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Posted: Sat Feb 13, 2010 9:13 pm
Skin Color: Ashen Grey Hair Color: Platinum Blond Eye Color: Red Height: 5' 6" Age: 125 years (31 Years Human equivalent) Profession: Paladin Home City: None Alliances: None Rivals: None
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Posted: Sat Feb 13, 2010 9:23 pm
Personal History Log Name: Minva Arabduis Meaning: Second Honor, Daughter of the Whip House: Born to None. Minva was the second daughter born to a Merchant. When her caravan rolled into a city with a well established temple, Minva left her family trade and pledged herself to the service of Lloth. Sword Name: Ilztfein Meaning: Mystic Singer History: The name of the first drow Minva slew upon being anointed a Paladin. Ilztfein had been her lover, until it was discovered he was a Heretic worshiper of Ergosal. The drow God of Lies, Deception, and Betrayal. By means of Lloths divine blessing (And a curse laid into the blade upon it's creation) Ilztfein's soul is trapped in the sword. Granting her weapon the status of a Intelligent Blade under her command.
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Posted: Sat Feb 13, 2010 9:25 pm
Class Skills and Abilities Abilities and Skills Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), as well as with shields (except tower shields) Detect Good:t will, the Paladin can Detect Good around them. Smite Good Five times per day, the Paladin may use this ability to deal unholy damage against a Good aligned character. Lay on Hands Each day the paladin can heal physical wounds on herself or another by touch. This power is limited by the strength of the Paladin. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Divine Health The paladin has immunity to all diseases, including supernatural and magical diseases. Rebuke Undead The paladin has the ability to Rebuke Undead, causing them to flee from her presence rather then destroying them as Turn Undead. Special Mount Once per day a paladin may magically call her mount from the celestial or infernal realms in which it resides. The mount immediately appears adjacent to the paladin and remains for up to 40 hours. It may be dismissed at any time by the Paladin. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days, even if the mount is somehow returned from the dead. The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically. Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar. At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast). Ten times a day a mount can use the ability to Command other any normal animal of approximately the same kind as itself. This ability functions like the command spell. Spells All Spells and Abilities are taken from Dungeons and Dragons Source books and have been adapted for free form Forum role play. Bless: This spell counters the spell Bane. It fills allies with courage and gives them a slight bonus on attacks as well as counters Fear effects.
Bless Water This spell imbues a flask of water with positive energy, turning it into Holy Water.
Bless Weapon This spell makes a weapon strike true against Evil aligned enemies. It gains a bonus to striking incorporeal evil enemies. For the duration of the spell, the weapon becomes 'Good' gaining it greater effectiveness against Evil Outsiders.
Bulls Strength: The subject becomes stronger for a short period of time.
Break Enchantment This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
Create Water This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Cure Light Wounds When laying your hand upon a living creature, you channel positive energy that cures small wounds. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds.
Cure Moderate Wounds As Cure Light Wounds, only it cures more effectively.
Cure Serious Wounds As Cure Light Wounds, only it can cure far more serious wounds.
Daylight The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light. If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed. Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.
Discern Lies The Paladin must concentrate on one subject, who must be within short range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. The Paladin my choose to focus on a different subject, but may only discern if a lie is being told while the subject is being focused on and speaking. Not after the fact.
Dispel Magic You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius. Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work if the caster is more powerful then the Paladin's attempt.
Death Ward The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects for the duration of the spell. Death ward does not protect against other sorts of attacks even if those attacks might be lethal.
Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous. If the paladin is familiar enough she can determine what sort of poison has been used. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Delay Poison The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
Detect Undead: You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area. First detected is the presence or absence of undead auras. Next the number of undead auras in the area and the strength of the strongest undead aura present. Finally the strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura of a weak undead monster). How long the aura lingers at this dim level depends on its original power
Heal Mount This spell functions like heal, but it affects only the paladin’s special mount
Restore (Lesser): Lesser restoration dispels any magical effects reducing one of the subject’s ability's. (Strength, Intelligence, constitution, ect). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.
Divine Cleansing You can channel energy to improve you and your allies’ ability to resist poison and curses. Short Term spell.
Divine Might You can channel energy to increase the damage you deal in combat. Short Term spell.
Divine Resistance You can channel energy to temporarily reduce damage you and your allies take from some sources, imbue all allies within a 60-foot burst (including yourself ) with resistance fire, cold, and electricity resistance 5. This resistance does not stack with similar resistances, such as those granted by spells or special abilities. Short Term spell.
Divine Vigor You can channel energy to increase your speed and Constitution. Short Term spell.
Divine Sacrifice The Paladin sacrifices her own life force to increase the damage dealt upon a target. The damage the Paladin inflicts is roughly a third more then what she inflicts upon herself. The Spells duration is a short period of time, determined primarily on the skill level of the Paladin herself.
