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CHANCE
MALEZIRE
NAME: Chance Malezire AGE: 24 NATIONALITY: Faerûnian RACE: Qunari ( formerly tiefling ) OCCUPATION: n/a TITLE/RANK: n/a |
HEIGHT: 6'5" BUILD: Lithe/muscular ( for his height ) HAIR: Brown/curly EYES: Dark black irises SKIN: Slightly grey BEARING: Awkward, charming, clumsy |
DISTINGUISHING FEATURES: Horns like these in style, constantly decorated with ribbons, chains, and charms. |
+ THING B + THING C + THING D + THING E | - THING B - THING C - THING D - THING E |
GIFTS Blah blah things your character likes, blah blah blah. Also optional!. |
Faerûn is a large continent in the world of Toril. The continent is populated by a great many species, but the more common species tend to be humans, elves, dwarves, and orcs. Other, less common species, include genasi, tieflings, dragonborn, tabaxi, yuan-ti, and more. TWhile some of these people are natural to the world, some are less so. Tieflings are an example of these, as they come from humans who once made a deal with demons a long time ago, which has given their species somewhat demonic looking traits. While these tend to be the more common inhabitants of the continent, there exist other creatures that roam the continent such as fey, demons, genies, primordial beings, elementals, dragons, etc. While some of these beings are native to the land, others come from other planes of existence that can intersect with the material plane. There are a vast number of planes, and some of these planes house gods that very much take interest in the lives of those on Faerûn. The gods that people pray to in Faerûn tend to be very real, and often they will answer these prayers.
Magic is no stranger to the people of Faerûn. It comes in many forms, from innate power to gifted abilities from gods or other beings. While magic and all manner of beings are common, not all forms of it are readily accepted in society nor are all beings. The various belief systems from various beings often pit the best uses of magic and their intents against each other, giving the continent a wide variety of practiced magic. While magic is predominant in the land, those without magic are not without their own strengths. Fighters such as barbarians and monks, for example, usually find other ways to garner strength, so there were always be those in power who don't necessarily need magic to prevail.
Technology in Faerûn tends to be restricted to items that would typically exist in a medieval Earth setting, the real variance in technology tends to come when magic is involved in some way shape or form. As such, weaponry tends to be along the lines of swords and bows, with magical weapons helping give advantage to those who fight with their weapons more than magic.
The vast variety of magic, people, and technology in Faerûn means that the continent is compromised of any interesting individuals looking to etch out their own lives in the world.
- Born the second of three children to Abigail and Garrett Malezire. Older sister named Marguerite and a younger brother named Andrew. Everyone in the household born human, but dormant tiefling traits in parents revealed themselves only in Chance.
- Marguerite, also called Mags, begins to take the side of other children on the street and bullies her brother, Chance, for being a tiefling. Eventually, Mags gets Andrew on her side.
- Mags' bullying gets progressively worse, even when no one else is around.
- At 15, Chance wakes to find Mags strangling him. They fight, with Chance fleeing after accidentally kicking Mags into the fireplace.
- With nowhere to go, Chance ends up a beggar on the streets. Eventually he meets a boy named Elusin, who brings him to join travelling caravan of performers. He becomes their gofer.
- Through the next few years, Elusin helps teach Chance his craft with music. Chance is a natural, and it doesn't take long for him to realize the talent extends deeper into magic. No one else in the caravan is a bard, however, so he learns through trial and error.
- The caravan start to train him in other talents that make him a greater performer. Meanwhile, Elusin and Chance grow closer. Eventually they leave together.
- Chance is desperate to learn more about his abilities as they give him a sense of purpose and belonging he's never felt before.
- He is approached by a demon, who offers to find him a teacher in exchange for one song written for the demon. Chance readily accepts, and a fey woman later approaches him to begin his training.
- From Una, Chance learned more about glamour magics and their uses in helping beguile enemies that try to attack him and his friends.
- He learns later that Una is a victim of the demon as well, a fey princess tricked into giving the demon a deal and stolen from her home.
- Fey guards come for the princess, and Elusin fights to try to protect Chance from their anger. Chance tries to get the demon to help, but it refuses, and he and Una are forced to slay it. They are too late to save Elusin from her guards.
- The fey let Chance live in exchange for saving the demon. He spends the next few years travelling, performing, and working odd jobs that help him grow in his skills. He earns a slight reputation for being skilled at helping clean up others' messes, a reputation that ends up earning him a job investigating a forest from which no one has yet to return.
For someone whose primary skills lie in being charming, Chance disguises it well. If only that were intentional. Awkwardly charming, the young tiefling grew up barely tolerated by his parents and ridiculed and worse by others. The effect of his childhood on him leaves the young man constantly trying to make up for his own perceived deficiencies, creating the awkwardly charming combination that exists in him.
