Magni Thorgus Shadowstalker
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 |