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Daedra

There was a time that I believed in nothing.

0 · 293 views · located in Tane

a character in “The Stonetree Guild”, as played by Everscale

Description

Name: Daedra
Race: Half-elf (Celestial)
Class: Cleric
Age: 36
Appearance:

Image
Earthly

Image
Celestial

Daedra had always been a man of pale and wonderful beauty. Tall and slender, with hair that streamed well past his waist, the silverette had just enough elven blood in him to make him a god in the eyes of the humans he lived with. He was pale-skinned and gray-eyed, giving him the appearance of a ghost even before Krista took his life. It did not help that he donned the white robes of a cleric of Zerval. He was always gently smiling, compassionate and caring, conscious of the world around him. Now, of course, many things have changed. Since Krista plunged her blade through Daedra’s throat, since he died, he has become something other than half-elf. Something more than cleric. He stands now beyond the eyes of humans, beyond the need for clothing. Six-winged and glorious, his hair swept by a wind that touches none but his kind, Zerval has elevated him for his loyalty and service. Daedra is a Celestial now, practically growing with power. A silent, stoic guardian, angered by the betrayal of one he considered a sister and desperate to save her, he no longer smiles. He watches through flinty eyes, waiting for the Stonetree Guild to find Krista, and put a stop to her chaos. Whether that means killing her, or saving her.

Level: 7

Personality

Personality: Daedra has been undeniably altered by divine power. He was always a gentle, almost motherly sort, eager to help and to heal and undyingly loyal to his friends. He spent all of his time taking care of the others, none of it caring for himself. His only concern was keeping his friends alive. That has, for the most part, not changed. He has another mission now, however. Since his transformation to a Celestial being, he has been blessed with many powerful magics. He can literally kill with a glance. There is fear that he may become corrupted by that power, lose sight of the humanoid world that he is meant to protect, in pursuit of the destruction of chaos and evil. Nevertheless he has been allowed to descend and aid his former companions in secret – as yet they do not know that he is still with them, six wings and all.

Diety: Zerval

Likes: Justice, truth, goodness, charity, power.

Dislikes: Chaos, evil, darkness, sickness, pain, hunger, his God’s anger, and to be honest most of humanity.

Life Goals: To destroy all semblance of evil. More recently, to ascend to godhood, but no one actually knows that.

Fears: He has lost the capacity for fear. That is, somehow, the most terrifying thing about him.

Quirks: He is vastly unemotional. Though occasionally he might smile, he seems distanced from the world, uncaring. Absorbed in other things that he can see.

Equipment

Weapons: He uses none.

Armor: He wears non.

Gear: He carries nothing.

Animals: He commands none.

Magic Items: He needs none.

Spells:
• Create Water: Creates 2 gallons/level of pure water.
• Heal
• Detect Magic: Detects spells and magic items within 60 ft.
• Detect Poison: Detects poison in one creature or object.
• Guided Strike
• Injure
• Light: Object shines like a torch.
• Mending: Makes minor repairs on an object.
• Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
• Read Magic: Read scrolls and spellbooks.
• Detect Lies
• Bless: Allies gain +1 on attack rolls and saves against fear.
• Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
• Command: One subject obeys selected command for 1 round.
• Comprehend Languages: You understand all spoken and written languages.
• Detect Chaos: Reveals creatures, spells, or objects of selected alignment.
• Detect Undead: Reveals undead within 60 ft.
• Wish
• Divine Favor
• Doom
• Hide from Undead: Undead can’t perceive one subject/level.
• Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
• Sanctuary: Opponents can’t attack you, and you can’t attack.
• Shield of Faith: Aura grants +2 or higher deflection bonus.
• Summon Monster: Calls extraplanar creature to fight for you.
• Calm Emotions: Calms creatures, negating emotion effects.
• Consecrate M: Fills area with positive energy, making undead weaker.
• Enthrall: Captivates all within 100 ft. + 10 ft./level.
• Gentle Repose: Preserves one corpse.
• Hold Person: Paralyzes one humanoid for 1 round/level.
• Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
• Shatter: Sonic vibration damages objects or crystalline creatures.
• Shield Other F: You take half of subject’s damage.
• Silence: Negates sound in 20-ft. radius.
• Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
• Spiritual Weapon: Magic weapon attacks on its own.
• Status: Monitors condition, position of allies.
• Zone of Truth: Subjects within range cannot lie.
• Contagion: Infects subject with chosen disease.
• Continual Flame M: Makes a permanent, heatless torch.
• Create Food and Water: Feeds three humans (or one horse)/level.
• Daylight: 60-ft. radius of bright light.
• Dispel Magic: Cancels spells and magical effects.
• Glyph of Warding M: Inscription harms those who pass it.
• Helping Hand: Ghostly hand leads subject to you.
• Invisibility Purge: Dispels invisibility within 5 ft./level.
• Locate Object: Senses direction toward object (specific or type).
• Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
• Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
• 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 1d8/two levels damage, more against undead.
• Speak with Dead: Corpse answers one question/two levels.
• Telepathic Bond
• Water Breathing: Subjects can breathe underwater.
• Water Walk: Subject treads on water as if solid.
• Wind Wall: Deflects arrows, smaller creatures, and gases.
• Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
• Control Water: Raises or lowers bodies of water.
• Death Ward: Grants immunity to death spells and negative energy effects.
• Dimensional Anchor: Bars extradimensional movement.
• Dismissal: Forces a creature to return to native plane.
• Divination M: Provides useful advice for specific proposed actions.
• Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
• Poison: Touch deals 1d10 Con damage, repeats in 1 min.
• Sending: Delivers short message anywhere, instantly.
• Spell Immunity: Subject is immune to one spell per four levels.
• Tongues: Speak any language.
• Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
• Commune X: Deity answers one yes-or-no question/level.
• Flame Strike: Smite foes with divine fire (1d6/level damage).
• Hallow M: Designates location as holy.
• Insect Plague: Locust swarms attack creatures.
• Mark of Justice: Designates action that will trigger curse on subject.
• Plane Shift F: As many as eight subjects travel to another plane.
• Raise Dead M: Restores life to subject who died as long as one day/level ago.
• Righteous Might: Your size increases, and you gain combat bonuses.
• Scrying F: Spies on subject from a distance.
• Slay Living: Touch attack kills subject.
• Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
• Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
• True Seeing M: Lets you see all things as they really are.
• Animate Objects: Objects attack your foes.
• Antilife Shell: 10-ft. field hedges out living creatures.
• Blade Barrier: Wall of blades deals 1d6/level damage.
• Find the Path: Shows most direct way to a location.
• Planar Ally X: As lesser planar ally, but up to 12 HD.
• Symbol of Fear M: Triggered rune panics nearby creatures.
• Symbol of Persuasion M: Triggered rune charms nearby creatures.
• Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
• Wind Walk: You and your allies turn vaporous and travel fast.
• Word of Recall: Teleports you back to designated place.
• Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
• Control Weather: Changes weather in local area.
• Destruction F: Kills subject and destroys remains.
• Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
• Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
• Refuge M: Alters item to transport its possessor to you.
• Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
• Repulsion: Creatures can’t approach you.
• Resurrection M: Fully restore dead subject.
• Symbol of Stunning M: Triggered rune stuns nearby creatures.
• Symbol of Weakness M: Triggered rune weakens nearby creatures.
• Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

So begins...

Daedra's Story