Post by Despair on May 31, 2010 14:24:14 GMT -5
Disclaimer: Please note that I used loads of d&d terms in these biographies. I sooo do not own D&D *Basics*
-Titles-
Given Name: Araonna Bladein
Known Name: Lady Araonna
Familiar Name(s): Ara, Arrow, Ana (On-ah)
Official Title(s): Lady Bladein, Heaven's Arc, etc.
*
-Vitals-
Age: 21 years of age.
Gender: Female
Race: Human
Class: Cleric
Alliance: Neutral
Deity: Unspecified
*
-Abilities-
Race: Of course, she has all the normal abilities of physical combat.
*
Class: The general and usually unconscious traits of a human cleric consist of:
*
*
*Detect: the ability to detect ill-intent, good-intent, deception, magic, curses, poison, illness, and disguised traps/runes/creatures, etc. This ability is used almost continuously and often unconsciously with little strain on the caster.
*
*Light Infliction: the effect of her touch on a creature of the undead results in a pure energy that may briefly stun the undead creature. As Araonna is of neutral alignment, she may either rebuke or turn the dead as necessary. When used out of range of an undead being, this ability is useful only as a flashlight.
*
*Minor Healing: her touch quickens the natural healing process on living beings of neutral or good intent. *Minor Mending: Oftentimes, she will pick up something that was broken or otherwise abused; a pencil, a torn page, etc, and it mends seamlessly back together.
*
*Read Magic: this is a minor ability of a cleric's mind to percieve and understand ancient runes and scriptures obtaining to that of magical origin.
*
*Holy Water: Very useful when fighting the undead; her touch purifies water/food of poison and gives it use as death-bane.
* * * *
Weaponry: The weapon Araonna knows best is the bow. She is quite skilled in archery and has been known to surround her arrows with a glowing light; hence, her nickname, Heaven's Arc, pertaining to the arc of her glowing arrows in flight through the night sky.
*
* * *
Stamina: She can use minor spellcasting/abilities multiple times per day without strain. Moderate, usually used about twenty times before she feels the need to rest. Difficult spells often take great amounts of time and can be used only two to six times in desperate situations. Please note that while she is casting any of these spells she is momentarily open to most attacks, and overuse of any of these spells will kill her immediately.
*Unique Attributes* The Basic list of abilities consist of all the least strenous abilties. Lists following Basic go from least strenuous to most.
- - Basic: (minor)
*Endure Elements: exist comfortable in hot or cold climates.
*Comprehend languages: an intricate knowledge of all spoken and written dialects.
*Silence: Eliminates all noise for a given radius and time.
*Status: Moniters the conditions/positions of allies in a 3-mile radius.
*Locate object: the direction of an object's whereabouts is revealed.
*Cure light wounds: deep scratches, bruises, and fractures are healed quickly and effortlessly.
*Obscuring mist: a fog surrounds the area, obscuring her from view.
*Sanctuary: Teleportation to an alternate, mental plane of being while physically remaining in the situation, though an aura rises and sheilds her from most basic physical assaults, but not ranged objects, spells, or attacks by unusual creatures. Best used in an interrogation situation or even while meditating.
- -
Moderate:
*Doom/Bestow Curse (mild): A plague of ill-fortune follows the target anywhere from a day to a week, consisting of mildly irritating effects such as bad-tasting foods, clumsiness, confusion, impulsiveness, and a constant occurance of objects breaking to the target's touch, no matter how careful the target is.
*Contagion (mild): inflicts target with a mild, but weakening disease, such as a severe cold or a 24-hour stomach virus. *Daylight: 60ft radius of bright light.
*Helping Hand: a ghostly hand leads a chosen subject to her location.
*Healing (moderate): Removes all curses, diseases, and other afflictions from one target.
*Gills: Allows chosen subjects to breathe under water for a limited amount of time.
-- --
Moderate-difficult: (these abilties can be used only ten or so times per day)
*Death Ward: Provides immunity to death spells or negative energy.
*Summon Monster: Summons an extraplanar monster of moderate ability to fight until near its limits, when it will return automatically to its native plane.
*Symbol of Sleep: A triggered rune casts a spell of catonic slumber over nearby foes.
*Mark of Justic: Designates an action that will trigger a Curse on a subject.