The awkward stems from never feeling comfortable in his own skin. Through Elusin's help, Chance began to find a somewhat awkward acceptance of what he was. However, tieflings were not so common in the neighborhood Chance grew up in. So growing up with seeing very few of his own kind, and even more rarely getting to spend any quality time with them, Chance has always felt like a fish out of water. Leaving home, he's seen more people of all kinds of shapes and sizes, some even more exotic than his own. While this has helped paved way for some progress in his own self-image, the damage from his youth runs deep.
Chance's discomfort with what he is makes the boy try harder when he remembers how to. It can leave him awkward, and even vulnerable at times, but when he really puts an effort into it, Chance can seem as confident and charming as any other person. And if he has a goal that needs smooth words and a sweet song, he can really turn the charm on even further. Some of this knowledge seeps into his normal state of existence, the attitude of "faking it till you make it" starting to become a reality for him. Thus, the awkward and charming sides of him always win out. And awkward tends to be a comfortable base for the boy, with charming being something he has to work harder to. He can often be seen trying to pump himself up to be so charming in a performance, and completely exhausted from the effort afterwards.
With the two warring emotions taking up so much of the tiefling's efforts, as comfort is not something Chance has ever come to know, there's little room in his life for anger. Maybe at himself at times, but for the most part it's hard to get angry at anything externally when one believes all the problems in the world stem from themselves. This makes Chance seem more easy-going than he really is, as he just internalizes most of his anger in on himself, sparing others of having to see it too often. He's not impervious to anger, though, and the real way to draw it out tends to be when he's angry on the behalf of others. Or when he's really tired. He gets a little grumpy when he's tired.
On his surface, Chance tries to exude the kind of confidence that Elusin and Una lived their daily lives by. The young tiefling, however, has never truly struck that proper balance in his life.
( note: an exhaustive list of his skills/abilities can be found here. )
TIEFLING nature - As a tiefling, Chance's bloodlines trace back to humans who once made pacts with demons. Aside from affecting his looks, this nature gives Chance other bonuses in life. One such example is his ability to resist most fire damage. He also gets access to three spells that reflect his demonic nature, one that is more show magic, one that defensively creates fire temporarily, and one that creates complete darkness. He also has the ability to see in non-magical darkness up to 60 feet.
BARDIC nature - Chance's life as a bard has taught him many things, most of all how to use music for magic. However, he's also garnered an expertise with abilities that help him in his performances, such as deception, perception of others, persuasion, and even sleight of hand. Though he tends to be a jack of all trades, having even a passing knowledge of a little bit of everything. He's good with thieves' tools if necessary, even, and has trained on three different instruments: lute, viol, and pan flute. His preferred instrument is a lute, however. When he plays it, his performances can often distract foes and even inspire his allies to greater heights.
DEFENSIVE duelist - While not his primary focus, Chance has a good amount of skill with a blade. Magic can't do all the fighting, either. He's learned how to strike effectively, and most importantly to parry when he can. He's also able to create three illusory duplicates of himself that can only move as he does and how he does, but help distract from which is the real him. When struck, they immediately disappear.
MAGICAL affinity - Through music in particular, or just his words, Chance can perform magic. Some magic is as simple as inspiring his comrades with more energy, and another song might disrupt mind-influencing affects that would charm someone. While these are abilities specific to his music, Chance also can use spells with his lute being a focus for ones that might need materials. Spells typically require verbal, somatic ( hand movements ), or materials to cast them, or any combination of the three.
WAR caster - Used to casting spells in battle, Chance is able to cast most spells that require somatic components even if both his hands are full with a weapon or shield. He's also able to cast spells quicker in reaction to an enemy trying to flee from him.
OFFENSIVE spells - While Chance's primary desire isn't to attack with magic, he does have offensive magic. Quick, snappy spells that tend to do a minor amount of damage depending on if they strike. All these spells require a line of sight and being within range, and range from dealing necrotic, eldritch, thunder, and psychic damage. While these are stronger, as Chance himself is a more skilled fighter, they still are rarely enough to take out a person in one hit, even at full damage.
DEFENSIVE spells - Taking his time to protect himself, Chance is able to create an armor of ice that is shatterable, but causes a minimal amount of damage when shattered. He can also create a sigil in the air that helps him able to take non-magical damage with less pain.
HEALING spells - He has a spell that he can cast a bit more frequently, though still at a limit, that can heal people a certain amount. He can use it to healer bigger injuries, but it does lessen his ability to cast other spells if so and reduce how much healing he can do a second time. He also has second healing spell, restoration. This allows him to regrow limbs of those needing healed in minutes and even keep their health regenerating for an hour straight. This spell is a much larger spell to cast, and really can't be used more than once a day.
ILLUSIONS - One of Chance's more preferred spell types, Chance has the ability to work illusory magic. One such spell is invisibility on himself, lasting a full minute. He can also disguise himself and any others he can see that are willing to look different ways, though he can only take away/add a foot of height at most to their disguises. These looks don't hold up well when inspected closely and have no material touch if anything is added. He also has a spell that allows himself to create a duplicate of himself. It turns himself invisible unless he attacks or makes another spell, and he can move this duplicate and make it speak or anything else for him, even see through it, for up to an hour unless his duplicate is attacked.
