Neverwind Chronicles characters
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: Brandon on 27-08-2009, 05:36:23</h2>
		<dl id="posts">
			<dt class="postheader">
				Title: <strong>Neverwind Chronicles characters</strong><br>
				Post by: <strong>Brandon</strong> on <strong>27-08-2009, 05:36:23</strong>
			</dt>
			<dd class="postbody">
				Post characters here
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Neverwind Chronicles characters</strong><br>
				Post by: <strong>indarkestknight</strong> on <strong>27-08-2009, 07:24:52</strong>
			</dt>
			<dd class="postbody">
				<strong>Character name</strong>: Elric Athenis<br><strong>Character Age</strong>: 18<br><strong>Character Race</strong>: Human<br><strong>Character Alignment</strong>: Lawful Good, leaning towards Lawful Neutral<br><strong>Character class</strong>: Conjurer<br><strong>Character Role</strong>: Arcane spellcaster<br><br><strong>Character description</strong>: Elric appears as one might expect many a wizard to appear; tall and slender, swathed in robes. His hair is black, and kept short, and his skin is pale. Despite the typical ostentation of most conjurers, due to pride in their power over others, Elric prefers simple colors: blacks and whites and greys. He endeavors to be neat and tidy, however, his obsessive nature sometimes leads him to being in disarray if his current project takes priority over appearances. Perhaps the most striking feature about him, however, is his face. While one upon a time, that might have been because of the startling blue eyes he has and the intensity of their gaze in spite of the glasses they hide behind, that no longer so; instead, most people first notice the three scars running diagonal from the upper righthand corner of his face to the lower lefthand corner, as if left by claws. He might once have been handsome, if not for these scars, but both the scars and his stern, aloof demeanor make it difficult for anyone to think of his appearance as anything but "severe".<br><br><strong>Character Personality</strong>: Elric's appearance gives many clues to his personality. Those who judge him to be severe due to his appearance are, in fact, not far from wrong. He has little tolerance for fools, less humor, and no interest at all in trivial matters. Perhaps the paramount aspect of Elric is that of <em>control</em>. Having seen his life spiral completely out of control in his childhood, he is desperate to regain that sense of safety and security that springs from being in control. This same desire for control is what ultimately led to him choosing to become a conjurer, seeking to control those forces that ruined his youth, and it has lent him an undeniable intensity. He can be obsessive once focused on a subject, and even paranoid, looking for signs of tampering by fiends everywhere, though he rarely voices such concerns unless he is completely certain. His particular point of interest are the planes, particularly the Outer Planes, and he seeks as much knowledge about them and their inhabitants as he can obtain.<br><br>He does not have friends; only allies, which is a title he only extends to those he trusts. those he works with but does not yet trust, he regards as "peers". He very rarely shows emotion, and when he does, it is most typically anger or contempt. He struggles not to let his fear of fiends get the better of him, and has even on occasion considered using summoned fiends in combat against the forces of evil, reasoning that either way, the forces of evil are harmed; however, he knows of far too many who have become corrupted by those they thought they had mastered, and so, for now, he avoids such summonings. The rare time he expresses a soft spot is in regards to children and orphans, feeling a certain kinship with them given his past, and sometimes he'll dote on them, even performing minor magics and illusions for their entertainment. <br><br>While he is a conjurer, he does not like relying exclusively on summoned beings for his offense and his defense; as such, he always has a few spells ready in case he needs to fight on his own.<br><br><strong>Character Background</strong>: Elric was, for many years, a normal child. He was, though he did not realize it at the time, very happy, and very fortunate, for he had loving parents and a bright mind, though he was melancholy and moody by nature. He and his family had for as long as anyone could remember, going at least six generations back, exceptionally skilled at arcane magic and wizardry. As such, it was almost a forgone conclusion that a boy as clever and intelligent as Elric would learn magic from his father.