- -
Difficult: (most difficult and used up to six or so times a day. Overuse can result in death)
*Inflict Moderate Wounds (critical): Inflicts severe wounds to a few foes or mild wounds to many foes.
*Find the Path: Designates most passable way to a desired location while revealing hidden foes, possible traps, runes, and enemy/ally postion/status.
*Total Healing (master): Totally heals lethal wounds or revives a dead ally who has been dead for less than five minutes.
*Brain Spider- Listen: hear the thoughts of up to 8 creatures.
*Soul Bind: Traps the soul of a dead being to prevent ressurection.
*Mirace: Requests a deity's intercession. Request can be refused.
*Gate: Projects two gates for traveling/summoning.
*Summoning (master): Summons a massive extraplanar creature to fight for her. Oftentimes, this spell is so difficult to contain and uphold, she looses control. The monster may then turn on the summoner, in which case, farewell Araonna.
- -
Intelligence:
Charisma:
Strength:
Endurance:
-physical-
-emotional-
SCALE:
Int:
1-5 =being mentally unbalanced, unresponsive, or braindead
6-8=rather moronoic 9-14=being around average intelligence
15-17= exceedingly bright
18-20= Ingeniously brilliant
-- --
Cha:
1-5= exceedingly rude, uncultured, and unlikeable
6-8= reserved, awkward, and/or blunt, harsh, hateful, etc
9-14= mildly friendly, slightly off-putting at times
15-17= friendly, warm and likeable
18-20= famously adored, loved, and lusted after xD
-- --
Str:
1-5= pathetically fragile
6-8= scrawny
but not completely pathetic
9-14= Not really bad, not exactly powerful. Moderate.
15-17= Strong, but not overly so.
18-20= Unbelievably powerful.
*Basics* -Titles- Given Name: Known Name: Familiar Name(s): Official Title(s): -Vitals- Age: Gender: Race: Class: Alliance: -Abilities- Race: Weaponry: Class: Stamina: (abilities per day) *Unique Attributes* Basic: * * * * * Offensive: * * * * * Defensive: * * * * * Mystical: * * * * * Intelligence: Charisma: Strength: Endurance: -physical- -emotional-
-Titles-
Given Name: Araonna Bladein
Known Name: Lady Araonna
Familiar Name(s): Ara, Arrow, Ana (On-ah)
Official Title(s): Lady Bladein, Heaven's Arc, etc.
*
-Vitals-
Age: 21 years of age.
Gender: Female
Race: Human
Class: Cleric
Alliance: Neutral
Deity: Unspecified
*
-Abilities-
Race: Of course, she has all the normal abilities of physical combat.
*
Class: The general and usually unconscious traits of a human cleric consist of:
*
*
*Detect: the ability to detect ill-intent, good-intent, deception, magic, curses, poison, illness, and disguised traps/runes/creatures, etc. This ability is used almost continuously and often unconsciously with little strain on the caster.
*
*Light Infliction: the effect of her touch on a creature of the undead results in a pure energy that may briefly stun the undead creature. As Araonna is of neutral alignment, she may either rebuke or turn the dead as necessary. When used out of range of an undead being, this ability is useful only as a flashlight.
*
*Minor Healing: her touch quickens the natural healing process on living beings of neutral or good intent. *Minor Mending: Oftentimes, she will pick up something that was broken or otherwise abused; a pencil, a torn page, etc, and it mends seamlessly back together.
*
*Read Magic: this is a minor ability of a cleric's mind to percieve and understand ancient runes and scriptures obtaining to that of magical origin.
*
*Holy Water: Very useful when fighting the undead; her touch purifies water/food of poison and gives it use as death-bane.
* * * *
Weaponry: The weapon Araonna knows best is the bow. She is quite skilled in archery and has been known to surround her arrows with a glowing light; hence, her nickname, Heaven's Arc, pertaining to the arc of her glowing arrows in flight through the night sky.
*
* * *
Stamina: She can use minor spellcasting/abilities multiple times per day without strain. Moderate, usually used about twenty times before she feels the need to rest. Difficult spells often take great amounts of time and can be used only two to six times in desperate situations. Please note that while she is casting any of these spells she is momentarily open to most attacks, and overuse of any of these spells will kill her immediately.
