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Name: Byz’zul

Species: Human (Bound Baatezu) 

Age: Appears to be in his mid to late twenties, is in fact much much older.

Class: Warlock (akin to a Cleric in some senses)

Alignment: Lawful Bitter (Evil)

Abilities/Skills: Byz’zul’s human body may be lacking in things a Pit Fiend traditionally values, like a fine set of red scales, a good intimidating face and an arsenal of spell-like abilities but his mind remains as infernally clever and legalistic as ever….despite his attempts to dull it with wine in a vain attempt to prevent the full horror of his position from sinking in. As a result, he has a fine understanding of the art of diplomacy, intimidation, and his ability to abuse the law whilst keeping to the word of it is quite difficult to match. By the same token he has a knowledge of Cania and the politics within that, though, slightly dated, is still quite extensive along with, at the very least, incidental knowledge of other planes. Considering his role within Cania, and the general “relationship” his kind have with gods, if one could call mutual disdain and hatred a relationship (after observing some human marriages, Byz’zul has decided that he can), he’s made it his business to hoard knowledge and information regarding gods and mortal religions. 

 

He has a general knowledge of the arcane as well, considering the nature of his own abilities and it’s differences from the normal types of divine magic, though, of late, he’s been researching spellcraft extensively for ill-defined reasons he keeps to himself. As a side note, he makes a shockingly good bartender, mixing his love of alcohol with his diplomatic abilities did quite a bit to keep him from starving during his first few weeks of banishment. Byz’zul’s fiendish nature is not completely gone, as some fragments of his former power remain within his body. This manifests in four ways, a small resistance to traditionally ‘good’ spells, a general resistance to poisons in the like, though it can be overcome if one was lucky or had expensive tastes in poison. It also augments certain types of magic, when using traditionally evil spells or his invocations, it is a bit more difficult to for opponents to resist them then it would normally be. 

 

Thanks to his status as a warlock, he has been able to enhance his abilities in a few other ways. He has a small resistance to cold iron, finds it much easier to deceive a magic item, allowing him to commandeer from it’s former owner. He has gained a considerable resistance to cold and fire energies, though these can still be overcome. Once a day, he can delve deeply into his fiendish nature, and what remains of his power, and enter a state that greatly enhances his healing rate. This lasts for about two minutes. He can speak several languages, including Infernal, his native tongue and the language of all devils. 

Gear: Byz’zul makes use of two magical items, the first of these, a fine set of studded leather armor designed with a few features of a robe in mind and laced with metal studs in a few key places. This armor is colored a deep, dark blue with silver serving as a secondary color for the set. It sports a silver shoulder piece, laced with rather ornate runic carvings, that seem to a glow a faint blue at times, at one time, one imagines, this shoulder piece would have complimented the symbol across the breast of the armor, a blue sun. Though this symbol has since been destroyed by a few expert slashes delivered with a dagger. Byz’zul very much did not want to be associated with a Paladin order, so he “modified” that bit of the armor. The enchantment of this armor seems to lend the wearer a sort of natural authority, making them more adept at diplomatic crafts and inspiring/influencing others in battle. The fact that it has glowing runes however, makes it quite difficult for the wearer to hide. It also provides a slight boost to defense, though it did not, in the end, appear to do much against being pushed off a cliff by parties yet to be named.

 

The second magic item he makes use of is the Warlock’s Scepter, plucked from the corpse of a rather pretentious devilhunter that had attempted to make sport of Byz’zul a year or so ago.  The light mace is quite decorated, the top of the weapon is styled after the skull of a slain demon and is shined to a fine finish. the handle of the mace is colored a simple black, which Byz’zul has taken to marking with his dagger after a particularly difficult battle. It current sports eight such marks.  The enchantment on the mace provides a small boost in power to strikes dealt with this weapon. It does far more than that however, it provides another small boost to certain types of magical attacks of a ranged nature. And finally, Byz’zul can tap into the power of the weapon, and at a cost of decreasing the magical charge held within it, greatly enhance the damage dealt by his Eldritch blast. If it runs out of power, most of the these effects vanish, and Byz’zul will need to recharge it to get them back. 

