Dweomers, two-handed swordsmanship, acrobaticsSpells/Skills:
Confident, irreverent, ambitious, ruthless, vindictiveEquipment:
Two-handed scimitar, bronzed mithril breastplate, miscellaneous adventuring gearMagical Items:
Ring of Sekmet. This ring allows the wearer to regain mana through orgasms. Each orgasm restores 3 mana points (or the equivalent for the wearer's type of sorcery).Bio:
Born to a human mother (the shaman Nsombi) and a wild half-elven father (the dweomer knight Mabol), Süleyman grew up in the steaming jungles of the south. He learned his craft from his father, how to wield combat dweomers, though when the time came for him to seek his fortunes abroad he was more set on personal gain than helping those in need. He formed a party with similar minded individuals and they called themselves the Siblinghood. Alas, when one travels with the greedy and the selfish, deceit is never far away. After having successfully plundered a great tomb complex, bringing with them great treasures, the Siblings schemed against each other and in a night of treachery aboard the ship to the mainland the band was broken up. Süleyman was forced to throw himself into the sea and washed up barely alive upon unfamiliar shores, bereft of all but what he was carrying.
Five years have passed and he has spent that time trying to track down and exact vengeance on his former mates.Reason for going to the Vale:
Süleyman has learned that one of his former companions, the buxom hexblade Natasha, made her way into the Vale a couple of months prior. He intends to pursue her so that he can humiliate her as she did him.Description:
This dark skinned man stands 6 feet tall at almost 200 pounds in weight. His black hair is ordered into plaits along his scalp, the excess braids collected with string above the nape of his neck and his face has been adorned with white, subdermal tattoos in the design of dotted lines across his cheeks and forehead. Short beard growth covers his chin and the sides of his mouth while his eyes are a golden yellow, edged by a molten shade of orange. He is in excellent physical condition but most of his body is covered by his clothing: Loose pants tucked into knee high, pointed boots, a lacquered breastplate and leather, fingerless gloves on his forearms. A scimitar is held in its sheath, suspended beneath his left arm by a sling.
Mana Points: 10
These are recovered through sleep or (thanks to the Ring of Sekmet) sex.
Level 0 Spells (0 point cost)
Ghost Shine: One weapon casts light equivalent of a torch.
Detect Magic: The caster's senses are augmented to see, hear, smell, taste and feel any present magic.
Mage Hand: Projects a weak telekinetic force that can lift small objects (1 pound of weight) and move them around.
Level 1 Spells (1 point cost)
Blood Brand: By drawing in the caster's blood, his weapon deals half again as much damage as it otherwise would. This will drain his strength quickly.
Arcane Resilience: The caster can temporarily heal all but the most grievous of wounds for the duration of a scene, after which they open up once more.
Fist of Eöl: A large, translucent fists shoots forth from the caster's hand to strike an opponent with quite possibly enough force to knock them over and/or knock the breath out of them.
Level 2 Spells (2 point cost)
Bladeward: The caster's weapon is charged with power so that it might block a single attack with almost certainty. Alternatively it may parry a missile or absorb a supernatural attack (such as a dragon's breath).
Animalistic Potence: The caster's body is imbued with increased strength, agility and fortitude as well as radiating an oppressing aura.
Dimension Hop: The caster may teleport a distance up to 30 feet.
Level 3 Spells (3 point cost)
Blade Spirit: The caster takes control of a weapon and wields it via telekinesis.
Ironskin: The caster's skin takes on a steely hue and toughens to the point where it can turn aside a moderate amount of damage before being used up.
Rallying Call: All allies within 120 feet are teleported to the caster's side.