*Unique Attributes* The Basic list of abilities consist of all the least strenous abilties. Lists following Basic go from least strenuous to most.
- - Basic: (minor)
*Endure Elements: exist comfortable in hot or cold climates.
*Comprehend languages: an intricate knowledge of all spoken and written dialects.
*Silence: Eliminates all noise for a given radius and time.
*Status: Moniters the conditions/positions of allies in a 3-mile radius.
*Locate object: the direction of an object's whereabouts is revealed.
*Cure light wounds: deep scratches, bruises, and fractures are healed quickly and effortlessly.
*Obscuring mist: a fog surrounds the area, obscuring her from view.
*Sanctuary: Teleportation to an alternate, mental plane of being while physically remaining in the situation, though an aura rises and sheilds her from most basic physical assaults, but not ranged objects, spells, or attacks by unusual creatures. Best used in an interrogation situation or even while meditating.
- -
Moderate:
*Doom/Bestow Curse (mild): A plague of ill-fortune follows the target anywhere from a day to a week, consisting of mildly irritating effects such as bad-tasting foods, clumsiness, confusion, impulsiveness, and a constant occurance of objects breaking to the target's touch, no matter how careful the target is.
*Contagion (mild): inflicts target with a mild, but weakening disease, such as a severe cold or a 24-hour stomach virus. *Daylight: 60ft radius of bright light.
*Helping Hand: a ghostly hand leads a chosen subject to her location.
*Healing (moderate): Removes all curses, diseases, and other afflictions from one target.
*Gills: Allows chosen subjects to breathe under water for a limited amount of time.
-- --
Moderate-difficult: (these abilties can be used only ten or so times per day)
*Death Ward: Provides immunity to death spells or negative energy.
*Summon Monster: Summons an extraplanar monster of moderate ability to fight until near its limits, when it will return automatically to its native plane.
*Symbol of Sleep: A triggered rune casts a spell of catonic slumber over nearby foes.
*Mark of Justic: Designates an action that will trigger a Curse on a subject.
- -
Difficult: (most difficult and used up to six or so times a day. Overuse can result in death)
*Inflict Moderate Wounds (critical): Inflicts severe wounds to a few foes or mild wounds to many foes.
*Find the Path: Designates most passable way to a desired location while revealing hidden foes, possible traps, runes, and enemy/ally postion/status.
*Total Healing (master): Totally heals lethal wounds or revives a dead ally who has been dead for less than five minutes.
*Brain Spider- Listen: hear the thoughts of up to 8 creatures.
*Soul Bind: Traps the soul of a dead being to prevent ressurection.
*Mirace: Requests a deity's intercession. Request can be refused.
*Gate: Projects two gates for traveling/summoning.
*Summoning (master): Summons a massive extraplanar creature to fight for her. Oftentimes, this spell is so difficult to contain and uphold, she looses control. The monster may then turn on the summoner, in which case, farewell Araonna.
- -
Intelligence:
Charisma:
Strength:
Endurance:
-physical-
-emotional-
SCALE:
Int:
1-5 =being mentally unbalanced, unresponsive, or braindead
6-8=rather moronoic 9-14=being around average intelligence
15-17= exceedingly bright
18-20= Ingeniously brilliant
-- --
Cha:
1-5= exceedingly rude, uncultured, and unlikeable
6-8= reserved, awkward, and/or blunt, harsh, hateful, etc
9-14= mildly friendly, slightly off-putting at times
15-17= friendly, warm and likeable
18-20= famously adored, loved, and lusted after xD
-- --
Str:
1-5= pathetically fragile
6-8= scrawny
but not completely pathetic
9-14= Not really bad, not exactly powerful. Moderate.
15-17= Strong, but not overly so.
18-20= Unbelievably powerful.
*Basics* -Titles- Given Name: Known Name: Familiar Name(s): Official Title(s): -Vitals- Age: Gender: Race: Class: Alliance: -Abilities- Race: Weaponry: Class: Stamina: (abilities per day) *Unique Attributes* Basic: * * * * * Offensive: * * * * * Defensive: * * * * * Mystical: * * * * * Intelligence: Charisma: Strength: Endurance: -physical- -emotional-