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Lieu : Manille, Manille, Philippines

samedi, août 08, 2009

Gael Laguerre

Gael Laguerre (joué par Gaspar Ulliel)
Humain Invoquer Niveau 1

ABILITY SCORES

Str 10
Con 13 +2(human) (+2)
Dex 13
Int 10
Wis 18 (+4)
Cha 8 (-1)
For +1(human) +1(invoker)
Ref +1(human) +1(invoker)
Will +4(wis) +1(human) +1(invoker)
HP 10 + 18(wis,background)

BACKGROUND: Auspicious Birth.

It was said that a celestial being known as an Aasimar (Syrania), riding a blazing chariot of fire and lightning, devoted to Dol Arrah descended from the heavens to witness and bless his coming to the world. He was from birth dubbed as one of Dol Arrah's chosen to be among the deity's champions. He was immediately shipped to a far flung monastery dedicated to Dol Arrah and there he received his religious education.

He has completely lost ties with his real family to be replaced by his watchful but nurturing mentors and respectful peers in the monastery. He was worshipped as some sort of deity himself by the common folk (servants) and despite the attention, he remained humble, introspective, and unassuming.

Benefit: You substitute your highest ability score for Constitution to determine your initial hit points.
Good Background: Cleric.

RACIAL TRAITS

Average Height: 5´ 6˝
Average Weight: 220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elven
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.

CLASS TRAITS

Role: Controller. You invoke the power of a god to
blast your foes from a distance, leave them unable
to defend themselves, and scatter them to the four
winds. Depending on your choice of class features
and powers, you lean toward either leader or striker
as a secondary role.
Power Source: Divine. You practice an ancient form
of divine magic, wielding the power that the
gods themselves used in their battle against the
primordials.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, staffs
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Religion.
Class Skills:

Arcana (Int),
Insight (Wis),
History (Int),
Endurance (Con),

Wrathful Invoker
You are an instrument of divine wrath, smiting
those who have the temerity to doubt the reach of
your god’s power. Make Wisdom your highest ability
score, followed by Constitution, since your physical
durability allows you to withstand and channel
divine wrath. Focus on powers that bring ruin to your
foes. The wrathful invoker leans toward striker as a
secondary role.
Suggested Class Feature: Covenant of Wrath
Suggested Feat: Invoker Defense
Suggested Skills: Endurance, Insight, Intimidate,
Religion
Suggested At-Will Powers: avenging light, grasping
shards
Suggested Encounter Power: thunder of judgment
Suggested Daily Power: purging flame

CLASS FEATURES

Covenant of Wrath
You have sworn to seek out and destroy those that
oppose the gods. Primordials, demons, and devils fall
before your magic like wheat before a scythe.
Channel Divinity: You gain the Channel Divinity
power armor of wrath.
Covenant Manifestation: When you use a divine
encounter or daily attack power on your turn, you
gain a bonus to the damage roll equal to 1 for each
enemy you attack with the power.

Channel Divinity: Invoker Feature
Rebuke Undead
Undead flee and then cower in your presence, their bodies
seared by divine light.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close blast 5
Target: Each undead creature in blast
Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage. You push
the target 2 squares, and it is dazed until the end of your
next turn.
Miss: Half damage.

Channel Divinity: Invoker Feature
Armor of Wrath
As your foe strikes, you invoke the gods’ power to encase yourself
in a burning aura of radiant energy.
Encounter ✦ Divine, Radiant
Immediate Reaction Close burst 5
Trigger: An enemy within 5 squares of you hits you
Target: The triggering enemy in burst
Effect: The target takes radiant damage equal to your Constitution
modifier, and you push the target 2 squares.

FEATS

Raging Storm
Prerequisites: Con 13, Dex 13
Benefit: You gain a +1 feat bonus to damage rolls
when you use a power that has the lightning or thunder
keyword.

Oncoming Storm
Benefit: When you hit with any lightning attack
power, you gain a +1 bonus to attack rolls with thunder
powers until the end of your next turn.

AT WILL PRAYERS

Avenging Light Invoker Attack 1
You smite your foe with a searing orb of light, which burns with
the fire of vengeance if your allies have been harmed.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier radiant damage. If a bloodied
ally is adjacent to the target, the attack deals extra
radiant damage equal to your Constitution modifier.
Special: You can use this power as a ranged basic attack.

Grasping Shards Invoker Attack 1
You hurl a crystalline sphere of magic at your foes. On impact,
it splinters into hundreds of tiny, radiant blades, which slice into
your enemies and slow their movement.
At-Will ✦ Divine, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: Wisdom modifier radiant damage, and the target is
slowed until the end of your next turn.

Sun Strike Invoker Attack 1
A beam of radiant energy extends from your hands to bathe a
foe in searing light and force it to move.
At-Will ✦ Divine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and you
slide the target 1 square.
Special: You can use this power as a ranged basic attack.

ENCOUNTER PRAYERS

Thunder of Judgment Invoker Attack 1
Blasts of thunder rock the air around your foes each time you
strike your staff on the ground, leaving them battered and
senseless.
Encounter ✦ Divine, Implement, Thunder
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier thunder damage, or 2d6 +
Wisdom modifier thunder damage if you target only one
creature. In addition, the target is dazed until the end of
your next turn.
Covenant of Wrath: You also push the target a number of
squares equal to your Constitution modifier.

