought. When prepared, they can use their spells to devastating effect. When caught by surprise, they are vulnerable. They seek knowledge, power and the resoruces to condust their studies. They may also have any of the noble of ignoble motivations that other adventurers have.


The wizard's trength is her spells. Everything else is secondary. She learns new spells as she experiemtns and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time learn to manipulate her spells so they go farther, work better of ar improved in some other way.


Some wizards prefer to specialize in a certain type of magic. Specializations makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field.


Like a sorcerer, a wizard can call a familiar - a small, magical animal companion that serves her. For some wizards, their familiars are their only true friends.


Overall, wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined. Illusionests and transmuters, however are masters of deception and change respectively. They favor chaos over law.
 
Spells/ Abilities


Each class has diferent spells available to them. There will be more spells available than what you can cast each day. Yes each class will have a limit on how many spells you know and how many you can cast.


Wizards still have a limit on how many you are able to cast and how many you can prepare the ngiht before you rest. In order for a wizard to prepare a different spell for the next day, that wizard will have to spend 1 hour per changed spell to prepare.


Your spells per day will refresh after eight hours of rest, any less your spell count will not reset. Any other class that can cast spells, the spells you pick now will be with you perminately - so choose carefully.


As you progress and gain expereience new spells will become available and/or your spell count per day will go up.


Barbarian - Gain all of the following abilities
- Rage: A barbarian can fly into a screaming blood frenzy twice daily. In a rage a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. While raging a barbarian cannot use any skills that require patience, concentration or understanding, nor can he cast spells from a magic item that require a command word, a spell trigger(such as wand), or spell completion(such as scroll) to function. A fit of rage lasts thirty minutes, unless prematuerly ended. A barbarian can only rage once per battle.


After a rage, the barbarian become fatigued and slow. A second rage cannot occur for another 2 hours.


- Sense Trap: A barbarian has an intuitive sense that alerts him to danger from traps from ten feet away.


- Uncanny Dodge: Can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This denies a rogue the ability of a sneak attack.

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Bard - Gain all of the following abilities: Bardic music - Suggestion, fascinate, and inspire courage.


Bardic music: A bard can use is song of poetics to produce magical effects on those around him (including himself if desired). While these abilities fall under the catagory of bardic music and the requirement for these spells is song or an instrument, they can be activated by reciting poetry, chanting, singing songs or melodies, whistling, or playing an instrument with some sort of combination of spoken component. Such spells are below. These spells can only be used a maximum of 5 times a day.


Fascinate: A bard can use his skills in music or poetics to make up to three medium(10x10 feet or less) sized creatures fascinated with him. If a creature resists the fascinate the bard cannot try again for another 24 hours. If successful, the creature sits quietly and listens to the song, taking no other actions, as long as the bard keeps the spell going. Any potential threat, such as an ally of the bard approaching the creature, or a non-fasicnated creature approaches, the spell induced creature could potentially slip from the spell, or the bard could lose concentration.


Suggestion: A bard that has a creature already fascinated could further his gift on a single creature to do his will. Any threat can make the spell release the creature.


Inspire Courage: Inspire courage in allies or himself, only one person at a time per cast.


~~Spell list - Bard~~
Level 0 (known 6, cast 4/day)
Dancing Lights: Creates torches of other lights
Daze: Humanoid creature may be stunned temporarily.
Detect magic: Detects spells and magic items withing 60 feet
Flare: dazzles creature temporarily
Know Direction: Discern North
Light: Cast on an obect to make it shine like a torch
Lullaby: Makes subject drowsy
Mage Hand: 5-pound telekinesis
mending: makes minor repairs on an inanimate object
message: Whispered conversation at a distance
open/close: opens of closes small or light things
Read Magic: Read scrolls and spellbooks
Summon Instrument: Summons one instrument of caster's choice


Level 1 (known 4, cast 3/day)
Alarm: Wards an area for 12 hours.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of medium size or less flees temporarily.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Confusion, Lesser: One creature is confused for temporarily.
Cure Light Wounds: Cures scratches and bruises.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your running speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for temporarily.
Hypnotism: Fascinates 2 creatures temporarily.
Identify : Determines properties of magic item.
Magic Mouth : Inanimate object speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 2 meduim sized creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 5 minnutes.


Level 2 (known 3, cast 2/day)
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 4 animals.
Blindness/Deafness: Makes subject blind or deaf temp.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat's Grace: Subject gains extra Dexterity for 5 min.
Cure Moderate Wounds: Cures moderate wounds.
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature loses action temp.
Delay Poison: Stops poison from harming subject temp.
Detect Thoughts: Allows “listening” to surface thoughts.
Enthrall: Captivates all within 100 ft. even allies.
Glitterdust: Blinds creatures, outlines invisible creatures.
Glossolalia: Cone-shaped shriek distracts smart foes, makes concentrating difficult.
Hold Person: Paralyzes one humanoid temp.
Hypnotic Pattern: Fascinates up to 4 creatures.
Invisibility: Subject is invisible for 5 mins or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates 5 decoy duplicates of you.
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Scare: Panics up to 4 creatures temp.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak any language.
Whispering Wind: Sends a short message up to 5 miles away.



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Cleric - A cleric's alignment restricts him from casting certain spells. Since no character is allowed to be evil, the evil spells have been removed from the list. Only able to cast spells that apply to respective allignment. A cleric know the same amount of spells as he can cast. For instance if the cleric casts cure light wounds, he cannot cast it again unless it is listed again as another spell known. A cleric must spend thirty minutes the same time each day praying to have spells refreshed (normally right before bed).




~~Spell List - Cleric~~
Level 0 (known 6, cast 5/day )
Create Water: Creates 2 gallons of pure water.
Cure Minor Wounds: Cures minor cuts and bruises.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Inflict Minor Wounds: Touch attack, creates a cut.
Light: Object shines like a torch.
Mending: Makes minor repairs on an inanimate object.
Purify Food and Drink: Purifies 4 cu. ft. of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains higher resistance to mind affecting spells.


