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Lenniel

True Neutral Elf Bard/Cleric

0 · 470 views · located in Fantasy

a character in “The Wendy Trilogy”, as played by GreenEyedSue

Description

I Am A: True Neutral Elf Bard/Cleric (2nd/2nd Level)

Image

Ability Scores:
Strength- 11
Dexterity- 10
Constitution-10
Intelligence-14
Wisdom-14
Charisma-9

Alignment: True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.<br>

Race: Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Primary Class: Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Secondary Class: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

Bard's features:

Elf - When you enter an important location (your call) you can ask the GM for one fact from the history of that location.

Arcane Art

When you weave a performance into a basic spell, choose an ally and an effect:

Heal 1d8 damage
+1d4 forward to damage
Their mind is shaken clear of one enchantment
The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll+Cha.

✴ On a 10+, the ally gets the selected effect.

✴ On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.

Bardic Lore

Choose an area of expertise:

Legends of Heroes Past

When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

Charming and Open

When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).

Whom do you serve?
What do you wish I would do?
How can I get you to ______?
What are you really feeling right now?
What do you most desire?
A Port in the Storm

When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Alignment: Neutral- Avoid a conflict or defuse a tense situation.

Gear: A fine lute, a gift from a noble, leather armor, dueling rapiers, adventuring gear.

Cleric's features:

Deity:

You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Sucellus, Zorica or Krugon the Bleak) and choose your deity’s domain:

Knowledge and Hidden Things

Choose one precept of your religion:

Your religion is cultish and insular, add Petition: Gaining Secrets

Divine Guidance:

When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.

Turn Undead:

When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.

✴ On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.

✴ On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

Commune:

When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:

-Lose any spells already granted to you.
-Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
-Prepare all of your rotes, which never count against your limit.

Cast a Spell:

When you unleash a spell granted to you by your deity, roll+Wis.

✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.

✴ On a 7–9, the spell is cast, but choose one:

-You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
-Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
-After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Cleric Spells:

Rotes

Every time you commune, you gain access to all of your rotes without having to select them or count them toward your allotment of spells.

Light

Description

An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Sanctify

Description

Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

Guidance

Description

The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

1st level:

Cure Light Wounds

Level 1

Description

At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

Sanctuary

Level 1

Description

As you cast this spell, you walk the perimeter of an area, consecrating it to your deity. As long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.

Speak With Dead

Level 1

Description

A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.

So begins...

Lenniel's Story