 

Aside from these, he has a satchel he uses to carry his other supplies, which consists of a few battles of Drow-made Spiderblood Wine, some small books on a wide variety of subjects, food and his small stash of gold coins and gems. Attached to the satchel is a small lantern and his well-worn bedroll. He also keeps a small dagger strapped to his belt, as a backup weapon.

 

Spells: His first and foremost magical ability is his Eldritch Blast, an innate ability gained from channeling his former fiendish power. This blast started out weak, but as he grew in power and tapped into more of his former power, it has become quite the force to be reckoned with. The blast tends to take the shape of a gout of purple flame or energy. He has three invocations that directly relate to this blast, the first is an invocation known as Frightful Blast which means, if the target is not willful enough, the blast disrupts their morale and courage with a supernatural effect. The second, Eldritch Chain, ensures the blast jumps from the target to other a variety of secondary target. The last, Hideous Blow, imbues a melee attack with the power of his Eldritch Blast. Aside from this, he has three other invocations. The first, Beguiling Influence, enhances his ability to influence others through the spoken word or body language, a formidable tool in his not-inconsiderable diplomatic arsenal. The second, Devil’s Sight, allows him to see normally in darkness, both mundane and natural. His last invocation, The Dead Walk, allows him to animate the bodies of the dead to serve him in battle. Though if he doesn’t use a gem of some sort to channel this ability, the dead will collapse into dust after ten or so minutes. 

Personality: Bitter, in a word. Byz’zul is a very prideful being, very easy to anger, and his current state is more or less a constant and unending streams of insults to his dignity. The effects upon his personality, have, as one might guess, been quite pronounced. Whilst he was once a flawlessly polite, suave warlord, his current condition has resulted in him losing many of these traits. He has an exceptional hatred of his former master, and will go out of his way to disrupt any plans Mephistopheles might have. Whilst he does resent his current form, he finds he does enjoy the freedom that comes with it….though the emotions, the emotions are something he is still getting used too. He has however, mastered spite, sarcasm, indignation and pride.  That said, he makes a fine diplomat, as might be expected of a former Pit Fiend, he can control his emotions when he must, and his legalistic mindset and years upon years of experience in the cutthroat society of Cania, ensures he does an excellent job at getting what he wants out of a negotiation. He also has quite a lot of ambition, as he is a shadow of his former power, his motivation to get all of that back, his powers, his authority, is quite powerful. 

Appearance: Byz’zul’s present appearance is about as different from his former glory as is possible without literally turning him into some form of lower animal or slime. His new, human body, seems to have been based off the ideal of a fresh-faced farmer’s son, aged 25 - 28. His skin is a pale, slightly flushed white. His hair is a light brown and seemingly determined to grow long despite all attempts to tame it or cut it down. He’s settled into something of a an equilibrium in his constant war upon it, managing to keep it just long enough to cover most of his ears, though he tends to keep it tucked behind them. His facial structure tends towards the narrow and slightly gaunt, with two notable exceptions. His chin is rather prominent and angular when compared to the rest of his face and he can often be spotted rubbing it thoughtfully, as if trying to reduce it’s size by sheer friction. His nose is, similarly, somewhat large especially when compared to the rest of his facial structure. It is angled slightly upward, as if someone’s thumb were pressing upon it slightly. His eyebrows are long, thin affairs, and the same color as his hair as would be expected. His eyes are the lightest of blue, bringing out feelings of innocence and hope in some who see them. This, of course, annoys Byz’zul to no end. He scarcely needed another reason to drink. 