Level 1 ( known 5, cast 4/day )
Bane: Enemies are more suseptable against fear.
Bless: Allies allies hit enemies harder.
Bless Water: Makes 3 gallons of holy water.
Cause Fear: One creature flees temp.
Command: One subject obeys selected command once.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures cuts and bruises.
Curse Water : Makes 3 gallons of unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Detect Good: Reveals creatures, spells, or objects of selected alignment.
Detect Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Doom: One subject will eventually die.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject.
Inflict Light Wounds: Touch creates cuts a bruises on target.
Magic Stone: Three stones are picked up and thrown at target at high speed.
Magic Weapon: Weapon sharpens.
Obscuring Mist: Fog surrounds you.
Remove Fear: Suppresses fear or makes target immune to fear temp.
Sanctuary: Opponents can’t attack you, and you can’t attack.


Level 3 ( known 5, cast 4/day )
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury: Learns whether an actionof target will be good or bad.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures moderate wounds.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature.
Delay Poison: Stops poison from harming subject temp.
Enthrall: Captivates all within 100 ft. temp.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid temp.
Inflict Moderate Wounds: Touch attack, creates a stab wound.
Make Whole: Repairs an object.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores damage/attack from specified energy type (spell only).
Restoration, Lesser: Dispels magical ability penalty.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within 10 ft cannot lie.


Level 4 (known 2, cast 3/day )
Bestow Curse: 50% chance of losing next action and some other random effect perm(unless cured.
Blindness/Deafness: Makes subject blinded or deafened temp.
Contagion: Infects subject with random disease.
Create Food and Water: Feeds three humans or one horse.
Cure Serious Wounds: Cures serious but not fatal wounds.
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, serious but not fatal wounds .
Invisibility Purge: Dispels invisibility within 20 ft.
Locate Object: Senses direction toward object (must know describtion).
Magic Circle against Chaos: As protection spells, repels humanoids and creatures of specific alignment.
Magic Circle against Evil: As protection spells, , repels humanoids and creatures of specific alignment.
Magic Circle against Good: As protection spells,, repels humanoids and creatures of specific alignment.
Magic Circle against Law: As protection spells, , repels humanoids and creatures of specific alignment.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Protection from Energy: Absorb damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals damage, more against undead.
Speak with Dead: Corpse answers 3 questions.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature/humanoid.
Water Breathing: Subjects can breathe underwater temp.
Water Walk: Subject treads on water as if solid temp.
Wind Wall: Deflects arrows, smaller creatures, and gases.




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Druid - A druid gains below skils in additon to selected spells.


Trackless Step: Druids are able to travels through nature and prevent anyone from tracking by sight.


WildShape: A druid is able to transform into a medium sized (10x10ft.) animal of their choosing(up to 10 choices) twice a day, for four hours a day each time. A druid is capable of casting any spell in animal form


Sylvan - language to the woodland creature, allows the druid to communicate with them.


Animal Companion - List includes: Badger, camel, dire rat, dog, riding dog, eagle, hawk, horse, owl, pony, snake, or wolf. Druid can communicate with companion, through time can gain an emphatic link over a distance. The druid cannot force the animal to do his will, for the animal has a mind of its own.


Wild Empathy - A druid can use bosy language, vocolizations, and demeanor to improve the attitude of an animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability the druid and target must be able to study eachother, which means that they must be within 30 feet of eachother under normal conditions.
A druid may use this ability to influence a magical beast with a lower intelligence, however it is much harder.


~~Spell List - Druid~~
level 0 (known 6, cast 5/day)
Create Water: Creates 2 gallons of pure water.
Cure Minor Wounds: Cures a cut or bruise.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft. of food or water.
Read Magic: Read scrolls and spellbooks.


Level 1 (known 5, cast 3/day)
Calm Animals: Calms up to 5 animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures cuts and bruises.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Hide from Animals: Animals can’t perceive one subject.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature sharpens.
Magic Stone: Three stones shoot at target at high speed.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject leaves no tracks.
Produce Flame: Touch or thrown ball of flame.
Summon Nature's Ally I: Calls random animal to fight.


Level 2 (known 3, cast 3/day)
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 3 animals.
Barkskin: Enhancement to natural armor.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject temp.
Flame Blade: Wraps a weapon in flame.
Flaming Sphere: Creates rolling ball of fire.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal temp.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores half damage from specified energy type.
Restoration, Lesser: Dispels magical ability penalty.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature's Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, hornets, rats, or spiders.
Tree Shape: You look exactly like a tree for 3 hours.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.


Level 3 (known 1, cast 2/day)
Call Lightning: Calls down 3 lightning bolts from sky.
Contagion: Infects subject with random disease.
Cure Moderate Wounds: Cures moderate wounds.
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch posions target leeching health.
Protection from Energy: Absorb half of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature's Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater temp.
Wind Wall: Deflects arrows, smaller creatures, and gases.

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Monk - Unarmed strike - This ability allows the monk to hit just as hard as a character that is armed. This is not a spell to be applied, it obtained with being a monk.


Purity of Body - Monk gains immunity to all diseases except supernatural and magical diseases(such as mummy rot and lycanthropy).


Flurry of blows: In the blink of an eye the monk is able to hit a target acturately up to three times in a row.



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Ranger -


Sylvan - language to the woodland creature, allows the druid to communicate with them.


Animal Companion - List includes: Badger, camel, dire rat, dog, riding dog, eagle, hawk, horse, owl, pony, snake, or wolf. Ranger can communicate with companion, through time can gain an empathic link over a distance. The ranger cannot force the animal to do his will, for the animal has a mind of its own.