DAILY PRAYERS

Summon Angel of Fire Invoker Attack 1
A mote of light appears before you, and from it steps an angelic
figure wreathed in fire.
Daily ✦ Divine, Fire, Implement, Summoning
Minor Action Ranged 5
Effect: You summon a Medium angel of fire in an
unoccupied square within range. The angel has speed
6 and fly 6 (hover). You can give the angel the following
special commands.
Standard Action: Close burst 1; targets each creature
in burst; Wisdom vs. Reflex; 1d8 + Wisdom modifier fire
damage.
Opportunity Attack: Melee 1; targets one creature;
Wisdom vs. Reflex; 1d8 + Wisdom modifier fire damage.

jeudi, mai 07, 2009

poufsouffle

tu m'inspire

nom publique: poufsouffle
race: humain homme
nom réel: gael deauville
niveau: 5
class: rogue

BACKGROUND

gael was born poor though it didn't start out that way. his family were once nobles of cyre and were among the first to secretly take refuge in sharn. it was a difficult decision for his parents to take. they knew they will never go back to the way it was. they were traitors to cyre. to continue living, their secret must remain.

he was just a baby when they became citizens of sharn. he only knew this life. one of resignation. his parents tried to teach him well the ways of the court but among the things he learned growing up, only the eladrin tongue remained. he found it fascinating. but it was too much for his parents to live as humble peasants. they became very reclusive.

as a child of impoverished background, he became part of a shady group of questionable character. he began as a decoy first while the expert thieves pickpocket the audience during a street performance. until eventually he learned the ropes to become one of the best.

he became an independent thief as an adult. when the other refugees of the war started flooding the city. these were the common folks of cyre. he sympathized with their plight for like him, he had nothing ar well. he couldn't tell them who he was but it was tempting, for the risk was to his own family not just to himself.

poufsouffle then came to being. gael's alter ego. poufsouffle is a bonifide criminal in the eyes of sharn law. there exists a warrant for his arrest, for he is known to steal from the rich and give back to the poor. he is the masked hero of sorts among the cyran war refugees.

nobody knows where he comes from. some say he in league with the magistrates. some say he is but a shadow, a mystical creature born out of the collective misery and suffering of the refugees. nature's attempt to set things right, when things have gone so wrong. some say that he was a cyran refugee himself to further the propaganda and social stygma against the cyrans by sharn nobles, that is to undermine the cyran's political appeal for equality. already sharn citizens abhorred cyrans. viewing them as animals. others suspect that he is some deranged and eccentric sharn noble. either way, the law has been looking to get his head for a long time.

he was forced to live a double life because of his livelihood, apart from love and other personal pursuits. he would have brief encounters at stinky brothels nothing more. on the side and also part of his public disguise, he tutored younglings of rich families the eladrin language, as it was considered very fashionable to be able to speak eladrin. in this way he would have inconspicuous contact with the people responsible for providing him his trade.

he worked and lived in sharn for many years both as gael who teaches languages classes to the rich and as pouffsouffle the hero. he is witness to the injustice the refugees of the war are subjected to. he couldn't just stand idly by to the systematic destruction of the cyran culture and spirit.

of late, he'd seen many a youth succumbed to the dreamlily, a highly addictive herb, which is being distributed unofficially with full intent by local magistrates to the children of the refugees. poufsouffle is now occupied with exposing the magistrates and in one way or another exact justice for the cyrans.

ABILITY SCORES p.18

str: 16 +1(level) [17] +3
dex: 16 +2(race) [18] +4
cha: 12 +1(level) [13] +1
con: 11
wis: 11
int: 8
hp: 12 + 11(con) + 20(level) [43]
réligion: athée
background: criminel
fortitude: 10 +1(level) +3(str) +1(race) +1(amulet) [16]
reflex: 10 +1(level) +4(dex) +1(race) +2(class) +1(amulet) [19]
will: 10 +1(level) +1(cha) +1(race) +1(amulet) [14]
ac: 10 +1(level) +4(dex) +2(leather armor) [17]
healing surges per day: 6

initiative: +2(level) [+10]
+4(dex)
+4(feat)

attack: +3(weapon proficiency bonus)
+1(nimble blade + combat adv)
+1(rogue weapon talent, dagger)
+1(feat: weapon expertise)
+4(dex)
+2(level)
+2(magic item enhancement bonus)
+1(magic item enhancement bonus, shuriken)

dmg: +3(sneak attack dmg brutal scoundrel)
+2(magic item enhancement bonus, dagger)
+1(magic item enhancement bonus, shuriken)

weapon: dagger 1d4
shuriken 1d6

RACE p. 46

Average Height: 5´ 6˝
Average Weight: 220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Elf

Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

CLASS p. 116

Role: Striker. You dart in to attack, do massive damage, and then retreat to safety. You do best when teamed with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Stealth (Dex), Thievery (DeX)
Class Skills: Acrobatics (Dex), Athletics (Str), Perception (Wis), Streetwise (Cha)
Build Options: Brawny rogue

Brawny Rogue
You like powers that deal plenty of damage, aided by your Strength, and also stun, immobilize, knock down, or push your foes. Your attacks use Dexterity, so keep
that your highest ability score. Strength should be a close second—it increases your damage directly, and it can determine other effects of your attacks. Charisma
is a good third ability score, particularly if you want to dabble in powers from the other rogue build. Select the brutal scoundrel rogue tactic, and look for powers
that pack a lot of damage into every punch. Suggested Feat: Weapon Focus (Human feat:
Toughness)
Suggested Skills: Athletics, Dungeoneering,
Intimidate, Stealth, Streetwise, Thievery
Suggested At-Will Powers: piercing strike, riposte
strike
Suggested Encounter Power: torturous strike
Suggested Daily Power: easy target

CLASS FEATURES

First Strike
At the start of an encounter, you have combat advantage, against any creatures that have not yet acted in that encounter.

Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier. The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them

Rogue Weapon Talent
When you wield a shuriken, your weapon damage die increases by one size. When you wield a dagger, you gain a +1 bonus to attack rolls.

Sneak Attack
Once per round, when you have combat advantage against an enemy and are using a weapon from the light blade, the crossbow, or the sling weapon group, an attack you make against that enemy deals extra damage if the attack hits. You decide whether to apply the extra damage after making the damage roll. Sneak attack damage: +2d8 (feat)

Total Powers Known
Ability (At-will/Encounter/
Total XP Level Scores Powers and Features Feats Known Daily/Utility)

SKILL +1(race) +1(feat)

Stealth (Dexterity) +2(level) +4(dex) +1(background)
Armor Check Penalty
Make a Stealth check to conceal yourself from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard.

Acrobatics (Dexterity) +2(level) +4(dex)
Armor Check Penalty
You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.

Thievery (Dexterity) +2(level) +4(dex) +1(background)
Armor Check Penalty
You have picked up thieving abilities and can perform tasks that require nerves of steel and a steady hand: disabling traps, opening locks, picking pockets, and
sleight of hand.

Athletics (Strength) +2(level) +3(str) +1(gauntlets)
Armor Check Penalty
Make an Athletics check to attempt physical activities that rely on muscular strength, including climbing, escaping from a grab, jumping, and swimming.

Perception (Wisdom) +2(level)
Make a Perception check to notice clues, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate
hidden objects.

Streetwise (Charisma) +2(level)
When in a settlement—a village, a town, or a city—make a Streetwise check to find out what’s going on, who the movers and shakers are, where to get what you need (and how to get there), and where not to go.

Dungeoneering (Wisdom) +2(level)
You have picked up knowledge and skills related to dungeoneering, including finding your way through dungeon complexes, navigating winding caverns, recognizing
dungeon hazards, and foraging for food in the Underdark.

Bluff (Charisma) +2(level)
Gain Combat Advantage: Once per combat encounter, you can try to gain combat advantage against an adjacent enemy by feinting. As a standard action, make a Bluff check opposed by the enemy’s Insight check. If you succeed, you gain combat
advantage against the enemy until the end of your next turn.

Intimidate (Charisma) +2(level)
Make an Intimidate check to influence others through hostile actions, overt threats, and deadly persuasion

FEATS 3 + 1(race)

Nimble Blade
Prerequisite: Dex 15
Benefit: When you attack with a light blade and you have combat advantage, you gain a +1 bonus to attack rolls.

Backstabber [Rogue]
Prerequisites: Rogue, Sneak Attack class feature
Benefit: The extra damage dice from your Sneak
Attack class feature increase from d6s to d8s.

Improved Initiative
Benefit: You gain a +4 feat bonus to initiative
checks.

Weapon Expertise
Benefit: Lightblades. You gain a +1 bonus to attack rolls with lightblades.

AT WILL 2 + 1(race)

Deft Strike Rogue Attack 1
A final lunge brings you into an advantageous position.
At-Will ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Special: You can move 2 squares before the attack.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.

Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an adroit riposte should he dare attack you.
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier damage.

Sly Flourish Rogue Attack 1
A distracting flourish causes the enemy to forget the blade at his throat.
At-Will ✦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier + Charisma modifier damage.

ENCOUNTER 2

Topple Over Rogue Attack 3
Balance and momentum are your allies as you lunge forward, strike deftly, and knock your opponent to the ground.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Brutal Scoundrel: You gain a bonus to the attack roll equal to your Strength modifier.
Hit: 1[W] + Dexterity modifier damage, and the target is
knocked prone.

Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your enemy howl in pain.
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll equal to your Strength modifier.

DAILY 2

Easy Target Rogue Attack 1
You deal a staggering blow to your enemy, setting it up for future attacks.
Daily ✦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and the target grants combat advantage to you until the end of your next turn.

Clever Riposte Rogue Attack 5
You follow up a fierce attack with a series of quick, painful strikes woven between your enemy’s attacks.
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect: Until the end of the encounter, the target takes damage equal to your Dexterity modifier each time it attacks you, and you can shift as an immediate reaction after such an attack.

UTILITY 1

Tumble Rogue Utility 2
You tumble out of harm’s way, dodging the opportunistic attacks of your enemies.
Encounter ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Acrobatics.
Effect: You can shift a number of squares equal to one-half your speed.

MAGIC ITEMS

Magic Weapon (Dagger) Level 6
A basic enchanted weapon.
Lvl 6 +2 1,800 gp Lvl 21 +5 225,000 gp
Weapon: Light Blade
Enhancement: Attack rolls and damage rolls
Critical: +2d6 damage

Gauntlets of Ogre Power Level 5
These oversized armored gloves increase your strength and can be activated to increase your damage.
Item Slot: Hands 1,000 gp
Property: Gain a +1 item bonus to Athletics checks and Strength ability checks (but not Strength attacks).
Power (Daily): Free Action. Use this power when you hit with a melee attack. Add a +5 power bonus to the damage roll.