Divine Favor: Calling upon the strength and wisdom of a deity, you gain a bonus on attack and weapon damage against your foes. Short Term Spell.
Endure Elements: A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit. The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Mark of Justice You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse. Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained. Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.
Magic Weapon: Magic weapon gives a weapon a small enhancement bonus on attack and damage. It also makes weapons more effective against striking ethreal creatures.
Magic Weapon (Greater) As Magic Weapon, but the bonus is stronger and the duration of the spell lasts longer.
Magic Circle against Evil/Chaos/Good/Law All creatures within the area gain the effects of Protection against the determined alignment. No creatures of the chosen alignment may be summoned or enter the area protected by the circle for the duration of the spell. This spell has an alternative version that you may choose when casting it. When focused inward, the spell may act as a temporary cage or trap. Keeping the creature of the chosen alignment stuck within it's circle for a duration of up to 4 days. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can.
Neutralize Poison You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as physical damage,temporary ability damage, or effects that don’t go away on their own. The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Protection from Chaos/Evil/Good/Law: This spell wards a creature from attacks by creatures of the determined alignment, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. The barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the spell. If the spell effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature.
Read magic: By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute.
Resist Energy: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Remove Paralysis: You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two or more creatures at the same time it's effects are lessened and only improve the targets chances of shaking off the Paralysis spell.
Remove Blindness/Deafness Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Remove Curse Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. Remove curse counters and dispels bestow curse.
Restoration Restoration dispels any magical effects reducing one of the subject’s ability's (Strength, Intelligence, Constitution, ect). It also cures all temporary ability damage, and it restores all permanently drained strength from a single ability score. It also eliminates any fatigue or exhaustion suffered by the target.
Resurrection: You restore life to a deceased creature. You can raise a creature that has been dead for no longer than four days. Coming back from the dead is an ordeal. The subject of the spell comes back feeling weak and requires time to recover and regain lost strength and constitution. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Revenance The paladin touches a slain ally and temporarily restore them to life. The target can not have been dead more then a few minutes. The Ally is raised with only half their wounds healed, and counts as alive. Not undead. Once the spell is ended however, the target drops dead immediately afterwords.
Sacred Haven The paladin shields a creature in a nimbus of holy energy. The creature gains a greater endurance against damage dealt to them, and can not be caught flat-footed. The Paladin gains awareness of the creatures health for the duration of the spell, and does not need to touch the creature to cast Lay on Hands.
Spiritual Chariot When cast, a ghostly chariot forms behind the Paladins mount. The chariot is large and ornate and is made of transparent faintly glowing energy. Usually the holy symbol of the Paladin is emblazoned on the sides of the chariot. The mount is correctly harnessed to the chariot upon the casting. The chariot can hold 1 medium creature or two smaller creatures, plus the Paladin herself. Although the chariot seems large and sturdy, it and it's occupants have no weight for the purpose of the mounts load, so the mount can travel at full speed as if unburdened. If the chariot is ever unhitched from the mount it immediately disappears. The Driver gains a sacred bonus in accordance to driving the chariot. The chariot is made of magical force and is immune to damage. It interacts with other spells as a Wall of Force spell would.
Shield Other: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. Additionally, the subject takes only half damage from all wounds and attacks. Forms of harm such as charm effects, temporary ability damage, level draining, and death effects, are not affected. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject. If you and the subject of the spell move out of range of each other, the spell ends.
Travelers Mount When cast, this spell makes a mount better able to handle the rigors of overland travel. The touched animal or magical beast gets a speed bonus, and it can hustle without taking damage or becoming fatigued as long as the spell is in effect. The mount can not attack during this time and can only carry it's rider.
Weapon of the Deity The Paladin must be wielding her deity's favored Weapon (Whip) to use this spell. When cast, the Paladin wields the weapon as if proficient with it. The weapon gains a bonus to attacking and damage dealt. She also gains a bonus based on her deity for the weapon (Keen) for as long as the spell is in effect.
Winged Mount This spell causes the mount to sprout giant feathery white wings. The Mount gains a fly speed equal to 60ft per minute with good maneuverability.
Zeal The Paladin invokes a divine shield to protect her when closing with an opponent. The paladin must select a specific foe to use this spell against, and she gains a bonus to her AC in regards to the foes damage. She can also move through groups of enemies with no difficulty, thus denying them the ability to strike her in passing, so long as she is moving towards her chosen foe.
Zone of Truth: Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.