Wild Empathy - A ranger can use body language, vocolizations, and demeanor to improve the attitude of an animal. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability the ranger and target must be able to study eachother, which means that they must be within 30 feet of eachother under normal conditions.
A ranger may use this ability to influence a magical beast with a lower intelligence, however it is much harder.


Track - A ranger is able to track by sight.


Favored Enemy - Due to extensive study of a chosen type of foe and training in the proper techniques for combating such creatures. By picking a favored enemy the ranger's weapons rarely miss the sworn enemy. A ranger can pick two of any of the following:
Abberation
Animal
Construct
Dragon
Elemental
Fey
Giant
Humanoid (aquatic)
Humanoid (dwarf)
Humanoid (elf)
Humanoid (goblinoid)
Humanoid (gnoll)
Humanoid (gnome)
Humanoid (halfling)
Humanoid (human)
Humanoid (orc)
Humanoid (reptilian)
Magical beast
Monstrous Humanoid
Ooze
Outsider (air)
Outsider (chaotic)
Outsider (earth)
Outsider (evil)
Outsider (fire)
Outsider (good)
Outsider (lawful)
Outsider (water)
Plant
Undead
Vermin


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Rogue - Rogues have all of the following abilities.


Sense Trap: A rogue has an intuitive sense that alerts him to danger from traps from ten feet away. In order to find it however, the rogue must search, and possibly set it off.


Disarm Trap: Once the trap is found and it is still not set off the rogue can disarm the trap.


Lockpick: A rogue, with the right tools, is able to open up locked doors.


Sneak Attack: A long as the target is not aware of the rogue, the Rogue can attempt to do a sneak attack that hits the target heavily.



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Sorcerer / Wizard -
Familiar - A Sorcerer may have a familiar as a companion. They are magically linked to their masters. In some sense, the familiar and the master are practically one being. Thats why, for example, the master can cast a personal range spell on a familiar even though he can normally cast such a spell on himself. A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard.. It retians the appearence of the normal animal it onces was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. Thus a druid's companion can't be used as a familiar. Any of the following animals may be used: bat, house cat, hawk, lizard, owl, rat, raven, snake, toad, or weasel.


A raven familiar can speak one language of its master's choice as a supernatural ability.


Speak with master - A familiar and master can communicate verbally as if they were using common language. Other creatures do not understand the communication without magical help.


Scry on Familiar - Master may scry on his familiar no matter the distance once per day.


Wizard only - If a Wizard specializes in a specific type of magic he has any of the field available to cast. If he does not specialize in a type he may only know the same amount of spells he can cast. To change a known spell the wizard must spend 1 hour preparing the spell for use, also the spell replaced counts against spells cast that day. If a wizard specializes he gains an additional spell /day.


~~Spell list - Sorcerer / Wizard ~~
Level 0 (sorc - known 7, cast 6/day) (wizard -cast 4/day)
Abjuration
Resistance: Subject gains higher resistance against affect spells.


Conjuration
Acid Splash: Orb deals acid damage.


Divination
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.


Enchantment
Daze: Humanoid creature of medium size or less loses next action.


Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature.
Light: Object shines like a torch.
Ray of Frost: Ray deals minor cold damage.


Illusion
Ghost Sound: Figment sounds.


Necromancy
Disrupt Undead: Deals minor damage to one undead.
Touch of Fatigue: Touch attack fatigues target.


Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.


Universal
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.




Level 1 ((sorc - known 4, cast 6/day) (wizard -cast 3/day)
Abjur
Alarm: Wards an area for 10 hours.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Shield: Invisible disc blocks magic missiles.


Conj
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject armor bonus.
Mount: Summons riding horse for 2 hours.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.


Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify: Determines properties of magic item.
True Strike: Your next attackwill not miss.


Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 3 creatures.
Sleep: Puts 4 HD of creatures into magical slumber.


Evoc
Burning Hands: fire damage.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb.
Magic Missile: 5 missiles of magic zoom at target.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).


Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 5 min.


Necro
Cause Fear: One creature of medium size or less flees temp.
Chill Touch: One touch/level deals light damage.
Ray of Enfeeblement: Ray reduces strength of target.


Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your run speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Magic Weapon: Weapon sharpens.
Reduce Person: Humanoid creature halves in size.






Level 2 ((sorc - known 2, cast 5/day) (wizard -cast 3/day)
Abjur
Arcane Lock: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores half damage/attack from specified energy type.
Conj
Acid Arrow: Ranged attack forms arrow of magic.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.


Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.


Ench
Daze Monster: Living creature of medium size or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject forgets everything temp.


Evoc
Continual Flame: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire ,moderate damage.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged attack deals fire damage.
Shatter: Sonic vibration damages objects or crystalline creatures.


Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates 3 creatures.
Invisibility: Subject is invisible for 5 min or until it attacks.
Magic Mouth: Inanimate object speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates 5 decoy duplicates of you.
Misdirection: Misleads divinations for one creature or object.
Phantom Trap: Makes item seem trapped.


Necro
Blindness/Deafness: Makes subject blinded or deafened temp.
Command Undead: Undead creature obeys your commands.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.


Trans
Alter Self: Assume form of a similar creature.
Darkvision: See 60 ft. in total darkness.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction, must be willing.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space temp.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 3 miles.






Level 3 ((sorc - known 1, cast 3/day) (wizard -cast 2/day)
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals serious damage when read.
Nondetection: Hides subject from divination, scrying.
Protection from Energy: Absorb half damage from one kind of energy.


Conj
Phantom Steed: Magic horse appears for 6 hours.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors.
Summon Monster III: Calls extraplanar creature to fight for you.


Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 5 min.
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.
Tongues: Speak any language.


Ench
Deep Slumber: 4 creatures to sleep.
Hold Person: Paralyzes one humanoid for 5 mins.
Suggestion: Compels subject to follow stated course of action.