Thunderburst Weapon (Shuriken) Level 4+
Suddenly, the projectile explodes in a burst of violent sound.
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp
Weapon: Any ranged
Enhancement: Attack rolls and damage rolls
Critical: +1d6 thunder damage per plus
Power (Daily ✦ Thunder): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use
your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic
attack with the weapon.

Amulet of Health Level 3+
This golden amulet increases your defenses and resists poison.
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Item Slot: Neck
Enhancement: Fortitude, Reflex, and Will
Property: Gain resist 5 poison.

2 Potions of Healing Level 5
This simple potion draws on the body’s natural healing ability to cure your wounds.
Potion 50 gp
Power (Consumable ✦ Healing): Minor Action. Drink this
potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

ITEMS

Black leather armor +2(Armor bonus) 25 gp
Standard adventurer’s kit 15 gp
Backpack (empty) 2 gp
Bedroll 1 sp
Flint and steel 1 gp
Pouch, belt 1 gp
Rations, trail (10 days) 5 gp
Rope, hempen (50 ft.) 1 gp
Sunrods (2) 4 gp
Waterskin 1 gp
Thieves’ tools 20 gp
Climber’s kit 2 gp
Grappling hook 1 gp
Hammer 5 sp
Pitons (10) 5 sp
A dark blue mask made of leather to hide his true identity ?gp

lundi, mars 05, 2007

Rothaide Lareine

Rothaide Lareine
Elven Priestess of Boldrei (7) / Void Disciple (2)
Neutral Good

[DEITY]

BOLDREI God of Community and Hearth Lawful Good. Boldrei is the wife of Aureon, and is usually depicted as a commoner of any race. Boldrei is considered the protector of villages and homes, and prayers to her are carved into the cornerstones or rafters during the construction of any new buildings. Her name is invoked to bless marriages and newly appointed government officials. Domains: Community, Good, Law, Protection. Favored Weapon: Spear.

[HISTORY]

A strange and deadly illness has befallen the crew of the Eglantine (a cruise ship). Rothaide survived, and only because Lapérousse (a barge ship), came in time and was able to bring her safely aboard and save her. She was the on board priest assigned to do religious ceremonies (mostly marraige ceremonies), councilling, some diplomatic engagements, medical responsibilities and even sometimes food preparation, The cruise ship spends months sometimes to a year out at sea or in space that sometimes people develop some mental disorders. And it is Rothaide's job to fix them. Unfortunately, the kind of illness that befell the Englantine was beyond her capabilities to fix, so she quarantined herself at the ship's medic bay until she was rescued. From inside the medic bay, she was able to contact a distant discple of the void and arrange a rescue. A few days more she could have died as well. People blamed her for the mysterious malady which befell the Eglantine, having survived the ordeal. And she was constantly met with suspicous stares. Afraid that the situation might get worse, that it might turn into an uncontrollable mob out to burn her at the stake, she took employment a couple of months later.
She was forced to find refuge under the employment to another notorious ship called the Ravenstorm captained by Devlin Lyrandar who doesnt seem to mind Rothaide's past.

[ABILITIES]

STR 10
DEX 14 (+2)
CON 12 (+1)
INT 10
WIS 24 (+7)
CHA 10

[ITEMS]
Backpack, Healer's Kit, Silver Holy Symbol of Boldrei, Spell Component pouch, Periapt of Wisdom +4, Cleric's vestments (Black Kimono), Wand of Magic Missiles (9th), Cape of mountebank.

[SKILLS]

Concentration 12 (+8)
Heal 12 (+5)
Listen 2 (+5)
Search 2
Spot 2 (+5)

[SPEECH]

Common
Elven

[FEATS]

Heighten Spell
Spell Penetration
Greater Spell Penetration
Combat Casting (+4 Concentration)
skill Focus (+4 Concentration)

[SPECIAL POWERS]

Sense Void (3/day) - Clairvoyance/audience, Detect magic/evil
Moment of Clarity - grant ally skill/feat

[SPELLS]

Level 0 (6/day)
Level 1 (6/day)
Level 2 (6/day)
Level 3 (5/day)
Level 4 (4/day)
Level 5 (3/day)

[DOMAIN]

Good (PH p187) Cast [good] spells at +1 Caster Level.

1st Protection from Evil(PH p266) – Subject gains the following: a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Evil creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Good Summoned creatures 1’ away unless they make a Spell Resistance check or the subject attacks.

2nd Aid(PH p196) – Touched subject gains a +1 Morale bonus to attack & saving throws vs. fear and gains Temporary HP equal to 1d8 + 1/lvl (max 1d8+10).

3rd Magic Circle against Evil(PH p249) – All creatures within a 10’ radius Emanation around the touched subject gain the following a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Evil creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Good Summoned creatures 3’ away unless they make a Spell Resistance check or the subject attacks. -or- – The caster casts this spell while drawing a 3’ diameter circle with silver dust and then casts a Conj(call) spell to call a non-Good creature within 1 round. The target is trapped within the circle, though it is allowed one Spell Resistance check per day to break the spell. The trapped creature cannot cross the circle’s boundary or interfere with the circle itself, but it can attack with spells & ranged attacks, teleport away, etc., unless this spell is augmented with Dimensional Anchor.

