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Dresden Dreamwolf(Approved)

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Dresden Dreamwolf(Approved)

Post by Dresden on Wed Mar 28, 2012 11:23 pm

RPG: The Prophecy of Destruction

Character Name: Dresden Dreamwolf

Alias/Nickname: Sir Andra

Race: Half-Elf

Apparent Age: 25

Gender: Male

Height: About 6'

Weight: 250 Lbs.

Hair Color/Style: Ashblonde. About shoulder length. With a circle beard style facial hair.

Eyes: Blue (Gold when using magic)

Marks/Scars/Tattoos: He has the Eye of The Magus tattoo. It is the tattoo required by all Mages within the Order and is placed on the skin using magical means. It is an eye with a gold pupil and green outline.

Physical Appearance: He is a mostly compact muscle that makes him look a lot smaller and more fragile than he really is.

Carried Possessions: He has no meaningful items with him.

Clothing and Armor: He wears a set of light armor that makes little noise when moving and can stop most projectiles and blades. However, he carries around a long deep cloak that is enchanted to stay around him and help him blend in.

Weapons: He usually carries his current spellsword (Amoracchius) which is a broadsword. It enhances his powers but not by much. Also as long as the given holder is using it and is capable of extreme faith and/or magic then the sword gains extra sharpness and is stronger against demons and certain other creatures. The sword will fade into non-existence if used on an innocent.

Likes: Life, Nature, Magic

Dislikes: Hate, Needless death, Magic used for bad purposes

Merits: Hold life above everything else, Extremely strong mage, Pretty decent fighter

Flaws: He can't hurt a woman unless she hurts someone he cares for, He automatically helps a woman in danger without even thinking (sometimes even if she is an enemy), He is paranoid and not very trusting

Worst Fears: Hurting someone who is innocent, or needlessly killing someone.

Personality: Dresden is a very paranoid person. Until he knows someone he distrusts them. However, once he trusts someone he will do next to anything for them. He believes women are held on a different level of society and should never be hurt unless they do something unforgivable (cause mass deaths or does something horrendous). Otherwise he is a very light and outgoing person and a fun guy to be around.

History: Dresden was born without a mom. Or more specifically his mom died due to birth complications. His father was a powerful mage of the Elven race. His father raised him until he was 4 and then the dreams happened. The dreams show an older man in a chair that talks to the dreamer. These dreams happen to all budding magic users and according to his father the man's name is, Teidisi (The god of Mages), and he tells the dreamer to go to the college when their tutor says they are ready.

Dresden's father became his tutor and taught him everything he knew about magic and drilled it into his mind so he would never forget. He also drilled in his sense of honor and chivalry.

When his father became struck with an illness he told Dresden that he was ready to go to the college. He gave the secret location of the college to Dresden and sent him off. When he arrived at the college he was placed in advance classes because his father had taught him most of the college's knowledge. Within a year, Dresden knew more than most of the professors and went off to search on his on for more knowledge.

Along the way he was tricked by many people and told false knowledge. He learned how to defend himself from a fighting master who was brutally murdered after explaining why he took Dresden on as a student. He was one of his father's friends from school and told him that his father's illness was magically caused. With his final world he gave his sword to Dresden. After this major piece of information was given to Dresden, he realized he was being targeted. He went to a small village in the middle of no where. There he has lived the last 2 years of his life in peace. And then he has a dream with a young girl in it. She told him that trouble was brewing and he was part of a group destined to save or destroy the world.

He thought it was just one of his usual dreams. Then he woke up and found a letter on the dresser. The letter included a map to a small tavern in a village not far away. And the letter said Remember the Dream.

Dresden quickly got his equipment around and bid farewell to his friends.

On to NightShade...

CLASS TRAITS:
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Military Light Blades, Military Heavy Blades, Simple Ranged
Bonus to Defense: +2 Will
HP: 30

CLASS SKILLS:
Arcana (Intelligence)
You have picked up knowledge about magic-related
lore and magic effects. This knowledge extends to
information about the following planes of existence,
including the creatures native to those planes: the
Elemental Chaos, the Feywild, and the Shadowfell.
If you have selected this skill as a trained skill, your
knowledge represents academic study, either formalized
or as a hobby. Also, those trained in the skill have
a chance to know something about the mysterious Far
Realm (but not about its creatures, which fall under
Dungeoneering).
Arcana Knowledge
Make an Arcana check to recall a useful bit of magicrelated
knowledge or to recognize a magic-related
clue.
You must be trained in Arcana to remember information
about the Far Realm, which requires master
knowledge (DC 25) at least.
Monster Knowledge
Elemental, Fey, and Shadow
Make an Arcana check to identify a creature that has
the elemental, the fey, or the shadow origin (a creature
of the Elemental Chaos, the Feywild, or the Shadowfell),
or is a construct.