Evoc
Blacklight: 20-ft. radius of darkness.
Daylight: 60-ft. radius of bright light.
Fireball: moderate damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals moderate damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.


Illus
Displacement: Attacks miss subject 50%.
Illusory Script: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.


Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead temp.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals moderate damage; caster gains damage as health.


Trans
Blink: You randomly vanish and reappear for 1min.
Flame Arrow: Arrows deal moderate fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster.
Keen Edge: Doubles normal weapon’s sharpness.
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject has movment slowly moderately.
Water Breathing: Subjects can breathe underwater.
 
Specfics with * are required to be filled.
GENERAL CHARACTER STATISTICS


*Character Name:
*Alias:
*Gender:
*Species/Race:
*Class
*Age: (include age appearance)
*Occupation: (if you pick assasin I will not accept your bio)






PHYSICAL CHARACTERISTICS
(a replacement pic is welcome, still must inlcude text if there is differences from pic, also pic does not give height/weight


*Height:
*Hair:
*Eyes:
*Distinguishing Marks:
General Appearance:
*Strengths:
*Weaknesses:


MENTAL CHARACTERISTICS


Allies:
Enemies:
Current Goal/Purpose:
Aspirations:
*Hobbies:
*Likes:
*Dislikes:
*Talents:
*Inabilities:
*Fears:
*General Personality:
Fondest Memory:
Biggest Regret:
Secret:




SPECIALTY CHARACTERISTICS




*Armor: (special qualities it may have)
*Weapons:
*Spells: (only required if you picked a class that has spells)
More:


HISTORIC BACKGROUND




*General History:


Present Life:


Special Notes:( anything that you think we should know, if its something you do not want other players to know, pm me)
 
Wow you certainly have a writers mind ^_^

I'm interested, maybe i'll make a character soon
 
my first sentence was that alot of this info was taken from DnD books, so do not think I am taking credit for the info about races and classes.

I have not given the storyline quite yet, but I have it and will post it up in here and in the IC topic once I know I'm going to get some interest.
 
All the words scare me.
But all the colours excite me.
But I'm too tired.
So.
I just wanna say
YOU ARE AWESOME.
8D
-leaves.-
 
Ah I see what you mean with the Bio being more in depth.

Give me a couple of days if that, and I'll make the needed changes to my bios... I'm gonna bring in both the characters
The human Cleric and Half Pixie Sorcerer. Maybe LOL
 
you sure can bring in more than one character if you like

lol @ stacisaur
 
Some more info, I almost completely forgot about:

