Zemeckis Izbael
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Life is a series of trials, those that overcome their desires will surely ascend to the highest peaks, while others remain damned.
~~~~~THIS SECTION IS OLD~~~~~ What you see before you is a dull humanoid of insignificance, there are no defining features about him and he seems to walk with a stride of silent confidence. Most would see him and write him off as a nobody and go on about their business. Others will waste their time in attempting to approach this very slippery fellow. He stood roughly at six foot four, his build quite average and carried nothing of importance. Most who attempted to converse with him would note that he didn't speak at all. ~~~~~END OF OLD SECTION~~~~~ What you see before you is a largely muscled, lithe Planetar that exudes an aura of overwhelming serenity and peace, his sapphire glowing iris' pierce the veil of hidden realities and guises and seem to have a sort of ageless wisdom to them. Zemeckis, quite plainly is a full celestial, having ascended from his mortal shell because of his profound faith and staying devoted to his vows, he has attained a form that is meant to command armies of celestials, and is currently being considered for the council of Elysee on Arche Terre. ~~~~~The section of this bio is a constant WIP, it will change as he evolves as a character and through the interactions he has IC~~~~~ ~~~~~OOC information and powers~~~~~ This character is based around the Vow of Non-Violence/Vow of Peace Exalted Feats from the Book of Exalted Deeds, he has also taken a Vow of Silence. If you wish to RP with this person, feel free to approach him or send me a tell. Vow of Nonviolence: You have taken a sacred vow to avoid violence against humanoids. Prerequisite: Sacred Vow Benefit: The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl's venom would not become more virulent because of this feat, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it. Special: To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm. Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes +1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. Vow of Peace: Benefit: This sacred vow grants significant supernatural benefits, but its cost is high. First you are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is mind-affecting, supernatural compulsion. Second, you gain a +2 natural armor bonus to you AC, a +2 deflection bonus to your AC, and a +2 exalted bonus to your AC. This exalted bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore it. It does not stack with an armor bonus. If you also have the Vow of Poverty feat, the natural armor, deflection, and exalted Armor Class bonuses granted by that feat all increase by +2. If a creature strikes you with a manufactured weapon, the weapon must immediately make a Fortitude save (DC 10 + one-half your character level + you Con modifier) or shatter against your skin, leaving you unharmed. Finally you gain a +4 exalted bonus on all Diplomacy checks. Special: To fulfill your vow, you must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage, or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them -- if you incapacitate a foe, you must take him prisoner. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. (Characters who have taken a Vow of Peace are know to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.) Touch of Golden Ice Your touch is poisonous to evil creatures. Prerequisite: Con 13. Benefit: Any evil creature you touch with your bare hand, fist, or natural weapon is ravaged by golden ice (see Ravages and Afflictions for effects). Lights are few and far between. Player discretion is advised. Send a tell if curious. It should be noted, that any dialogue that comes as a result of IC actions (ie attacking or anything that would proc a voiceset response) Would not be heard. |
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Player: | My D Is Tenacious |
Gender (Visually): | Male |
Race (Visually): | Human |