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Cleron's World signup thread!

Discussion in 'Profile Threads' started by Spaughtyena, Aug 18, 2012.

  1. This is the sign up for Cleron's World, the characters will go here is this format:

    Name: (The name of your character.)
    Gender: (Male/female/other.)
    Race: (anything from an anthro to basic D&d 3.5 Character races with some bonuses a list of all the races will be provided.)
    Age: (your characters age, please make sure your character is of adulthood)
    Class: (What you character is good at doing, or their profession)
    Physical description: (Just give a description on your character and how they look.)
    Equipment: (You are allowed to have 10 pieces of equipment, plus one unique item of your choosing having a moderate magical effect that would fall into D&D 3.5 Rules, yes that means "vorpal" and "implosion" effects are OP.)
    Biography: (just some background on your character, if it is to be revealed during the RP, so be it.)

    Racial list.

    Anthro (any anthropomorphic character.) Clerons world as it has been called by more cynical adventurers is home to all manner of magical beasts and natives. over its lifetime, it has gathered many kinds of strange people all co-existing peacfully with one another. [lifespan 80-120 yrs.] {adulthood at 18}

    Human (We all know what those things are.)

    Elf (Drow, wood, mountain etc.) Elves are generally shy people, and other races find them hauntingly beautiful as they possess an unearthly grace not seen by other races. They are talented warriors, but are slow to make friends, and even slower to forget. [Lifespan 650-700 yrs.] {Adulthood at 120}

    Dwarf (Duergar, mountain hill etc.) Dwarves are renown smiths and artisans, thay are also good fighters and mercenaries. Dwarven men value their beards highly, and easily drink many other races under the table without a second look. They are slow to trust those they don't know, but are loyal companions. [lifespan 300-400 yrs.] {adulthood at 50}

    Half-Orc (a child with one of its parents being an orc.) Half-Orcs enjoy life's simple aspects, boasting, brawling and anything else that can prove their prowess over another. they tend to be slow thinkers, and dislike heavy planning or indecision. [lifespan 60-70 yrs.] {adulthood at 18}

    Half-Elf (a child with one of its parents being an elf.) Half-elves are usually treated as outsiders. To elves, they look like humans. To humans they look like elves, and as such are usually not trusted in either society, they often disguise themselves to be one or the other. they sport whatever clothing or styles from where they were raised.

    Tiefling (A humanoid that can trace its bloodline back to an outsider, always demonic.) Tieflings tend to have an unsettling air about them, and most people are uncomfortable around them, whether they are aware of the tiefling’s unsavory ancestry or not. While some look like normal humans, most retain physical characteristics derived from their ancestor, with the most common such features being horns, non-prehensile tails, and pointed teeth. Some tieflings also have eyes that are solid orbs of black, red, white, silver, or gold, while others have eyes more similar to those of humans. Other, more unusual characteristics include a sulfurous odor, cloven feet, or prehensile tails rather than non-prehensile ones. with the most common kind sticking up like ibex horns or curved like small ram horns, and the most exotic kind being leathery and somewhat flexible.
    In many other ways tieflings are similar to humans physically. Tieflings are, on average, just as tall as humans, from 5'6" to 6'2" and weigh just a little bit heavier at 140 to 220 lbs. Tiefling skin is usually human-like in color, though extending past normal human colors into reddish hues as well. Tiefling hair is often the same color as human hair as well, though dark blue, red, or purple are also common shades among the race. Although it is not always the case, tieflings tend to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit helps to give tieflings a reputation for thievery and duplicity.
    [Adulthood reached at 18-20] {lifespan 90-110}

    Aasimar (A humanoid that can trace it bloodline back to an outsider, always celestial.) Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
    Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.
    [Adulthood reached at 18-20] {lifespan 90-110}

    Halfling (a very short humanoid, around 3-4ft in height, they are couragous and prefer comfortable clothes over jewelery.) Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth [Adulthood reached at 20-25] {Lifespan 120-150}

    Gnome ( they stand 3-3-1/2 ft. in height, they are good alchemists, inventors, and enjoy jokes, and pranks. they like simple clothes, but tend to decorate them with jewels and expensive metals. Males prefer finely trimmed beards.) Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.


    Barbarian: Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of "sixth sense," a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.
    Alignment restrictions: any non-lawful

    Bard: 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…

    Cleric: 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 grant the cleric special powers, and give him access to spells that he might otherwise never learn.

    Druid: Druids are divine spellcasters who receive their spells from nature, not the gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions. (Spears, clubs, slings, scimitar, sickle, dagger, quarterstaff and fists are useable for a druid. They also have an animal companion, often something from their original habitat. They can speak telepathically with the companion freely. Here is a list of companions: http://nwn.wikia.com/wiki/Category:Animal_companions)

    Fighter: Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character. (can use all weapons armor and shields.)

    Monk: Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

    Ranger: Rangers are skilled stalkers and hunters who make their home in the wilderness. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy - a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by an animal companion

    Rogue: Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

    Sorcerer: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories - just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. (Club, sling, light/heavy crossbow, mace, throwing dart, throwing axe, dagger, quarterstaff, fists, spear.) (sorcerers can have a familiar.)

    Wizard: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells; everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar, a magical creature, small or large, that serves her.(same rules as animal companion, except a familiar can be extraplanar heres a list: http://nwn.wikia.com/wiki/Category:Familiars)
  2. Name: Nathano Cross

    Gender: Male

    Race: Half Elf

    Age: 27

    Class: Rogue

    Physical description: Nathano is a man weighing a bit less then average for his age, at about 90 pounds. Although he is quite a bit smaller then the average person, he is quite strong for his size.Nathano has Black scruffy hair, although he usually likes to keep a hood over it. Nathano has green eyes, and a slender face, giving him a slightly more elven appearance then human.

    Equipment: Vampric Shortsword (1d4 Regeneration), Dagger, Studded Leather Armour, Copper Ring, A Hood kept over his head (provides no defence bonus)

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