royalcrest.png

Human Royal Crest

~~~~~~~~~~~~~~~~~
For Clerics
Greater deities
  • Boccob, god of magic, arcane knowledge, balance and foresight.
  • Corellon Larethian, god of elves, magic, music, and arts. (also a demihuman power)
  • Garl Glittergold, god of gnomes, humor, and gemcutting. (also a demihuman power)
  • Gruumsh, god of orcs. (also a monster power)
  • Moradin, god of dwarves. (also a demihuman power)
  • Nerull, god of death, darkness, murder and the underworld.
  • Pelor, god of sun, light, strength and healing. More humans worship Pelor than any other deity.
  • Wee Jas, goddess of magic, death, vanity, and law.
  • Yondalla, goddess of halflings. (also a demihuman power)
Intermediate deities
  • Ehlonna, goddess of forests, woodlands, flora & fauna, and fertility.
  • Erythnul, god of hate, envy, malice, panic, ugliness, and slaughter.
  • Fharlanghn, god of horizons, distance, travel, and roads.
  • Heironeous, god of chivalry, justice, honor, war, daring, and valor.
  • Hextor, god of war, discord, massacres, conflict, fitness, and tyranny.
  • Kord, god of athletics, sports, brawling, strength, and courage.
  • Obad-Hai, god of nature, freedom, hunting, and beasts.
  • Olidammara, god of music, revels, wine, rogues, humor, and tricks.
  • Saint Cuthbert, god of common sense, wisdom, zeal, honesty, truth, and discipline.
Lesser deities
Vecna, god of destructive and evil secrets.


Any deity listed below can not be chosen as a worshiped one, this is an informative list. You must have special permission to use one of these.
Additional deities
  • Afflux, lesser god of inquiry, necromancy and death.
  • Al-Ishtus, lesser god of scorpions and venom.
  • Altua, lesser goddess of honor and nobility.
  • Aurifar, greater god of the midday sun, life and judgement.
  • Ayailla, demigoddess of light, celestial radiance, and good creatures of the sky.
  • Bahamut, intermediate god of good (metallic) dragons, wisdom and the wind. (also the monster power of good dragons)
  • Beltar, lesser goddess of malice, caves and pits.
  • Bralm, lesser goddess of insects and industriousness.
  • Cas, demigod of spite.
  • Celestian, intermediate god of stars, space and wanderers.
  • Chaav, demigod of enjoyment, delight, and pleasure.
  • Cyndor, lesser god of time, infinity and continuity.
  • Delleb, lesser god of reason, intellect and study.
  • Doresain, demigod of necromancy. (also the monster power of ghouls)
  • Estanna, demigoddess of hearth and home.
  • Evening Glory, lesser goddess of love, beauty and immortality through undeath.
  • Geshtai, lesser goddess of lakes, rivers, wells and streams.
  • Halmyr, lesser god of strategy and skill in warfare.
  • Incabulos, greater god of plagues, sickness, famine, nightmares, drought and disasters.
  • Istus, greater goddess of fate, destiny, divination, future and honesty.
  • Iuz, demigod of deceit, pain, oppression and evil.
  • Joramy, lesser goddess of fire, volcanoes, wrath, anger and quarrels.
  • Karaan, lesser god of lycanthropy, cannibalism, wild savagery and urban decay.
  • Konkreth, lesser god of brute force.
  • Kurtulmak, intermediate god of trapmaking, mining and war. (also the monster power of kobolds)
  • Kyuss, demigod of creation and mastery of undead.
  • Lastai, demigoddess of pleasure, love, and passion.
  • Lirr, lesser goddess of prose, poetry, literature and art.
  • Llerg, lesser god of beasts and strength.
  • Lloth, intermediate goddess of the drow, spiders, evil and darkness. (also the monster power of Drow and a nondeity power)
  • Lyris, lesser goddess of victory and fate.
  • The Mockery, god of treachery over honor.
  • Mouqol, lesser god of trade, negotiation, ventures, appraisal and reciprocity.
  • Nadirech, lesser god of cowardice, trickery and luck.
  • Osprem, lesser goddess of sea voyages, ships and sailors.
  • Phieran, demigod of suffering, endurance, and perseverance.
  • Pholtus, intermediate god of light, resolution, law and order.
  • Procan, intermediate god of seas, sea life, salt, sea weather and navigation.
  • Pyremius, lesser god of fire, poison and murder.
  • Rallaster, lesser god of razors, mutilation, murder, insanity and torture.
  • Rao, greater god of peace, reason and serenity.
  • Scahrossar, lesser goddess of sadism, masochism, pleasure and pain.
  • Selen, demigoddess of outcasts.
  • Solanil, lesser goddess of oases and hospitality.
  • Sulerain, lesser goddess of death and slaughter.
  • Syreth, lesser goddess of guardians and protection.
  • Telchur, lesser god of winter, cold and the north wind.
  • Tem-Et-Nu, intermediate goddess of rivers, wealth, victory and life.
  • Tharizdun, intermediate god of eternal darkness, decay, entropy, malign knowledge and insanity.
  • Tiamat, intermediate goddess of evil (chromatic) dragons, conquest, greed and cruelty. (also the monster power of evil dragons)
  • Trithereon, intermediate god of individuality, liberty, retribution and self-defense.
  • Typhos, lesser god of tyranny.
  • Umberlee, intermediate goddess of anger, wrath, storms and tidal waves.
  • Urbanus, lesser god of cities, growth and improvement.
  • Valarian, demigod of forest, forest creatures, and good-aligned magical creatures.
  • Valkar, lesser god of courage.
  • Valkur, demigod of sailors, ships, favorable winds and naval combat.
  • Vatun, lesser god of northern barbarians, cold, winter and Arctic beasts.
  • The Xammux, lesser composite god(s) of analytical thinking, forbidden lore, experimentation and amorality.
  • Xan Yae, lesser goddess of twilight, shadows, stealth and mental powers.
  • Yeathan, demigod of drowning, aquatic calamities, watery death and dark water.
  • Zagyg, demigod of humor, eccentricity, occult lore and unpredictability.
  • Zarus, greater god of humanity, domination and perfection.
  • Zoser, lesser god of wind, tornadoes and dervishes.
  • Zuoken, demigod of physical and mental mastery.
 
I edited my original profile to fit the new one. Not exactly though, but it's generally the same. Lemme know if it's not fine like this, and I'll change it more specifically.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Name:
Tel'Ria of the Elves
Alias: Tel'Ria
Gender: Female
Race: Elf
Class: Bard
Age: 254


Appearance:
General
Being small for an elf, Tel'Ria stands only five feet tall, but her elven features shines brightly through her dark hair. Her hair is tied in various braids, small and large. Cut quite short, it barely makes it to her shoulders. She wears long, flowing green and red clothes. A tunic, sash, half-cape and a scarf makes up her non-revealing attire. She has various rings and bangles hanging from her wrists, visible through the wideneing and loose sleeves of her tunic. She also has round earrings, and a necklace around her neck.

Height: 5'1
Hair: Dark brown hair, tied in mutliple braids, reaches to her shoulders.
Eyes: Dark green, striking eyes.
Distinguishing Marks: None save for her elvish face.
Strengths: Fairly fit from a lot of traveling, fast and agile, at home before crowds, master of music, very good with words, can handle conflict, very knowledgable because of her travels.
Weaknesses: Can't talk about her past, cannot harm another elf, not very strong physically, sometimes reckless, fear of heights.


Mental Characteristics
General