 

His voice can be added to his small library of reasons he cannot face life sober without compelling some force or power to kill him out of a sense of benevolent mercy. It is not the powerful, intimidating growl that he sported as a pit fiend. Like so much about his present situation it is the exact opposite of that. His voice is now light, young, even by the standards of his current biological age, and has a pronounced tendency to crack or in particularly unfortunate situations, to squeak. The rest of his body continues the theme of humiliating him ruthlessly. It is quite lean, some would say lanky, scrawny and gangly. He does sport some muscle, but the most charitable of descriptions would describe him as “fit” rather than anything extraordinary in that field. He is also, as a result of his rather impressive height and rather unimpressive body mass, quite bony in nature, what muscle mass and fat he has managed to acquire totally fails to hide this. Compared to the powerful, scaled form of his former infernal self, this is quite the step down, at least in his view. 

Biography: Byz’zul has fallen far from his former glory. He was once a Pit Fiend, one of the great infernal lords who make up the nobility of Baator, just below the Archdevils themselves in power and influence. Byz’zul had a reputation as a brave warrior, a hands-on commander and as is only proper for a leader within the infernal realms, a great penchant for cunning and treachery that put all but the most clever and insidious of mortals to shame. Unusually, he was a loyal to causes rather than simply his own advancement. This cause being the strengthening of Baator and the Baatezu as a whole. This led him to be uncommonly and perhaps, unwisely, honest when called to advise Mephistopheles, the ruler of the realm of Cania, as a member of his inner circle. For a time, his frank assessments and strategies were valued, even encouraged. When he went too far however, criticizing the Archdevil’s long-laid plans to invade the material plane, due to the danger it placed Cania in, Byz’zul was punished. Severely punished. He was deemed unworthy of even the basest of Baatezu forms and rent asunder, scattered to the winds. His consciousness, his mind, ended up taking the form of a human being on the planet of Toril. He does not know if this was intended as part of his punishment, but even if it was, he has pledged to use this second chance to bring about the ruin of his former master.

 

To his restrained delight, Byz’zul found he could still tap into the remnants of his former powers. Though his infernal essence was scattered, it was not, it seemed utterly destroyed. Though much of it was gone, enough remained to build upon .To refine. Byz’zul, trapped in human form, became what is known as a warlock. A mortal who can channel the energies of extraplanar creatures, often as a result of bargains or a dark inheritance. Though the specifics differ for the former pit fiend, the mechanics remain much the same. He has made it his business to investigate the exact energies, forces and influences upon his now power, searching for ways to improve the connection further. These investigations, and his own misadventures, have paid off. He has grown from a mere dabbler in the arts of the warlock, to something of an adept in the field. Still though, he hungers for more. He was drawn to the city of Waterdeep, one of the focal points of his former master’s plan, in search of any leftovers from the titanic struggle. 

 

He knows little of what transpired during the battle between the hero and Mephistopheles, but he knows that such a struggle would have riddled the undermountain, Waterdeep and the surrounding area with powerful artifacts and plenty of opportunities for the canny plotter to increase his own power. But whilst the Mad Mage stayed in power, it would be unwise indeed for him to stick his fingers into this particular pie. When Halaster vanished, Byz’zul saw an opportunity to finally pluck some of the low-hanging fruit within in the area. This path took him as far as the Yawning Portal, before his funds promptly ran out. He’s been working as a bartender at the inn for some time now, hoping to raise funds for a venture further into the mountain. 

 

This has made him even more bitter, if such a thing is possible.
Edited by Basilisk

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Oh how does this work? Could prowl play a Slithzerikai? He loved playing them back in the old days.

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

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Well, I don't think those are available.

 

But as a sworn servant of Yig, lemme fill you in on our latest package.

 

We call it our pureblood special.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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From what I remember, Byz'Zul approved.

 

@Lucina: Sweet. Hope to have you.

 

@Prowl: Old Bas is right, yuan ti are the closest equivalents we have. If you're curious as to how the game mechanics work, tis very freeform and text based, no die rolling involved. If you want an explicit explanation, just tell me.