4th Holy Smite(PH p241) – All creatures in a 20’ radius Burst take
different effects based on their alignment: Evil Outsiders – 1d6/lvl (max 10d6) (Will½) & Blind for 1 round (WillNeg). Evil – 1d8 per 2 levels (max 5d8) (Will½) & Blind for 1 round (WillNeg). Neutral – 1d4 per 2 lvls (max 5d4) (Will½) Good – no effect.

5th Dispel Evil(PH p222) – The caster gains a white radiance, which provides a +4 Deflection bonus to AC against Evil creatures. The spell can run for its full duration, or it can be discharged in 2 ways: a) touch attack on an Evil creature from another plane will force it home if it fails its SR check (if any) and its Will save. b) touching an Evil spell or an enchantment cast by an Evil caster ends the spell as per a successful casting of Dispel Magic.

6th Blade Barrier(PH p205) – Creates a 20’ tall wall of spinning blades either of 20’ long per level –or– a ringed wall 5’ radius per two levels. Going through the barrier causes 1d6/lvl (max 15d6) (Ref½). If the barrier is created on top of a creature, it is allowed a Reflex save to get out before it finishes forming (i.e., no damage). The barrier proves a +4 Cover bonus to AC & a +2 Cover bonus to Reflex saves against attacks made through it.

7th Holy Word(PH p242) – Any non-Good creatures within a 40’ radius Spread who can hear the ‘holy word’ & that has no more HD than the caster suffer from the following effects (no save): up to Caster lvl: Deafened for 1d4rnds. up to Caster lvl - 1: Blinded for 2d4 rounds & above. up to Caster lvl - 5: Held for 1d10 minutes & above. up to Caster lvl - 10: Dead & above. In addition, if the caster is on his/her home plane of existence, any non-Good Extraplanar creature in the area of effect (even if the ‘holy word’ cannot be heard) that has no more HD than the caster is driven back to its home plane for at least 1 day (WillNeg at a –4 penalty).

8th Holy Aura(PH p241) – One subject per level within a 20’ radius Burst of the caster gains a radiance, which provides the following: a) +4 Deflection bonus to AC. b) +4 Resistance bonus to saving throws. c) Spell Resistance 25 against Evil spells & spells cast by Evil creatures. d) Blocks any mind control. e) If an Evil creatures successfully hits someone with the aura in melee, the attacker becomes permanently Blind (FortNeg).

9th Summon Monster IX(PH p288) – Summons one or more od creatures to fight the caster’s enemies. The creatures can attack on the caster’s initiative starting their first round.

Protection (PH p188) ‘Protective Ward’ once per day – The touched target receives a Resistance bonus on his/her next saving throw equal to your Cleric level. If not used in one hour, the ward dissipates. Activation is a Standard Action.

1st Sanctuary(PH p274) – When an opponent attempt to target the subject with a melee attack, ranged attack, or a targeted spell (as opposed to an area-of – effect spell), the opponent must make a Will save. If successful, the opponent continues its action. On a failure, the opponent cannot attack the subject & looses the action & cannot attempt to attack the subject again for the remainder of the duration. If the subject attacks anyone, the spell ends.
2nd Shield Other(PH p278) – Target gains a +1 Deflection bonus to AC & a +1 Resistance bonus to saves. Half of all hitpoint damage that the target takes is actually taken by the caster. The spell ends immediately if target leaves Close-range.

3rd Protection from Energy(PH p266) – Touched creature is immune to a total of 12 damage per level (max 120 hp) from one Energy Type. Once all the damage has been taken, the spell ends. Note: This spell takes precedence over Resist Energy. Only when this spell is depleted will Resist Energy be applied.

4th Spell Immunity(PH p281) – Touched subject gains unbeatable Spell Resistance to one spell per four caster levels. The spell must be 4th level or less & allow an SR check. The subject gains immunity to a spell whether is cast as a spell or used as a spell-like ability. A given subject may only have a single Spell Immunity or Greater Spell Immunity in effect at one time.

5th Spell Resistance(PH p282) – Subject gains Spell Resistance of 12 + 1/lvl. 6th Antimagic Field(PH p200) – Almost all magical effects, spells, spell-like abilities, supernatural abilities, and magic items are suppressed (but not dispelled) within 10’ radius Emanation of the caster. Summoned, conjured, & incorporeal creatures ‘wink out’ until the antimagic field stops overlapping with their last location, at which point they return. Time spent suppressed counts against duration. The field is invisible & moves with the caster. Magical creatures, such as Elementals & Golems, can enter the field & even fight, but they cannot use their supernatural & spelllike abilities Some spells, such as Wall of Force & Prismatic Sphere are specifically immune to this spell.

7th Repulsion(PH p271) – Creatures cannot approach the caster within an invisible circle of up to 10’ radius per level Emanation. The circle moves with the caster, but cannot push creatures back. The caster can still be attacked with spells & ranged weapons.

8th Mind Blank(PH p253) – Subject is total immunity to mind-affecting spells & effects, mind reading, detections, and all forms of scrying & divinations. Even Limited Wish, Wish, & Miracle cannot gain information about the subject. Scrying spells that come into the subject’s area, such as Arcane Eye, will not even see the subject.