Tel'Ria is a outspoken, sometimes cheeky, yet friendly elf, that enjoys talking about other people's accomplishments. She travels with hero groups, helping, and watching, taking in the heroic, and often tragic endings. She likes to talk, and tell stories, even to complete strangers. But, even more than talk, she loves playing her flute, telling stories in a more creative and musical manner. She never talks about herself. Her mysterious past leaves much to be said, but she clamps up whenever it comes up.

Current Goal: To witness and take part in epic adventures, and tell the world about it to let heroes get recognition for what they have done.
Hobbies: Writing stories, swimming, identifying animals and interacting with them or caring for them.
Likes: Heroes, bravery, justice, music, elves(her kin), humans.
Dislikes: Cowardice, injustice, suffering.
Talents: Exceptional musician, strong swimmer, natural affinity with animals.
Inablities: Fear of heights reduces her ability to climb mountains and other high objects.
Fears: Heights.


Equipment:
- Fairy Whistle : A long, silver flute, well-crafted, and imprinted with designs of creatures from the old times. The instrument has perfect pitch, and its quality sound can travel surprisingly far. It is very durable, and, despite its small size, can be used as a weapon, though it has little to no effect on anything stronger than a small bird.
- Art Canvas Set : A large canvas, pencils and other drawing tools.


Abilities/Spells:
Abilties(Max 5 times per day)
- Fascinate : Tel'Ria uses the power of music to fascinate up to three medium sized creatures. This causes them to be entranced, and unable to do anything. Changes in the enviroment, or other creatures or people around them can make Tel'Ria lose concentration, or cause the creature to break from the spell.
- Suggestion : A Fascinated creature may be further entranced by Suggesting it to do specific things. If it perceives a threat to itself, it may break from both the Suggestion and the Fascination.
- Inspire Courage : Inspires courage in an ally or herself. One person per cast.
Spells
(Level 0)
- Light : Makes an object shine like a torch to cast light.
- Message : Whispered conversation at a distance.
- Detect Magic : Detects spells and magical items within 60 feet of Tel'Ria.
- Lullaby : Makes target drowsy.
- Mending : Makes minor repairs on inanimate objects.
- Flare : Dazzles creature temporarily.
(Level 1)
- Disguise Self : Changes your appearance.
- Silent Image : Creates minor illusions of Tel'Ria's choosing.
- Summon Monster I : Calls an extraplanar creature to fight for you.
- Hypnotism : Fascinates two creatures temporarily.
(Level 2)
- Animal Messenger : Sens a tiny animal to a specific place.
- Summon Swarm : Summons swarm of bats, rats or spiders.
- Enthrall : Captivates all within 100 feet, even allies.

History:
Little is known about the history of Tel'Ria. Although well-known among bar-mongers and traveling adventurers, she has little to say about herself. She comes from a dark past, plagued by nightmares and tragedy. Her family was murdered, and she was left for dead when still very young.


Information about her life after her birth is scarce, and her elven brethren does not speak much of it. But, it is known that she was taught the art of music by an elder elf, one who was old enough to have seen many wars. She took the music, and went out into the world, relishing in stories of heroics and valour, having never seen it in her own life.


Present Life
She became a bard, retelling the stories, and adventuring with other heroes, gaining knowledge as she went.
 
Name: Reshi Lockwood

Age: 20 and appears so

Race: Halfling, Part Human, and Part Pixie

class: Sorcerer

Gender: Female

occupation: None at the moment, She's just wandering around


physicial appearance​

Appearance: Seeing as Reshi is part Pixie her height is only 4”0”, and her over all size is very small and petti. She comes to a grand total in weight to 85 pounds. Her hair is as long as her body, and is an intense fire red. Nothing is done to keep up with it, aside from a simple Royal purple bow made from silk. The bow is wrapped around the hair three times before tied into a floppy bow at the base of her head where it meets the neck.
Her Facial features are very Pixie like and feminine. Her skin tone is soft, fair, and luminous, much like porcalean. Her eyes are fairly large for the size of her face, but are not bug like, They seem to glow brightly with huge ocean blue orbs that look as if they are made from constant motion liquid. Her nose is plain, simple and small, and doesn’t give nor take anything from her features. small, pearl pink lips rest just below her nose, which makes her look as if she has a small mouth. Tho anyone who knows Reshi, knows she’s not quiet or soft spoken.

Her clothing just consists of a strapless royal purple dress that matches the bow in her hair. The Dress is fairly short, reaching mid thigh, and cut in a typical fairy/wtich cut. where the ends are all uneven triangle cuts, layed upon one another. Aside from that she doesn’t ware shoes often,and when it does happen. they are just simple black shoes. the only other accessory she has is a arm guard for her raven to site on.

Strengths: Great at survival skills, being sneaking, and manipulative
Weakness: Doesn't trust, gets paranoid easily


Mental Characteristics​

Allies: At the moment None

Enemies: At the moment None

Current Goal/Purpose: Survival and exploring as much of the world as possible

Aspirations:?

*Hobbies: People watching

*Likes: nature, and learning how things work

*Dislikes: Being stuck in a human town for long periods of time

*Talents: Making people laugh, and feel at home. And Hunting

*Inabilities: Trusting, and really relaxing

*Fears: being prosecuted for what she is

*General Personality:
Reshi is a bit hard to explain, to many on the surface she comes off as very bouncy, and spontaneous, full of excitement, and adventure. She loves to joke around, and play around with people. She likes to create an environment that feels care free and light hearted. But underneath the surface she is actually an extremely cautious person. Always aware of her surrounding, and who is around.

Fondest Memory: When the great Sorcerer took her under his wing

Biggest Regret: She always regrets not trusting some one who could have made a good friend

Secret:
doesn't really have any

Special Characteristics [/b]
armor: None

Weapon: A simple Silver Dagger

Abilities/Spells:
Familiar – Raven named Theo
Speak and Scry on her familiar

Level 0 – knows seven cast six per day
Resistance - Subject gains higher resistance against affect spells
Detect poison - Detects poison in one creature or small object.
Detect magic - Detects spells and magic items within 60 ft.
read magic - Read scrolls and spellbooks
Light - Object shines like a torch.
mending - Makes minor repairs on an object.
message - Whispered conversation at distance.

Level 1 – knows four cast six per day
Alarm - Wards an area for 10 hours.
endure elements - Elements: Exist comfortably in hot or cold environments.
comprehend Lanuages -You understand all spoken and written languages.
Charm person - Makes one person your friend.

Level 2 – knows 2 cast five per day
Alter self - Assume form of a similar creature
Flaming sphere - Creates rolling ball of fire ,moderate damage.

level 3- knows 1 cast 3 per day
tiny Hut - Creates shelter for ten creatures.

Other:

