mes caractères

ce website est ma collection des caractères

Ma photo
Nom :
Lieu : Manille, Manille, Philippines

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