9th Prismatic Sphere(PH p264) – Creates a 10’ radius opaque sphere around the caster. Anyone within 20’ of the sphere who has less than 8HD is Blind for 2d4 x 10 minutes. The caster can walk through the sphere without difficulty. Anyone else trying to go through the wall is effected by each of its colors (SR check required for each color), unless they are dispelled in order. The colors, in order, are the following: Color Negated by Effect

Red Cone of Cold 20hp fire (Ref½)
Orange Gust of Wind 40hp acid (Ref½)
Yellow Disintegrate 80hp electricity (Ref½)
Green Passwall Death (Fort½ 1d6Con)
Blue Magic Missile Flesh to Stone (FortNeg)
Indigo Daylight Insanity (WillNeg)
Violet Dispel Magic Plane Shift (WillNeg)

The sphere is immune to Dispel Magic, Greater Dispel Magic, and Antimagic Sphere, but not Mordenkainen’s Disjunction.

dimanche, octobre 15, 2006

vercingétorix

Vercingétorix Level 9 Male Cleric NG
str 10 dex 17(3) con 10 int 10 wis 15(2) cha 17(3)
languages: common, elven

[history] torix comes from an isolated and spritiual commune which worship
ancestors. it is situated at the top of the highest mountain in aerenal (an island continent ruled by elves, southeast of khorvaire). its populace is composed of people from every part of eberron who are in search of enlightenment. majority are
elves.

many come but few stay and even fewer who reach enlightenment. torix however was born and raised in the commune. his spirituality became a natural part of himself. he grew to be one of the commune's best clerics. he is even thought to be
amongs its great masters. he specializes in the art of defense. although he is also armed with a number (just a few) offensive spells.

less than a decade after the day of mourning. some friars of the church of the silver flame managed to discover the whereabouts of the commune. and have since then started some trade and cooperation. the commune remains to be autonomous. but the church of the silver flame thinks otherwise. at the same time, the commune feels it is failing to do its part in helping the world around them grow. so it has decided to send its clerics out in as much as to help humanity, but also to learn from the world. torix is one of the first to be sent out to the world of man.

he has a funny looking enlarged and hawkish nose and beady eyes. tanned skin. strawberry blonde hair long enough to cover his pointed ears. his height average. he has a long wiry frame which makes him appear taller. he has buckteeth. he is not a
handsome fellow but what he lacks in appearance. he makes up for it in personality. he is compassionate. kind. strong.

[skills] diplomacy 12 (cha +3), concentration 12 (feat +4), listen 2 (wis +2), search 2 (int), spot 2 (wis +2)

[feats] combat casting (+4 concentration), improved initiative (+4 intiative), spell penetration (+2 caster level), greater spell penetration (+4 caster level)

[spells]

0(6) Light, Purify Food/Drink(3), Detect Magic(2)
1(5) Bless(2), Protection From Evil(3)
2(5) Silence(3), Hold Person (2)
3(3) Dispel Magic(2), Blind/Deafness
4 (2) Poison, Neutalize Poison
5 (1) Wall of Stone

[domain]

Force. Once per day, reroll a damage roll and take the better of the two.
     1 Mage Armor +4 AC.
2 Magic Missile 1d4+1 dmg; +1 missile/2lvl
3 Blast of Force 1d6dmg/2lvls (max 5d6)
4 Otiluke's Resilient Sphere Force globe 1'/lvl
5 Wall of Force 1min/lvl
6 Repulsion 10' radius/lvl
7 Forcecage 2hrs/lvl,
8 Otiluke's Telekinetic Sphere 1'/lvl diameter
9 Annihilation 1rnd/lvl
Mysticism Charisma modifier is added to all saving throws.
     1 Divine Favor – +1/3lvls luck bonus to attack/dmg
2 Spiritual Weapon 1rnd/lvl
3 Lesser Aspect of the Deity
a) 1d4+1 Enhancement bonus to Charisma;
b) Acid Resistance 10;
c) Cold Resistance 10; &
d) Electricity Resistance 10.
4 Weapon of the Deity +1/3lvls to attack/dmg
5 Righteous Might
a) +4 Enlargement bonus to Strength;
b) the caster's size goes up one category;
c) the caster's weight is 8x greater;
d) Weapon size/damage increases by one category
6 Aspect of the Deity
a) considered an 'Outsider';
b) appearance becomes metallic;
c) gain Darkvision 60';
d) Damage Reduction 10/+3;
f) Spell Resistance 25.
f) Acid Resistance 10;
g) Cold Resistance 10;
h) Electricity Resistance 10;
i) Smite Evil (1/day): +Cha on attack, +lvl on dmg vs. evil.
7 Holy Word
12+ HD: Deafened for 1d4 rounds.
9-11 HD: Blind for 2d4 rounds, & above.
5-8 HD: Held for 1d10 min, & above.
0-4 HD: Dead (undead destroyed).
Any non-good extraplanar creatures are driven back
8 Holy Aura 1rnd/lvl
a) +4 Deflection bonus to AC.
b) +4 Resistance bonus to saving throws.
c) Spell Resistance 25 against evil
d) Blocks any mind control.
e) evil creatures hits, attacker becomes permanently Blind
9 Greater Aspect of the Deity 1rnd/lvl
a) +4 bonus to Strength;
b) +2 bonus to Dexterity;
c) +4 bonus to Constitution;
d) +2 bonus to Intelligence;
e) +4 bonus to Wisdom;
f) +4 bonus to Charisma;
g) +1 increase of Natural Armor;
h) gain Low-light Vision;
i) gain Acid Immunity;
j) gain Cold Immunity;
k) gain Electricity Immunity;
l) gain Disease Immunity;
m) +4 Racial bonus on saves vs. poison; &
n) gain feathery wings which let the caster fly

vendredi, avril 21, 2006

luxor

APPEARANCE

non descript grey kimono (black underclothes). square and wooden japanese shoes for travelling. carrying a quarterstaff with a sculptured gazelles head at the tip. bald, ghostly thin nubian. no accessories except for the brown belt thats keeps the kimono in place.

