Magni Thorgus Shadowstalker

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Description
Race: Celestial (see description)
Age: Looks the equivalent of a human in their mid to late 20s
Sex: Male
Height: 6'3"
Wingspan: 21'

Appearance:
Upon first glace you see what looks to be a typical celestial through short in comparison to most of his kindred. His hair is a shimmering midnight blue soft and smooth falling to just below the shoulders. His eyes, an ice blue with a hint of silver and gold evidence of his heritage.  His shoulders broad support the lofty appendages upon his back which always seem clean and kept in pristine condition.  His arms, chest and stomach look to be chiseled out of marble showing the very definition of divine power and grace.  In picturesque physique, he is neither lacking nor over endowed making his body a pleasure to gaze upon.  His muscular thighs also well sculpted evident of the need to push off to take flight or to take to foot if the situation calls, are just further indication that this being is of divine origin.   He tends to carry himself in a confident manner and has a very easy-going air about him.  His movements seem to always be purposeful and calculated.

Brief Backstory:
Back on Elysium, Magni quickly arose through the military ranks to become General of the Fading Glory, a elite team specialized in intelligence, reconnaissance, surveillance, as well as, other missions of a sensitive nature. After repeatedly seeing the atrocities that were occurring to his fellow comrades in the standard military, he decided to take matters into his own hands turning to an art which he thought went against the communal edicts of Elysium. It was for this, he thought he was banished from Elysium.  It has only recently come to light that there was foul play in this decision and that his imprisonment and later banishment was all for political reasons.

Helm and Swords:
The helmet Magni wears is a mold of his great, great grandfather and gives him confidence when on the battlefield. The pair of weapons Magni uses, originally a pair of bastard swords reforged into waraxes, was passed down through the Shadowstalker line for many generations.

Tattoos:
The markings on his forearms, upper thighs and right upper arm are indicative of the wars Magni has been involved in. There is also a small marking just under his right collarbone to mark the most recent war involving the Netherbeasts.  The marking on his left upper arm would be a symbol that seems to show some sort of rank. There were also whip lashes between Magni's wings which seem to form some sort of pattern. These marks seem to no longer be present upon his skin the flesh where upon this mark existed now flawless and void of any blemish.

Abilities:
This section is to cover abilities not addressed by the mechanical aspects of the game engine though visual effects have been acquired to enhance the rp where applicable.

Scent(ex)
Range: personal
Area of effect: caster
Duration: Permanant
Save: harmless
Spell resistance: no
This extraordinary special quality allows
a creature to detect approaching
enemies, sniff out hidden foes, and
track by sense of smell. Creatures with
the scent ability can identify familiar
odors just as humans do familiar sights.

Speak with Animals(sp)
Range: personal
Area of effect: caster
Duration: Permanent
Save: harmless
Spell resistance: no
Mentally communicate with animals as
a free action.This works exactly like
speak with animals as cast by an 8th-
level druid but does not require sound.

Tongues (Su)
Range: personal
Area of effect: caster
Duration: Permanent
Save: harmless
Spell resistance: no
The caster can speak with any creature
that has a language, as though using a
tongues spell cast by a 14th-level
cleric. This ability is always
active.

Telepathy (Su)
Range: Single
Area of effect: within 100ft
Duration: Length of Conversation
Save: special see below
Spell resistance: yes
A creature with this ability can
communicate telepathically with
any other creature within 100ft
that has a language. It is
possible to address multiple
creatures at once telepathically,
although maintaining a telepathic
conversation with more than one
creature at a time is just as
difficult as simultaneously
speaking and listening to multiple
people at the same time.  An
unwillful recipient is allowed a
will save vs. the will save of the
caster.

Discern Lies(sp)
Range: personal
Area of effect: caster
Duration: Permanent
Save: harmless
Spell resistance: no
Each round, the caster concentrates on
one subject, who must be within range.  
The caster knows if the subject
deliberately and knowingly speaks a lie
by discerning disturbances in its aura
caused by lying. The spell does not
reveal the truth, uncover unintentional
inaccuracies, or necessarily reveal
evasions.

Detect Evil(sp)
Range: 60 ft.
Area of effect: 60 degree cone in front of
  the caster.
Duration: Permanent
Save: none
Spell resistance: no
You can sense the presence of evil. The
amount of information revealed
depends on how long you study a
particular area or subject.

1st Round: Presence or absence of evil.
2nd Round: Number of evil auras
(creatures, objects, or spells) in the area
and the power of the most potent evil
aura present.  
3rd Round: The power and location of
each aura. If an aura is outside your line
of sight, then you discern its direction
but not its exact location.

True Seeing(sp)
Range: personal
Area of effect: caster
Duration: Permanent
Save: harmless
Spell resistance: no
The casters sees all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects.  It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic.

Shadowstalker's Gift(sp)
Range: touch
Area of effect: single creature or
melee weapon
Duration: 30 turns
Save: none
Spell resistance: no
By harnessing the power of the
shadows and the divine, the caster
creates an aura of shadows about
the intended recipient causing
their weapon to glow with the twinned
power.

Shadow Rift(sp)
Range: personal
Area of effect: caster, 15ft radius
Duration: 15 rounds
Save: harmless
Spell resistance: no

By focusing the power of shadows,
the caster creates a rift of
darkness in which he and his party
can step through into the Shadow
Realm for a short period of time.

Chilling Aura (Su)
Range: personal
Area of effect: caster
Duration: 30 Rounds
Save: Fortitude negates = DC 37
Spell resistance: Yes

The air around you is treated as a
severe cold environment, radiating out
to 30  feet. Creatures entering
your aura must make a Fortitude save,
and an additional save every minute
they remain within the aura or take 1d6
nonlethal damage from your unearthly
chill. Creatures who fail 3 consecutive
saves become fatigued as hypothermia
sets in. The fatigue ends when the
creature is healed of all nonlethal
damage taken from your aura.

Lights:
I prefer to let rp drive the story but I do have a few things I that I do consider to be red lights and will address if an rp seems to be heading toward such.  I am very tell friendly so feel free to shoot me a tell if you have questions.  
Player:Mjollnir
Gender (Visually):Male
Race (Visually): Human