ENCHANTMENTS - This is Chance's more preferred spell type. His spells range from being able to put a couple of people to sleep, to cursing a person to make it harder for them to attack anything. He can also hypnotize people with a pattern that leaves them unable to act until they are shaken out of it ( even as simply as touched up to being attacked ) or a minute passes. He has a spell specifically to charm monsters as well for up to an hour or until the creature is attacked, making it friendly while under the spell. Another spell forces a being to dance for up to a minute, making it harder for them to attack and easier to be attacked. Another one allows him to use necromancy to make his eyes black for up to a minute, and force people to sleep, become panicked, or become sick for the same amount of time. And one of his greater spells allows him to modify memories, especially within the last 24 hours, to either alter it, get rid of it, or recall it with perfect details. This is a greater spell, and can't be used nearly as often.
OTHER spells - There are a few spells that fall outside these categories, such as a spell that allows Chance to dispel weaker magic. Or another that allows him, or anyone he touches, to understand and be understood regardless of language. And a final teleportation spell that works best if Chance has an item from where he wants to go or has been there very frequently, and can go terribly awry if not.
COLLEGE of glamour - While Chance knows a lot of spells to help in battle, his real expertise is in his focus of bardic magic. This type of magic is specific to bards, and even more to bards that study in glamours. He has three distinct abilities from this training. One ability is being able to perform for a minute, and charming up to 5 people who witness his performance into thinking the world of Chance. These charmed people won't necessarily fight for him, but are more inclined to help and it lasts up to an hour. Another ability is Chance's skill with fey magic to cloak himself in a glamour that makes others want to serve him. For a minute, he can cast command using one of the following orders: approach, drop, flee, grovel, and halt. And his last ability allows him to look beautiful near constantly, though for only a minute his appearance makes those that try to attack him potentially falter and rethink the decision. He's able to use each of these abilities once a day.
CASTING - Already, all of his spells require line of sight. While most of his spells are once a day types, I would suggest that the higher level spells ( such as 3rd level an above, for my knowledge ) be cast only on a once a week basis rather than a daily refresh. However, his spells that are similar in nature to the Dragon Age type magic ( such as his offensive/defensive ones that tend to be necrotic/elemental/personal boosting ) be kept at their normal casting times. These spells are all below 3rd level, however, so they are not greater damagers. He also must still meet the components needs with either his lute for materials or being able to speak ( not gagged ) and his hands to cast ( not bound ).
TIEFLING nature - As he's no longer a tiefling in Dragon Age, anything related to his nature would be dropped instantly. This includes the spells he could cast.
TELEPORTATION - This getting limited to fade step works for me.
ILLUSIONS - Dropping these down to only things that affect him. I'm also willing to drop his ones that create duplicates of himself, as a fade step-like ability would help with his defense and the purpose of his duplicate spells were for more defense.
ENCHANTMENTS - Modify Memory can be a bit of a harder one to play with, so I'm willing to cut this one out entirely. I'd also be willing to restrict these abilities to monsters/creatures/anything not human, elf, dwarvish, qunari in addition to the casting restrictions above.
COLLEGE of glamour - This is Chance's more unique skillset to his class and person, so as much as is able to be retained would be helpful. His command and charm could be limited to once a week and given permissions pages for anyone that isn't an NPC. If possible, the third ability of causing others to struggle to hit him for a minute I'd like to keep once a day, just for the defensive nature of it.
MOD ADDED NERFS:
↠ His magical healing will be limited to what is possible with native, non-spirit healing magic. So he will be able to use restorative energy to mend minor wounds and encourage the body to heal moderate wounds more quickly, but at a pace and energy cost that will not allow fully healing severe wounds or knitting severed limbs back onto bodies.
↠ His translation abilities will only work on languages native to the world the person who is touched is from, and will only work as long as Chance stays in contact with them.
↠ You can keep Modify Memory, with the caveat that it will be more unpredictable than Chance is accustomed to and memories may not take, may take but feel innately wrong to the modified person, or may fade over time even without interference. And obviously don't use it on any player characters without permission.
↠ You can keep his duplicate spell if you want, but those duplicates will not be perfect; they'll be faded, semi-translucent, and less well-defined, sort of like spirit wraiths, but possibly still useful for distraction in a fight.
↠ Your other nerfs are fine with us!
| 1 set of clothes ( a simple top, an almost kimono style cover, loose pants that don't go much lower than his knees )
| Horn ornaments ( ribbons, charms, chains )
| 1 lute
| 1 rapier
| 2 daggers
| 1 pet mouse
CHANCE MALEZIRE "LEVEL: 14" |
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bard CLASS |
urchin BACKGROUND |
sam PLAYER NAME |
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tiefling RACE |
neutral ALIGNMENT |
n/a XP POINTS |
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