HISTORY

luxor grew in the streets. her family begged for food and change in the streets of memphis. she was too young to remember any further details about her past except that they were poor, her family uneducated.

before reaching adulthood, she managed to find work as house cleaner to a local eccentric woman. idfu is a relic from an age gone by. an age when people were free-er and happier she lived as a hermit on a hill far away from the metropolis. but more interestingly, idfu belonged to a secret society of jedi practitioners. an ancient order which strives for balance of everything/everyone in the universe. it is a sect which branched off AUREONS church of knowledge. it supposedly predates any of the modern religions practiced in eberron today for at least a century according to idfu. even that of the worship of aureon. these days in particular, the jedis identify themselves to be part of AUREONS umbrella of churches.

idfu took a kind liking to luxor for her devotion to her work. she introduced her to a number of techniques known only to the jedi, showed her some ancient writings, its philosophy of balance (yin/yang), its vague histories. luxor for practical purposes was an atheist. and this, added to the atheistic aspect of jediism, fueled further her interest. they became lovers even though they were several years apart. idfu was 60 and luxor was barely 20. idfu became luxors' mother, father, teacher, friend, and lover.

one fateful weekend at the dead of the night. some masked men infiltrated idfus mansion. idfu wokeup sensing the danger, instructed luxor to hide. she hid inside the clothes box. she could not see passed the lining created by the entrance. she could hear and feel explosions outside. there were shouting. in the morning, she found everything, from the bed and other ornaments destroyed and scattered. idfu was gone.

luxor have no idea of what had come to pass that fateful night. she wasnt aware of anyone who would have cause to harm a benevolent and nurturing soul like idfus. luxor was in all cases naive to the ways of the world. she was sure of only one thing. she was going to save idfu .. one way or another.


NOTES) some possible motives are rival churches of AUREON or maybe within the network of churches under AUREON are conspiring to behead the leaders of the growing following of jedis.

ABILITIES

str 11 dex 14 con 12
int 10 wis 17 cha 14

SKILLS

concentration 11
diplomacy 5
bluff 5
tumble 3.5

FEATS

armor (heavy, medium, light), shield, extra turning,
jack of all trades, spell penetration, greater spell penetration

ITEMS

bracers of armor +3 - 9k
pearl of power level 3 - 9k

DOMAINS

FORCE DOMAIN.
GRANTED POWER 1/day, reroll a damage and take the better of the two.
1 Mage Armor +4 Armor bonus to AC
2 Magic Missile 4d4+1 force damage
3 Blast of Force – 3d6 force damage no save
4 Otiluke's Resilient Sphere(PH p233)
5 Wall of Force
6 Repulsion
7 Forcecage
8 Otiluke's Telekinetic Sphere
9 Annihilation

CHARM DOMAIN
GRANTED POWER +4 to charisma once per day.
Activating this power is a free action. The Charisma increase lasts 1 minute.
1 Charm Person
2 Calm Emotions
3 Suggestion
4 Heroism +2 bonus on attack rolls, saves, skillchecks.
5 Charm Monster
6 Geas/Quest
7 Insanity
8 Demand
9 Dominate Monster

SPELLS

level 1 (7) Entropic Shield x, Divine Favor (+3 attack/dmg) xx, Inflict (1d8 + 11)
level 2 (6) Silence xx, Inflict (2d8 + 11) xxxx
level 3 (6) Deeper Darkness x, Searing Light (5d8) xxx, Dispel Magic xx,
level 4 (3) Inflict (4d8 + 11) xxx
level 5 (2) Flame Strike (11d6) x, Slay Living x

lundi, juin 13, 2005

général romaeus

[appearance et traits]

general romaeus is a dwarf who is at the prime of his life. he has light yellow skin, orange hair, and muddied purple eyes. he is tall, as dwarves come, with patches of light tufts for whiskers, but not heavy enough to be a beard around his jaw. during battle. he wears a red orange and white full platemail. a hard earned gift from a local noble. on both arms he wears a golden bracers.

melee attack. with two hands he wields a silver thin longsword, constantly hacking at the enemy. spell attack. and at dire situations, he calls upon dol dorn to aid him and his companions.

during peace time. he spends most doing business as the the town locksmith. and on the weekends, he goes fishing for trout, with corn as bait, with friends on a nearby stream. he keeps to himself but always willing to lend a hand. sometimes townsfolks would make short visits for healing. he is uncomfortable with large crowds and feels awkward among pretty ladies. (especially elven blond ladies)

[history in the town of cyre]

romaeus has been dubbed by the towns folk general even though he never served a single day in any militia prior to settling down in the town of cyre. he is a foreigner with a noticeable accent. he moved in and settled 20 year ago as the town locksmith. he has made some good friends with the other locals and in more than one occasion, has proven his valor in battle, defending cyre from bandits. in which he earned the commerative title of general. and with it, he also made some enemies, like the sheriff who is jealous of him being a sort of local hero.

he serves dol dorn: the good deity of war, the god of strength at arms. a popular religion in the harsh winter alps until the arrival of the new (and more aggressive) churches. it was this reason that he was forced out of his hometown. the whole city and its rulers were converted into the new religion (sharn pantheons). those unwilling to convert are branded heretics, ridiculed, harassed and ultimately burned alive. the converts almost instantly became crazed fanatics and are more susceptible to inhumanity. he moved out then to the quiet town of cyre.