A magickal Item - that is a simple wand made from elder wood. It has the ability to store up to three spells. These three spells count as three of her daily spells when they are set. Other wise, they are three spells she can use at any given time when needed.
At the moment the three spells set are. - comprehend languages , Alter self, and charm person.

( both of these items are carried on her, the dagger in a leather shelth, and the wand tucked way right by it, in straps she added to the sheath. She also carries a pouch hidden away in a different place each time with her gold. which at the moment she has 500 pieces )

Other items -
In a back carrying bag. She has a thick blanket Roll up tight for bedding . That she can either just sleep on, or curl up in its folds if need be. ( this is place in the main part of the of the bag, up against her back right behind it our her simple black shoes ) Two one gallon jugs ( placed in front of the blanket) one with water, the other with wine ( on top of those in seperate leather pouches) Two leather pouches, one with dried meets and the other with dried fruits. about two weeks worth of food ( mind you she is a small creature ) In a front pocket she has ten small clay jars filled with different magickal elements. In a small side pocket she has string and hocks ( for fishing ) along with salts for curing. and in the last small pocket on the other side, it has Medical supplies, Simple cloth for bandages and another clay jar with healing sab.


historical background​


History:
Reshi’s mother had been raped by the man who be Reshi’s father. The only thing he could say for himself, was the fact he couldn’t get over her beauty, and just had to have her. well for anyone who knows anything about pixies, they’re not very big creatures. And thus when her mother became preganate with the unborn Reshi, it was a delima. And sad as it may seem, her mother gave up life to bring Reshi into this world. So at youth, Reshi really had no where she belonged.

At a young age, somewhere around 5 or 6, she was much larger than all the other pixie children, but much small than normal human children. So yet again no where to fit, and Her “father” who was so caught up in her mothers beauty, was also the same with Reshi’s beauty. And So by the time she was 10 the young mix breed disappeared from anyone who knew here. Which seemed to be the right path for the young one to take, For it wasn’t to much longer after than, that she found her Familiar Theo, and then was taken under the wing of a great Sorcerer.

For the next ten years, he helped her hone the natural power which burned in her viens. and when we felt she could protect not just herself but anyone that was around, he let her go explore the world. Thus this is where we find Reshi now.

Present life Just wandering from city to city, Learning and seeing what she can.









Ok let me know if this works for you,.. didn't feel like tearing apart my appearance description, I will if you really want me to. But yeah. If this works then I'll do the same to the other bio.​
 
Sounds interesting... I'll think about it and If I decide to, I'll post one tomorrow night or thursday morning
 
its fine, accepted.

sounds great, lawkheart
 
(yay more info... maybe this will catch people's eyes)


Legends of the Phoenix have been broad and vague. Books tell about a red phoenix of fire, that was a beautful creature. It's life cycle was 1000 years before it would die, turn to ash and leave an egg that would take 100 years to hatch.


A poem told by bards: THE PHOENIX

He knows his time is out! and doth provide
New principles of life; herbs he brings dried
From the hot hills, and with rich spices frames
A Pile shall burn, and Hatch him with his flames.

On this the weakling sits; salutes the Sun
With pleasant noise, and prays and begs for some
Of his own fire, that quickly may restore
The youth and vigor, which he had before.
Whom soon as Phoebus * spies, stopping his rays

He makes a stand, and thus allays his pains......
He shakes his locks, and from his golden head,
Shoots on bright beam, which smites with vital fire

The willing bird; to burn is his desire.
That he may live again; he's proud in death,
And goes in haste to gain a better breath.
The spice heap fired with celestial rays
Doth burn the aged Phoenix, when straight stays
The Chariot of the amazed Moon; the pole
Resists the wheeling, swift Orbs, and the whole
Fabric of Nature at a stand remains.
Till the old bird anew, young begins again.

Another story said the Phoenix is a mythical bird thought to be the servant of the sun god. It lives in the East, close to a cool well. Each morning at dawn, it would bathe in the water and sing such a beautiful song that the sun god stopped his chariot to listen. Only one Phoenix exists at any one time which makes it a solitary bird. When the Phoenix feels its death approaching every 500 years, it would build a nest and set it on fire, and was consumed by flames. After it was burned, a new Phoenix sprang forth from the pyre. The new Phoenix then embalmed the ashes of its predecessor in an egg of myrrh and flew with it to the City of the Sun.

Another story even tells that the Phoenix may even turn into a person.

Rumor have risen recently about a bone of a phoenix being found. Usually rumors like this spread all the time and end up disipating in the wind because they are not true. However the rumor seems to have set the people of authority in unease. Yesterday in the middle of the square of Kerul, a mere peasent displayed a scene, running through screaming "I have found the bone of a phoenix, it has the scorch marks to prove it!"

The following day the peasent was found dead by his wife and the skull missing. More rumors are spreading that the king took it, another rumor is an evil mage. Over the next few days another rumor spread that messengers with guards have been sent out from the castle.
 
I am really interested in this, I just need the time to read through it all.

>_>
 
Name: Lilith Tressia

Age: 25

Race: human

class: Cleric

Gender: Female

occupation: "missionary" of sorts... Pretty much she just goes where the "church" tells her to, and She heals and helps the different towns and villages she visits.


Physicial appearance



General Appearance:
Lilith is about 5'6' in height, and weights around 130. Her form is slender, and curvy. She has enticing hazel eyes the change slightly to a light brown to green in color, ringed by a deep hue of blue around the edge.She has medium length chestnut brown hair, that is usually worn free flowing Her facial features are very femine, with soft cheek bones, full round eyes, a soft small nose, and full lush lips. Her skin is fair in tone, though she travels a lot during the day, her body is usually covered by a black hooded cloak that reaches mid thigh on her. the only time its hood and fabric doesn't conceal her, is at night under the moon. The rest of her clothing consider of a a skimpy tan skirt, and a Billowy tan top with long sleeves, that is tightly secured to her body, but a black corset piece that wraps around her mid section, and pops her breast up, making them look very full and perky. she always wears knee high black leather boots, that have a slight heal on them.

weaknesses: With her fairish skin, she tends to get sun burnt easily, or get sun poisening