Diplomacy (Charisma)
You can influence others with your tact, subtlety,
and social grace. Make a Diplomacy check to change
opinions, to inspire good will, to haggle with a patron,
to demonstrate proper etiquette and decorum, or to
negotiate a deal in good faith.
A Diplomacy check is made against a DC set by the
DM. The target’s general attitude toward you (friendly
or unfriendly, peaceful or hostile) and other conditional
modifiers (such as what you might be seeking to
accomplish or what you’re asking for) might apply to
the DC. Diplomacy is usually used in a skill challenge
that requires a number of successes, but the DM might
call for a Diplomacy check in other situations

History (Intelligence)
You have picked up knowledge related to the history
of a region and beyond, including the chronological
record of significant events and an explanation of
their causes. This includes information pertaining to
royalty and other leaders, wars, legends, significant
personalities, laws, customs, traditions, and memorable
events

Insight (Wisdom)
You can discern intent and decipher body language
during social interactions. You make an Insight check
to comprehend motives, to read between the lines, to
get a sense of moods and attitudes, and to determine
how truthful someone is being.
You use Insight to counter a Bluff check, and
Insight is used as the social counterpart to the Perception
skill. In skill challenges that require a number
of successes, use Insight checks to oppose someone’s
Bluff checks. Insight can also be used to gain clues,
figure out how well you might be doing in a social
situation, and to determine if someone is under the
influence of an outside force.
Whenever you use Insight, you’re making a best
guess as to what you think a motive or attitude is or
how truthful a target is being. Insight is not an exact
science or a supernatural power; it represents your
ability to get a sense of how a person is behaving.

CLASS FEATURES:
Sword Call: Call your sword to your hand with a mere thought (Must have bonded the sword) (Unlimited uses)
Sword Bond: Meditate for an hour to become friends with a weapon
Swordmage Warding
While you are conscious and wielding either a light
blade or a heavy blade, you maintain a field of magical
force around you.
This field provides a +1 bonus to AC, or a +3 bonus
if you are wielding a blade in one hand and have your
other hand free (not carrying a shield, an off-hand
weapon, a two-handed weapon, or anything else).
If you become unconscious, your Swordmage
Warding benefit disappears.
Aegis of Assualt: You create an arcane link between you and a foe, allowing you
to instantly respond to its attacks with a counterassault.


FEATS:
Improved Swordbond: Call bonded weapon with minor action from 20 feet away
Escalating Assault: Cumulative +1 to attack with aegis of assault

SPELL LIST:
Blazing Pursuit: You envelop your blade on fire and then strike. The flames
create a lingering path that you can travel along to catch your
escaping foe. (very tiring, can only use once)

Crackling Burst: Your weapon sends out sprawling arcs of lighting that hit nearby
creatures, making movement agonizing for them (5 ft radius)

Sweeping Frostblade: You swing your blade in a wide circle, unleashing a freezing
wave that numbs nearby foes (5 ft radius)

Arcane Transport: You extend your magic to include a nearby friend as you step
through an unseen arcane corridor (20 ft radius)

Lightning Lure: You lasso your foe with a leash of lightning and pull it into range of
your blade (10 ft lasso)

Sword Burst: A sweep of your sword blasts those around you with force (5 ft radius)

Chilling Blow: Your blade rips into your foe and cold pulses from the wound enveloping
your enemy's body in a crust of frost (Very tiring, once a day)

Flame Cyclone: Arcane power swirls around your blade and outward toward your enemies,
engulfing them in an inferno (Can only use if with 5 ft of enemy 1 ft radius explosion)

Frost Backlash: As your enemy swings for the kill, your warding suddenly turns to ice and
lashes out at your foe with the fury of winter (if enemy is with 3 ft)

Foesnare: You cut into your foe, and links of solid eldritch energy burst from its flesh, binding
its bones to the ground (Very tiring, once per day)

Sword of Sigils: As you sweep your blade in a wide arc, it glows red and leaves arcane runes
burning in the air above your foes (5 ft radius)

Ghost Sound: With a wink, you create an illusory sound that emanates from somewhere close by (loud, little control, basic sounds)

Light: With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon
some other object, or in a nearby space (5 ft radius, little control and very bright)

Mage Hand: You gesture toward an object nearby, and a spectral floating hand lifts the object into
the air and moves it where you wish (only things he could normally pick up, people can feel it)

Prestidigitation: You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a  cold drink (unlimited uses)
✦Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to
1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a
small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for
up to 1 hour.
✦ Produce out of nothingness a small item or image
that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of
your next turn.


Last edited by Dresden on Fri Oct 25, 2013 4:29 pm; edited 7 times in total

__________________________________________________________________________________________________________
Spoiler:
Wizard's First Rule: People can be made to believe any lie, either because they want to believe it's true, or because they are afraid it's true.
Wizard's Second Rule: The greatest harm can result from the best intentions.
Wizard's Third Rule: Passion rules reason.
Wizard's Fourth Rule: There is Magic to heal. In the forgiveness you grant, and more so in the forgiveness you recieve.
Wizard's Fifth Rule: Mind what people do, not only what they say, for deeds will betray a lie.
Wizard's Sixth Rule: The only sovereign you can allow to rule you is reason.
Wizard's Seventh Rule: Life is the future, not the past.
Wizard's Eighth Rule: Talga Vassternich (Deserve Victory)
Wizard's Ninth Rule: A contradiction can not exist in reality. Not in part, nor in whole.
Wizard's Tenth Rule: Willfully turning aside from the truth is treason to one's self.

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Dresden
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Posts : 224
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Join date : 2012-03-15
Age : 22
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Character sheet
Name: Dresden Dreamwolf
Race: Mixed Race (Half-Elf, Half-Orc, etc.)
Class: Spellsword

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Re: Dresden Dreamwolf(Approved)

Post by Zeek21 on Thu Mar 29, 2012 1:10 pm

Character is approved for use

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Class: Ranger

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Re: Dresden Dreamwolf(Approved)

Post by GiantStorm on Thu Mar 29, 2012 3:57 pm

Approved.

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Character sheet
Name: Arashi Takeda
Race: Mixed Race (Half-Elf, Half-Orc, etc.)
Class: Samurai

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Re: Dresden Dreamwolf(Approved)

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