[abilities]
str 16 (+3)    hp 77
dex 15 (+2) ac 20
con 16 (+3) aln CG
int 10 (+0)
wis 16 (+3)
cha 10 (+0)
[domains]

Strength Domain
Granted powers: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Level 1: Enlarge Person Humanoid creature doubles in size.
Level 2: Bull's Strength Subject gains +4 to Str for 1 min./level.
Level 3: Magic Vestment Armor or shield gains +1 enhancement per four levels.
Level 4: Spell Immunity Subject is immune to one spell per four levels.

War Domain
Granted powers: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.
Level 1: Magic Weapon Weapon gains +1 bonus.
Level 2: Spiritual Weapon Magic weapon attacks on its own.
Level 3: Magic Vestment Armor or shield gains +1 enhancement per four levels.
Level 4: Divine Power You gain attack bonus, +6 to Str, and 1 hp/level.

[feats]

Greater Spell Penetration
Combat-Casting
Improved Initiative
Armor Proficiency (heavy,light,medium)
Shield Proficiency
Spell Penetration
Martial Weapon Proficiency (longsword)
Weapon Focus (longsword)

[posessions]

full-plate +1 fortification light
gauntlets of ogre power
masterwork adamantine longsword
periapt of wisdom +2
backpack (silver holy symbol, spell component pouch, flint and steel)

jeudi, janvier 13, 2005

merab

célébrer ce mois des l'histoire noirs. j'ai utilisé une caractère noir. elle est une prêtresse de horus re. elle s'appelle merab. basics appearance: une femme africaine avec des large afro cheveux noire. traits: spends most of her time alone cooking or preparing food. profession: cook. disadvantage: has mulhorandi prejudice (just a bit) histoire merab was born to a woman of high descent named n'dambi (house of helcaliant) who was disgraced for bearing a child outside of the divine line. n'dambi was sent to seclusion in a provincial temple in koptos, never to come back, where she gave birth and died from complications. the temple took in merab as one of their own. she lived and learned the ways of worshipping horus-re. she became a priestess at the age of fourteen. she is very scholarly enjoying academic discussions on philosophy, magic, culture, society, and history. she also loves to cook. though a direct descendant of the sun god (horus-re), she remained humble and down to earth. over the years, she has learned to accept her uniqueness, of being half elven and half divine. .histoire récent house rivalries and the evil workings of the Fangs of Set has demoralized the fabric of mulhorandi society. the mob incited into a rebellion against the nobility. the line of pharoahs have been brutally murdered. anyone with royal blood is sent to the guillotine. the empire has fallen. the temple council at koptos, fully knowing of merabs heritage, has sent her on a political asylum to the rock of bral for her own safety. a few days of her arrival on the rock, she heard the most distressing news of the temple being sacked. noone survived. a new beginning from royal to refugee, alone, merab sought employment at the shipyard, as a cook in a canteen to better keep tabs on traffic and gossip. especially the ones from her former home. a trip back to mulhorand will be fatal for now. few public transports would want to go there anyway. goals return to mulhorand. reestablish the balance that has existed between the houses. ce dessin de merab est par edi.

magical items
1. rod of thunder and lightning 33,000 gp.
2. elven chain 4150 gp
3. pearl of power (3rdlvl) 9000 gp
4. periapt of wisdom 16000 gp
5. silver raven 3800 gp

horus re the sun god of annu. pharoah of gods. greater god of heliopolis. portfolio: sun and kings. alignment: lawful good. symbol: ankh on a solar disc. worshipper alignment: any good. good domain granted power: cast good spells at +1 caster level. 1 protection from evil: +2AC and saves, counter mind control, hedge out elementals and outsiders. 2 aid: +1 attack, +1 saves against fear, 1d8 hp +1/lvl (max +10). 3 magic circle against evil: 10-ft.radius, 10min/lvl. 4 holy smite: damages and blinds evil creatures. 5 dispel evil: +4 bonus against attacks by evil creatures. sun domain granted power: can perform a greater turning against undead 1/day. 1 endure elements: exist comfortably in hot or cold environments. 2 heat metal: make metal so hot it damages those who touch it. 3 searing light: ray deals 1d8/2lvls, more against undead. 4 fire shield: creatures attacking you take fire damage; you’re protected from heat or cold. 5 flame strike: smite foes with divine fire (1d6/lvl).

favorite spells
level 0 = 7: detect magic(1), purify food and drink(5), light(1)
level 1 = 5: santuary(2), summon m4(1), entropic shield(1), p-evil(1)
level 2 = 5: aid(1), hold person(1), silence(2), shield other(1)
level 3 = 4 + 1(pearl): mc-evil(1), wind wall(1), p-energy(1), summon m3(1)
level 4 = 3: holy smite(1), fire shield(1), summon m4(1)
level 5 = 2: flame strike(2) or +hallow(1) or gcommand(1)