No such thing as destiny.

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Oh snake men... Yeah not really got the same feel as ye good ol Slith. Prowl is flexible however.

 

EDIT: What about Lizardfolk? Yeah, no idea what I am doing, other than poking around the wiki.

Edited by Prowl Nightwolf

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

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Name: Dawn
Species: Razorclaw Shifter, a tiger-like race that has both humans and lycanthropes are their distant ancestors.
Age: Early to mid twenties.
Class: Druid
Alignment: Chaotic Good
Abilities/Skills: As a Razorclaw Shifter, Dawn is more agile and faster than most species, her cat-like eyes allow her to see well in low-lighted areas. Dawn also can shift into a more bestial form for a short period of time, though she has to be moderately injured to do this.
Gear: A wooden staff that is gnarled looking, the top of which seems to bloom with wildflowers and leaves, this staff allows her to channel additional spells, it makes a rather nice club in a pinch too. She wears leather armor that is enchanted to blend well with natural environments likes forests or other wilds places. It has the opposite affect in civilized places like towns or cities.  
Spells: Dawn focuses on spell casting, drawing power from the natural world itself, that is her god. 

Healing Touch: Dawn summons the power of nature to heal a target, depending on the seriousness of the wound, Minor/Moderate/Serious/Critical Wounds. She can cast it 6, 5, 4, 3, and 2 times a day respectively. 

Entangling roots: Ensnares a target in roots that burst from the ground, rooting them in place and limiting their movements, will not harm the target, only immobilizes. Only one target at a time. 

Gust of Wind: Sends a severe blast of wind (about 50 mph) in one direction, anything caught in it's path is knocked backward and sent rolling. 

Moonfire/Sunfire: Dawn can cast this spell, either drawing power from the moon or the sun, depending on the time of day. Moonfire casts a concentrated beam of moonlight from above at a target area, burning anything in it's path. Sunfire works the same, only with sunlight. 

Summon Nature's Ally: Possibly her most powerful spell, Dawn can summon an ally of nature to aid her in battle, typically an animal or elemental. How powerful the ally is depends on how many spells Dawn has already used, and the environment plays a major factor as well. Can only be done once a day. 
Personality: Very attuned with nature, being a druid as skilled as she is, she's managed to keep herself calm and controlled, quite a feat for one of her species. Make no mistake though, she's as wild as they come, using her predatory instincts to track and hunt a target for miles if need be. It wouldn't be wise to provoke her, she's a valuable ally, but a dangerous enemy. If you respect her, she'll respect you. If you mock her, she'll probably maul your face. That's just how it is. 

Appearance: She resembles a human with animal-like features, though she seems to fall more toward animal than most. She has dark brown hair that's wild and unkempt, with green cat-like eyes that make you think you're staring at a wild animal. Her nose is flat and cat-like in appearance, her teeth sharp and pointed. She has the ears of a cat, and a tail as well that seems to keep her balanced. Her nails are like claws and could easily scratch, or maul if necessary. She wears leather armor that is built for speed and will not hinder her movement, it often blends with her environment. 
Biography: Like most of her race she typically keeps away from the civilized world, living in the wilds. At a young age she proved to have a strong connect with nature, and was taught by elder druids for most of her childhood, learning how to live in harmony with nature and tap into it's power. Recently she's sensed trouble in the nearby Waterdeep, nature itself is calling her to confront the ever growing evil that threatens all. So she goes. 

Edited by Grochi Cat

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People with approved profiles are clear to post. All of you can expect to have seen the dream detailed in my most recent post.

 

And... Staff NPC.