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Posted: Sat Feb 13, 2010 9:27 pm
Possessions Sacred Scabbard: This item has a varying appearance. When first found, there is a 25% chance it appears as a dagger sheath, a 25% chance it appears as an axe case, and a 50% chance it appears as some sort of sword sheath. A user quickly discovers, however, that a sacred scabbard can change shape to fit whatever dagger, sword, or axe is touched to it, even making allowances for double weapons. These scabbards keep any weapon carried in them clean and sharp. In addition, up to three times per day, the user may place a weapon in the scabbard, utter a command word, and invoke bless weapon on the weapon inside. Bracers of Binding: These appear no different from any other magic bracers. On command, these bracers jerk together and remain bound to each other until another command word is spoken.
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Posted: Tue Feb 23, 2010 12:00 am
The First Task I am terrified. Inwardly my emotions coil and twist like a serpent held pinched by it's tail. ~Minva'chev~ His voice echo's in my head. Soft and smooth. Like hot liquid being poured over cold skin. He is not there of course. I do not really hear his voice, but so clearly do I remember it that it sounds as if he really were whispering it into my ear. The passage that I stalk is narrow and twists so I can not see easily around the bends. Every second step I pause and listen with straining ears for danger. I have caught the glint of traps five times now and avoided them with more difficulty then ease. Twice I have nearly bypassed a side passage that was hidden in such well wrought illusions that they really did appear to be simple walls. The males that had accompanied me have fallen behind on this hunt. That is what it is after all. A Hunt meant to lead me to the final step in my devotion, my first task laid upon my by the Spider Queen herself. I clench my jaw and slide around one of the narrow twists carefully. So tight is this passage that my armor is scraping against both the front and back over stone. There is a faint glint of light and I cautiously withdraw an inch back around the bend. A dart clacks against the stone wall and falls to the dark cracks at my feet. Had I not moved that likely would have blinded me in one eye... until death claimed me of course. With how narrow the passage is, I have little to none in the way of maneuverability. I breath the words of a prayer to the Goddess and close my eyes as I feel the warmth that comes as her answer. I slip once more around the corner. Just as before a dart aimed with deadly accuracy streaks towards me. I do not pull back though. The dart is deflected by the shield the Goddess had given me, though the warmth fades immediately as the prayer is spent. I can see him now, the quarry that I have chased this long distance. He kneels in a widened section of the tunnel, hastily reloading his small crossbow even as I close the gap between us. My movements are quicker then his fingers though. Despite the successful reloading of his crossbow, my blades point reach's his neck before he has a chance to aim. "Ilztfein... Drop it." I speak and am grateful to the Goddess that my voice does not shake. It should not. This male before me is nothing...he should not have any effect upon me. Still, the look he turns upon me with those deep red eyes of his makes me wish to lower my blade. He smiles. A slow easy smile as he lays his weapon on the ground before my feet. Despite the fact he has run for days now and was covered in dirt and sweat, I still find that smile attractive. I can smell him easily, but that would not stop me from taking him right now. "Minva" He whispers my name with that coy smile on his face. That knowing smile. "Minva'chev. You can not kill me. Not when you want me so badly." I shake my head, my blades tip does not tremble or dip at his words. Though this hardly seems to concern Ilztfein. "You killed three priestesses and tried to assassinate the High Priestess." I respond to his temptation. "You used me to get past the guards, then tried to use my own dagger to implicate me as the one behind the murders." He continues to smile at me as I speak. His red eyes half close and I can see his body shifting into a position meant to be a bit more enticing. "Yes..Minva'chev. I did. But you do not understand my motivation and reasoning. I could have killed you just as well, but I wanted to save you." "Save me? From what exactly?" I know his words are lies, and I find faith in the Goddess to keep me strong. My reward is strength. I do not tremble or sway between emotion and reason. He smiles up at me, that same smile I have awoken to so many times in the past. A smile I indulged in kissing before rushing off to my training. In my head I quickly recite one of the mantra's I have embraced in my training. "From this lie of course. Minva'chev. You were never meant to join those heartless and soulless warriors of Lloth. Come..." His hand lifts in a coaxing manner. "Come away with me. I'll show you a better life. Together we could..." His words are lies. A temptation and a test. I see this now as clearly as I have ever seen before. I do not give him the chance to finish his false offer to me. With a downwards thrust, my sword tip plunges through flesh and muscle and bone. As the blade sinks into him I kneel so I might look into those handsome red eyes. It is a pity. He was handsome, a excellent lover, and his voice was soothing after a hard day of training. As his life bleeds out onto the stone, my blade warms in my hands. ~Minva'chev?~ His voice sounds in my mind. So clear and confused. I can hear the surprise in that word. With a closing of my eyes I lay my forehead against the pommel of my blade. "Ilztfein, Mrimmd'ssinss. Go now before the Goddess. May she judge you swiftly and send you to the merciful Darkness." I can still hear his voice in my head, crying out my name with his horror, then finally quieting to a soft and compliant whisper. Sweet soothing voice..I pray to the Goddess that I may keep it with me, to remind me of the deceptiveness of the male species and keep me ever strong and vigilant in my service of Her.
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