[center][url=http://i.imgur.com/VKB4QmT.jpg?1][img]http://i.imgur.com/6pfJGtO.jpg[/img][/url][/center] [color=00a651]Appearance[/color]: Malkai is fairly short, five feet by six inches, and not particularly muscular despite his heritage. His hair is long and braided into dreadlocks, but he's otherwise clean shaven. His body is decorated in scars and tattoos, most of them animal imagery but also words written in Druidic. One word on his right arm spells out "Wild" and another on his left arm is "Fury". While Malkai's attire tends to change based on the situation, he's rarely seen without his mask. It's a "Totem Mask" made of Iron Wood, adorned with horns and tusks. It's a magical mask which alters with Malkai's appearance when he wild shapes (if he do desires), and allows him to communicate in his animal form using the languages he knows. Malkai's standard dress is hide armor adorned with bones to provide a bit of extra armor. He typically goes shoeless, though he does wear fur-lined leggings to keep his lower body warm. His main weapon is a magic staff. The staff has a spell storing enchantment on it: He can cast one spell on it that he can activate at anytime after it's been cast, however he can only store one and once it's used, he has to store another spell into it to use the enchantment again. He also has a dagger made from the talon of a large beast and three shortspears that he uses for range combat. [color=00a651]Name[/color]: Malkai Orchid [color=00a651]Age[/color]: 27 [color=00a651]Race[/color]: Half-Orc [color=00a651]Class[/color]: Druid [color=00a651]Biography[/color]: Malkai was left in the forest as a child. His mother was a prostitute who had serviced an orcish warrior, and so she left her bastard son to the wilds. The cries of the young babe attracted the attention of wild creatures, and wild elves. These wild elves were a forest people, druids, but not keepers of harmony. No, they were a force of nature. Where some kept peace in their land these elves sought to spread the natural fury of the world upon those who would challenge it. And they sensed that fury within the infant child, who's cries were like a roaring wind; loud and powerful. Malkai's early childhood was spent as little more than an animal. He learned how to hunt and survive instead of how to read and write. While he eventually learned his naive tongue, he rarely used it to communicate with others, and his charm would leave much to be desired. But he grew strong and tough, at least enough to survive in the wilderness on his own. As he grew older, the druids came back to Malkai, and taught him to tame the beast within him. The druids taught him their ways, their tenants and their powers. Unlike other druid circles they were not bound to nature nor did they fear civilizations; they held no sway over them than they could the winds or storms. As Malkai grew older and stronger, he too eventually chose to leave the forest and mountains he called home and explored the land, as other druids of his circle often did. He would see the world, both in it's natural and man-made form, and learn that the chaotic forces of nature often manifests itself in strange ways. He gathered fortune and renowned, but in the grand scheme of things he was naught but a single drop in the ocean of the world, a single leaf in a grand tree. So Malkai sought greater challenges, seeking quests and tasks which his skills could conqueror. He wanted to shake up the world. Other: [hider=Spells] Because Malkai is a Druid, he has to prepare his spells each day. While this limits how many spells he can cast (In terms of the RP, his spells are a more taxing to use than that of a sorcerer or bard), he has access to a wide variety of spells he can choose from. Additionally he can change what spells he has prepared by meditating for ten minutes multiples by the level of the spell (Level 0 spells still take ten minutes), however he cannot change spells he has already casted for that day. Additionally, whenever Malkai is capable of casting a spell he can Spontaneously Cast [i]Summon Nature's Ally[/i], at any level he is capable of casting from except level 0. Spells known: 4 lvl.0 / 2 lvl.1 / 1 lvl.2 / [hider=Level 0] Create Water: Creates 2 gallons/level of pure water. Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Flare: Dazzles one creature (-1 penalty on attack rolls). Guidance: +1 on one attack roll, saving throw, or skill check. 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./level of food or water. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 bonus on saving throws. Virtue: Subject gains 1 temporary hp. [/hider] [hider=Level 1] Calm Animals: Calms (2d4 + level) HD of animals. Charm Animal: Makes one animal your friend. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). 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. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). Hide from Animals: Animals can’t perceive one subject/level. Jump: Subject gets bonus on Jump checks. Longstrider: Your speed increases by 10 ft. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage. Obscuring Mist: Fog surrounds you. Pass without Trace: One subject/level leaves no tracks. Produce Flame: 1d6 damage +1/level, touch or thrown. Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger. Speak with Animals: You can communicate with animals. Summon Nature’s Ally I: Calls creature to fight. [/hider] [hider=Level 2] Animal Messenger: Sends a Tiny animal to a specific place. Animal Trance: Fascinates 2d6 HD of animals. Barkskin: Grants +2 (or higher) enhancement to natural armor. Bear’s Endurance: Subject gains +4 to Con for 1 min./level. Bull’s Strength: Subject gains +4 to Str for 1 min./level. Cat’s Grace: Subject gains +4 to Dex for 1 min./level. Chill Metal: Cold metal damages those who touch it. Delay Poison: Stops poison from harming subject for 1 hour/level. Fire Trap: Opened object deals 1d4 +1/level damage. Flame Blade: Touch attack deals 1d8 +1/two levels damage. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. 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 for 1 round/level. Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level. Reduce Animal: Shrinks one willing animal. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage. 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, rats, or spiders. Tree Shape: You look exactly like a tree for 1 hour/level. Warp Wood: Bends wood (shaft, handle, door, plank). Wood Shape: Rearranges wooden objects to suit you. [/hider] [/hider] [hr] [img]http://i.imgur.com/ml7BEGn.jpg[/img] [color=7ea7d8]Appearance[/color]: As befitting of someone of celestial blood, Veridis seems to have an unnaturally attractive look about him, not to mention his time as a bard has allowed him to hone his appearance to be more conventionally attractive to others. Veridis stands at a tall six feet and ten inches, a slim and lanky body that shows that he's more interested in making himself look good rather than making it fit. Veridis tends to keep his hair boyishly-short and cleaned, though his celestial nature already makes it hard to dirty himself. Most filthy and stains tends to just fall off his skin or hair, though his clothes still get dirty. Veridis's eyes are a dark blue, typically described as sapphires. When he uses magic they glow purple, making them look like amethysts. While Veridis isn't afraid to show off his body (To the point that he's totally fine with being nude in public), he tends to wear many layers of clothing. Most of them are clothing he has a special attachment to; his scarf was a gift of his mother, his shawl (The black and gold cloth) was a gift from his favorite teacher back in bard's college, and his poncho he received from some villagers after his first quest. He's learned how to mend these things by hand should they ever get damaged. Veridis also wears magically reinforced mythril chain mail underneath his clothing for protection. He's rarely seen without his lute: this, along with his shawl, was a gift from his favorite teacher. For protection Veridis has a rapier, dagger, and whip. Veridis main weapon, to the surprise of some, is actually his lute. It is a magical lute capable of "shooting" magic arrows made of sonic energy, making it into something akin to a longbow. Instead of relying on his marital ability however, he can use his performance skill with a lute to strike his foes. [color=7ea7d8]Name[/color]: Veridis Quo [color=7ea7d8]Age[/color]: 107 [color=7ea7d8]Race[/color]: Aasimar [color=7ea7d8]Class[/color]: Bard [color=7ea7d8]Biography[/color]: Veridis grew up thinking that he was just a normal human boy. Both his parents were human, albeit his father was a paladin and his mother was a lay sister, who often helped their church with whatever tasks needed. Veridis often worked alongside his mother in the church, sometimes lending a helping hand, but more often than not he was leading the other children. He did not bully the children as some would, even if he was taller than them. Instead, Veridis was friendly to the kids and used kind words, but wasn't afraid to speak up against ruffians or give a stern word to troublemakers. He was well-liked by most of the church for being a good child, though some felt he was too much of a goodie-goodie to be much fun. Much of that changed as he grew older. It first began when his father, a fairly mighty paladin and champion of the church, wanted to train his son to also become a paladin. Veridis was willing to learn from his father, who taught him the basic use of various weaponry such as swords, halberds, bows, and maces, however Veridis lacked the physique to make use of such weapons. While he was athletic and healthy, he was weaker than his mother when it came to using his strength. So instead he was trained to use his fineness, employing lighter weapons such as rapiers and daggers. This pleased his father well enough, but Veridis had no interest in becoming a paladin. While he had faith in Shelyn, their goddess, Veridis did not really want to seek out evil. He wanted the life of an bard. His mother and father had their doubts. While his mother was largely accepting, as art and music was one of the portfolios of Shelyn, his father felt that his son would be better served as a holy warrior of good than a traveling mistral. But Veridis was firm: while he was willing to fight the good fight, he would do so his own way. His father reluctant for the longest time, but ultimately accepted his son's decision. Using his connections, Veridis's father helped his son find a reputable Bard's College for his son to train. Thanking his mother and father, Veridis left his home to become a bard. But the Bard's College was just a stepping stone for his true passion: Adventure. Other: [hider=Spells] Veridis is a spontaneous caster, thus he has a limited allotment of spells. What you see here is all he has until he becomes stronger and learns new spells. However because he is a spontaneous caster, magic is easier for him to use, thus allowing him to cast his spells more often than other prepared casters. While not infinite, using magic is less taxing on him, thus he may rely more on spells. Spells known: 6 lvl.0 / 3 lvl.1 / [hider=Level 0] Detect Magic - Detects spells and magic items within 60 ft. Read Magic - Read magic text from scrolls, spellbooks, and other sources. Prestidigitation - Performs minor tricks. Mending - Makes minor repairs on an object. Mage Hand - 5-pound telekinesis. Dancing Light - Creates torches or other lights. [/hider] [hider=Level 1] Expeditious Retreat - Your speed increases by 30 ft. Feather Fall - Objects or creatures fall slowly. Grease - Makes 10-ft. square or one object covered in slippery oil. [/hider] [/hider]