 

Name: Terenor Thomason
Species: Human/Lycan
Age: 28
Class: Cleric
Alignment: Chaotic Good
Abilities/Skills: Terenor is stronger than average, reliant on heavy armor and being able to take hits more than dodging and speed. He’s very good with a mace and shield. He’s also a lycan, capable of shifting into a giant anthropomorphic wolf. When he shifts, his armor is absorbed by the enchantment, allowing him to maintain his defensive capabilities while getting much stronger and gaining slight regeneration. However, his focus when in lycan form is diminished to the point that he can no longer use his spells.
Gear: A suit of enchanted full plate armor, as tough and difficult to penetrate as it is heavy.  The enchantment makes it resistant to weak spells, preventing things like lightning bolts from electrifying the individual within. His mace is merely enchanted to do more damage than an ordinary one would.
Spells: Terenor is dependent upon the power of Lathander, the Morninglord. As such, his spells are focused on healing and on using divine magic to banish undead and interplanar creatures. Once a day he can call fire from the heavens, but he’d prefer not to rely on that ability because of its infrequency.
His notable spells include:
Turn Undead: The basic ability of Morninglord Clerics,
Divine Wrath: The aforementioned, powerful flame burst.
Sunbeam: An extremely powerful enchanted burst of sunlight that can and will scorch most undead and outsiders, if not roast them to a crisp. He can cast it three times a day without inciting costs to his personal energy.
Cure Minor/Moderate/Serious/Critical Wounds, Heal: His healing spells, with varying degrees of effectiveness. He able to cast them 6, 5, 4, 3, and 2 times per day, respectively, though this requires the sacrifice of castings of Sunbeam. Since all rely on the Morninglord’s power, they have the opposite effect on undead.
Personality: Terenor is a very, very nice person, easygoing and friendly to just about everyone–until his anger overcomes his will, forcing him to transform into wolf form. Once in lycan form, Terenor becomes an engine of destruction, tearing into the nearest hostile creature with wild abandon.
Appearance:  Very much the stereotypical militant cleric, Terenor is a huge individual, with shoulder length, unkempt brown hair, a carefully trimmed beard, and a friendly smile.
Biography: Terenor had a fairly normal childhood. Well, as normal as one can be in an orphanage consecrated to the god Lathander. He was studious, careful, and quiet. But he always had a horrible temper, though it was kept completely under control, especially when a close encounter with a werewolf changed his temper from just annoying to downright dangerous. Why he has come to Waterdeep is anyone’s guess, but he’s looking for a group to join up with.

No such thing as destiny.

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So no Slithzerikai... What's the word on Gryphons or some form of Bird-Human hybrid type deal? I was thinking something along the lines of the Zoenthrops from Bloody Roar.

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
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Oh I like this...

http://ts1.mm.bing.net/th?&id=HN.608046925817840018&w=300&h=300&c=0&pid=1.9&rs=0&p=0

 

Not sure who owns this pic of someone named Quill, but are these what they look like?

Edited by Prowl Nightwolf

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
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Not precisely. But feel free to make up a custom race. That does sorta remind me of the Tengu from Oriental Adventures.

I believe you find life such a problem because you think there are the good people and the bad people. You are wrong, of course. There are, always and only, the bad people, but some of them are on opposite sides.

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Well reminds me of Reiji the Crow from Bloody Roar...

"A stranger will always be a stranger unless you give them a chance."

:m_p: :r: :m_o: :w: :l:    :n: :i: :g: :h: :t: :w: :m_o: :l: :f:

 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

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Do I do profile good?

Name: Salazar Splitwood

Species: Elf

Class: Fighter

Alignment: Neutral good

Abilities/Skills: Salazar is a master swordsman, with enough raw skill that he could be a dab hand even with a heavier blade should he find himself wielding one. He’s also enormously proficient with a bow, a marksman to be dreaded even if he can’t get the same range as one of the burlier races.

Gear: The longbow Whipbranch, leaf-bladed sword Forest-Fury and the axe (really a sized-up hatchet, not a battle-axe) Greenhew. All three are enchanted to be more durable than normal, and resistant to heat, but are otherwise normal weapons. The armour he wears, a suit of plate that, alas, has no name, bears similar ensorcellments.

