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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.