Strength: Since she's traveled most of her life, she has great stamina, and strong legs.



Mental Characteristics


Allies: Aside from the other "missionaries " none really and she doesn't really consider them allies

Enemies: At the moment None

Current Goal/Purpose: To continue her lost loves work, To cure those who are sick, to heal the fear in peoples hearts, and to fix that which is broken

*Hobbies: Reading, and herbology

*Likes: nature, animals, Books of all sorts,

*Dislikes: Being alone for long periods of time, seeing people suffer

*Talents: Getting people to open up, finding the solution to problems, and giving advice

*Inabilities: to walk away from a person in need, to truly hate a person ( for she finds pity in them)

*Fears: spending the rest of her days alone

General Personality:
Lilith is a very social, and overly friendly person. Most of the other cleric describe her as being a bit of a slut and find her means to be very unprofessional. Tho she'd argue with them until she was blue in the face, she usually chooses to ignore there ill will. She's very carefree, and easy going, and can at times seem a little air headed, Tho that's mainly just an act. She believes in the idea of no worries, that the right path will show itself as long as one follows their heart.
Of course being a cleric, she isn't as religious as some are, but is very spiritual. A wonderful person to use as a shoulder to cry on, she likes to offer her ear to listen, and tries to offer sound advice.



Fondest Memory: The moment She met her first love,.. and then again when we ask her to spend the rest of time with him

Biggest Regret: Not being able to do something to save him, the fact that she was helpless.

Secret: I'd rather let those play out if you don't mind


Special Characteristics

Armor The cloak she wears is made of a super dense material, and tho its no where as strong as a knights armor or anything like that. But it can with stand some damage

weapon: A spear that is as tall as she is, with a large steal tip, on one end, and a large crystal ball on the other end.
Tho it isn't any normal spear, for it has been enchanted. three times she can revive a person from death, as long as it hasn't been more than 8 hours since the person has past.


Abilities/Spells:

-level 0 ( knows Six, can cast Five a day) -

Create Water: Creates 2 gallons of pure water
Mending: Makes minor repairs on an inanimate object.
Purify Food and Drink: Purifies 4 cu. ft. of food or water.
Inflict Minor Wounds: Touch attack, creates a cut
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains higher resistance to mind affecting spells.


-level 1 ( knows five cast four a day) -

Comprehend Languages: You understand all spoken and written languages.
Remove Fear: Suppresses fear or makes target immune to fear temp.
Endure Elements: Exist comfortably in hot or cold environments.
Doom: One subject will eventually die.
Magic Stone: Three stones are picked up and thrown at target at high speed.


-level 3 (knows Five, cast four per day ) -

Calm Emotions: Calms creatures, negating emotion effects.
Summon Monster II: Calls extraplanar creature to fight for you.
Zone of Truth: Subjects within 10 ft cannot lie.
Augury: Learns whether an action of target will be good or bad
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.


-level four ( knows 2, cast 3 a day)

Create Food and Water: Feeds three humans or one horse.
Speak with Dead: Corpse answers 3 questions


Equipment:
A bag that is carried across her shoulders holds
Bedding ( a nice blanket made out of wool, and two bags like sheets, she stuffs with leaves and such to make a cot to sleep on and pillow )
Two one gallon containers for water
breads, some dried fruits, and some cured/dried meats ( about a weeks worth of food )
animal cleaning tools ( Such as knives, salts for curing, ropes )
ten viles of varies tonics for curing purposes
A flask ( for wine )
and a decent side coin bag with 500 gold pieces in it


Historical Background

History:

Lilith grew up with a group of what some would call travelers, or gypsies. They were a very spiritual group of people who prayed to Pelor, but also Ehlonna and Obad-Hai, which took there practices to be very pagan like in nature. She lived with them, and her parents, until she was fourteen. When one evening there caravan was destroyed by thieves. For a few days, She roamed the lands alone, as she tried to figure out what to do next. That's when another cleric found her, a young man, at the ripe age of 17. From that day forward they traveled the lands together, and over time they had grown to be very close.

There realationship was taken to the next level, when they came upon a small town. There, her companion decided they'd settle, that this was where they were to spend the rest of there days,..Together. It wasn't long after, they union their selves both in ceremony and in body. now seen as one by there lord, and in soul he taught her the ways of being a cleric, and explained why the charge was so sacred. That how she too possessed the will to heal the world, and bring peace to those who suffered. These were the days Lilith was the happiest, and felt blessed to have all that her heart desired....But all things came to an end, and foolishly Lilith thought she understood this concept,..How gravely wrong she was.

A year or so later, a very familiar band of thieves stormed into the town. With easy they attacked, and piliaged the whole area. The very lively hood of the town was taken,..out of need to help the people. her love left that night fall, to return what was rightfully theirs. He had asked her kindly to stay behind, but she denied his wishes, and followed quietly behind him. she thought he didn't know she was there,.. but she wasn't as sneaky as first thought. Once they reached the village , he peacefully strolled in, and spoke to them to ask the return of the food. that he had something better to offer them. They chuckled and sneered at the man, As the leader got up, and grabbed Lilith out of the brush, and commented on her being that something better.

Fear stuck the both of them, as disguested washed over her love, and in the need to protect the only thing he cared more about than anything else. He fought against the band,.. It seemed he would surely win the fight, but as the pair tried to escape, a single bowsmen, struck him down. In his dying words, he asked her to continue his work, to let there love spread and heal the world. and as he passed , his head in her lap. So pulled herself together, in a sadden rage, and took his staff to slaughter the rest of the band, and return the items back to the village.

No longer could she stay there, and soon went off to travel the lands again, alone, with out a defined path but to heal the world of such evil. Once she made it to a big city, she studied for a few years at a local church. Until she felt it was time, to search for the next place to here,..thus now she found herself at the captain city.


Present Life:
At the moment all Lilith is doing is going where the church sends her, and trying her best to help the people as much as possible
 
@ Orion I'm glad you are interested. There is a ton of info, sorry about that, my next rp won't be so specific ^.^;;

@ Firewolf only thing you need to change is the spear, its 30 mins not 8 hours, I dunno what I said before, but 8 hours the body decomposes waaay too much