One other piece of equipment he carries is a steel hip-flask, adorned with an ouroboros similar to the one of his breastplate, only circling the entire thing. It carries a heal spell of sort: any water put into the flask will become imbued with the ability to "wash away" injuries, healing wounds and removing any adverse effects. The larger the injury, the more water it takes. The spell on the flask works once a day, the rising of the sun acting as the catalyst to recharge it, so he must be careful with how he uses its contents

Spells: None

Personality: Salazar is, in a word, exuberant. A big ball of energy that bounces around having enormous fun. Since warrior-hood is something he’s been raised on since he was a child he still enjoys it like a child would. He gets a massive sense of unbridled glee from actions of chivalry or derring-do. 

He’s generally friendly to everyone he meets. Even those he must vanquish he tends to try and banter with, if only as a means to distract and annoy them. Attempts to insult him back are generally just met with a laugh as they bounce right off his cart-loads of self-confidence.

Appearance: If most elves could be described as “willowy” then Salazar is an oak. He’s tall enough to meet a human eye-to-eye and exceptionally broad, with thick slabs of muscle under his skin that defy the usual elven stereotype. His skin is a rich nut-brown, the effects of spending most of his time outside beneath the sun. Its had similar effects on his hair, the natural blonde being turned into a more reddish shade you’d expect to see on bronze through exposure. His beard, which he grows more because its easier to maintain on the road than going through a full shave every morning, hasn’t suffered quite as badly, its more a gold to his head of hair’s bronze. Beneath all that hair is a face a bit more scarred and craggy than you normally see on the elven kind, a nose thats out of joint after being broken a couple too many times, more lines than a map of a river delta, but there’s no hiding his eyes which sparkle like emeralds set into that rough-hewn face. 

The armour he generally wears is made for practicality and durability over style. Anything made to fight a dragon sort of has to be. Its simple steel plate, kept in good condition by Salazar’s dedicated maintenance. After all, if he lets it fall to disrepair its his life thats at stake. The only real efforts towards decoration are a winged ouroboros over the breastplate and the styling of his helmet, which has twisting spikes trailing back that are supposed to resemble flickers of flame. 

Biography: Ever since his birth it was known that Salazar had a Destiny. Yes, the sort spelt with a capital letter. It was said that, because of the position of the stars when he was born, and the birthmark shaped like a reptilian eye on his right shoulder that he was the one who would kill Raungnir, the great Wyrm of the Woods, and reclaim the multitudes of elven treasures that loathsome fire-drake had claimed as his own over his centuries-long life. 

So he was taught. So he was trained. He was learning how to use weapons as soon as he could hold them, being educated on battle strategies before he could even spell “strategies”. By the time he came of age he could wield any weapon you could name better than most the people in his town, and probably make a decent stab (possibly literally, even) at the ones you couldn’t name. He was kitted out in armour, given the finest weaponry and sent out to slay the reviled Raungnir. 

Turned out someone had beaten him to it.

Raungnir was dead, for some time judging by the state of his carcass, and quite a considerable chunk of his treasure was missing. All of it, to be specific. Naturally this put Salazar in a bit of a quandary; he was a Chosen One chosen for naught. So rather than go back to his home to face questions and potential mockery he decided to head out and go find some other capital-letter Destiny that he could take. He’s been steadily tracking down fractions of the deceased Wyrm’s treasure for a number of years now, sending the elven portions of it back home and distributing the rest amongst the needy. However now that the…complications have arisen around Waterdeep he has ventured to the city to lend what aid he can and claim a future for himself

Edited by I Am Ultron Six

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Name: Elbinger Hawklight

 

Species: Human

 

Age: 27

 

Class: Paladin(Akin to a Fighter-oriented Cleric)

 

Alignment: Neutral Good

 

Abilities/Skills: As a Paladin of Pelor, Elbinger has had training and experience on how to deal with a variety of conflicts, both violent and peaceful. As a mediator, he is skilled in diplomacy. In his capacity as a warrior trying to root out evil, he is skilled in sensing a person's ulterior motive, as well as being proficient with simple and martial weapons. Growing up in the slums of a city has given him some experience in escaping dangerous situations if need be, though his armour and role as a paladin does not call for this skill to be used as much anymore.

 

Gear:

 

- Holy Judgement: An ancient magical warhammer of Pelor belonging to Elbinger's deceased mentor, it strengthens the wielder's blows and shines with a holy light, making its wounds more severe on evil-aligned enemies.

 

- Pelor's Wrath: The favoured weapon of his god, Hawklight's mace holds an enchantment that makes it crush harder. It also deals slight fire damage.

 

- A steel shield and plate armour emblazoned with the sigil of Pelor. Magically enchanted, they are stronger than they look. The armour projects a slight magical force around vital areas, turning lethal blows into painful bruises instead.

 

- A set of slightly enhanced robes from the Church of Pelor, making it slightly useful against small weapons like daggers.

 

Spells: As a Paladin, Elbinger has access to spells that draw on the divine power of his lord, Pelor. These spells include:

 

Smite Evil: Elbinger can call upon the wrath of Pelor and imbue his blows with holy energy, especially effective against evil creatures.

 

Detect Evil: Elbinger can sense creatures that give off an evil aura.

 

Lay on Hands: Channelling holy energy, Elbinger can heal an injured person. Alternatively, it sears the essence of an undead or evil creature.

 

Turn Undeed: Presenting the holy symbol of The Lord of Sunlight , Elbinger draws on the power of Pelor and sends nearby undead fleeing, while also damaging some of their essence.

 

Personality: Humble and down-to-earth, Elbinger exemplifies the typical Pelor worshipper. He is driven by his gratitude to his god and his compassion for he innocent. Nonetheless, having been a homeless kid for many years has taught him the value of practicality, such as hiding his motives or sometimes working with disagreeable company. However, his vow prevents him from being too smart from his own good, so to speak, and as such, he strives to improve his skills to make up for that.

 

Appearance: While he possesses an average frame, years of training has filled out his frame. Elbinger's dark hair is cut short(else he wouldn't fit in his helmet). Elbinger's features are simple and straightforward, much like himself, the only memorable feature being the scar tissue covering the leftmost side of his face.

 

When not in his armour, Elbinger prefers his loose but comfortable Pelorian robes.

 

Biography: Elbinger grew up an orphaned urchin in the slums of a city far to the east of Waterdeep, before being taken in by the humble countryside clergy of Pelor at ten years of age. He was grateful that the clergy had taken them in when no one would. As such, he worked to prove himself worthy of the mantle of a Paladin. He proved his worth when he accompanied his mentor on a quest which culminated in the destruction of a sect of devil worshippers with deep ties to the city government at the cost of Elbinger's mentor.

 

Soon after, he was invested with the power of Pelor as a Paladin, to root out evil wherever he found it. Recently, he has heard troubling rumours from the City of Splendours, and has made his way there to investigate, bringing Pelor's judgement with him.

 

Edit: changed weapon type with GM permission

Edited by Tenth Norik
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After consorting with my co-GM, you've been approved with all of those items on the condition that they aren't abused. Hawklight approved.

 

You're free to post.

 

 

 

People with approved profiles are clear to post. All of you can expect to have seen the dream detailed in my most recent post.

 

This applies to you as well.

No such thing as destiny.

BZPRPG Profiles

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No Idea what I am doing but working on a profile for a Yuan-Ti / Raptorian Half breed.

"A stranger will always be a stranger unless you give them a chance."

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 |premierball.png| <- My Pokémon | BZPRPG Characters: Po-Matoran Doseki & Nui-Jaga Scorpio; Ga-Matoran Orca 
Matoran und Panzer: Doseki & Glitch | Marvel RP PC | Mata Nui Monopoly: Come... Own a piece of the legend!

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