<br><br>However, when Elric was six, disaster struck. Some fool had performed magic beyond his comprehension and control, and, as a result, a tear formed in the planar fabric, opening up a gate to the Abyss for the next 24 hours. The city quickly became living hell as demons descended upon it, defiling and destroying everything they could get their claws and fangs on. Even the mightiest of defenders in the city could not stand against the countless hordes of tanari... including Elric's parents. Before the boy's eyes, his parents were eviscerated and devoured, and his childhood best friend, a girl who was as close to him as a twin sister, raped and taken away, sobbing and heaving and screaming. Yet through it all, he remained surprisingly untouched, in all the city, even when he charged the demons, fists helplessly pounding away at the supernaturally tough flesh of the tanari.<br><br>When finally the gate closed, and the demons had returned-- or been banished-- back to their native plane, the city, and Elric's life, was left in desolation. Survivor's guilt heavy on his heart, he swore to himself never to let this tragedy happen again, to control the forces that had so ruined his life, and to honor his parents by becoming a powerful mage.<br><br>Working from his father's spellbooks and notes and what he had seen him perform, Elric took to the Art with a ferocious intensity and singularity of purpose. His intelligence and his dedication took him farther than many do, even with instructors, but in time he realized he could not learn enough alone. Gathering up anything and everything of value to a mage, he set out, using what magics he had mastered to find a mentor in the magical arts, offering spells from his father's spellbook and secrets gleaned from his father's work in exchange for his arcane education.<br><br>Now a conjurer in his own right, Elric wanders as a freelance mage, exterminating extraplanar threats where they can be found, and troubleshooting more mundane threats where they are not, also working as a planar scholar and obsessively researching any information or knowledge pertaining to the planes where he can find it.<br><br>Little does he know that on that night long ago, he was spared because his forefathers long ago struck a deal with Graz'zt, a powerful Demon Prince, for skill at arcane magic, and that he was only spared that night because until he learned arcane magic, his soul would not be Graz'zt's to claim...<br><br><strong>Character goals</strong>: <br>- To fight against the influence of the Demon Princes, the Lords of the Nine, and the Yugoloths in the Material Plane, hopefully through other means, but if no other way is possible, by ultimately binding them with his magics, when he is powerful enough.<br>- To prevent what happened to him ever happening to anyone else again (he knows this goal is impossible and irrational, but he feels compelled to try regardless), and to gain the power necessary for this.<br>- To learn everything he can about the Outer Planes, particularly the Depths Below.<br>- To discover what happened to his childhood best friend, and save her/resurrect her.<br><br><strong>Elric Athenis<br>Male Human Conjurer 1<br>Hit Dice</strong>: 1d6 + 1 + 1 (8 hp)<br><strong>Initiative</strong>: +2<br><strong>Speed</strong>: 30 ft.<br><strong>Armor Class</strong>: 12 (+2 Dex), touch 12, flat-footed 10, combat 11<br><strong>Base Attack/Combat</strong>: +0/-1<br><strong>Attack</strong>: acid dart +2 ranged touch (1d6 acid); or quarterstaff -1 melee (1d6-1); or spell +2 ranged touch or -1 melee touch (by spell)<br><strong>Space/Reach</strong>: 5 ft./5 ft.<br><strong>Special Attacks</strong>: Acid dart 7/day, cantrips, rapid summoning, spells<br><strong>Special Qualities</strong>: summoner’s charm<br><strong>Saves</strong>: Fort +1, Ref +2, Will +4<br><strong>Abilities</strong>: Str 9, Dex 14, Con 13, Int 18, Wis 14, Cha 13<br><strong>Skills</strong>: Knowledge (arcana) +7 (1), Knowledge (geography) +7 (1), Knowledge (history) +7 (1), Knowledge (local) +7 (1), Knowledge (the planes) +7 (1), Perception +3 (1), Spellcraft +7 (1)<br><strong>Languages</strong>: Abyssal, Celestial, Common, Draconic, Infernal<br><strong>Feats</strong>: Augment Summoning, Scribe Scroll, Spell Focus (conjuration)<br><strong>Environment</strong>: Any<br><strong>Organization</strong>: Solitary or with party<br><strong>Challenge Rating</strong>: 1<br><strong>Treasure</strong>: See equipment<br><strong>Alignment</strong>: Lawful Good<br><br><strong>Spellbook</strong>: cantrips- all; 1st- <em>hail of stone, lesser orb of sound, mage armor, sleep, summon monster I, unseen servant</em><br><br><strong>Spells Prepared</strong> (4/3): cantrips- <em>acid splash, detect magic, mage hand, prestidigitation</em>; 1st- <em>mage armor, summon monster I</em> (x2); Prohibited Schools: Evocation and Necromancy.<br><br><strong>Equipment</strong>:<br>Spellbook – 15 gp<br>Spell component pouch – 5 gp<br>Traveler’s outfit – 1 gp<br>Quarterstaff<br>Waterskin – 1 gp<br>3 Sunrods – 3 gp<br>Backpack – 2 gp<br>Bedroll – 1 sp<br>7 days’ trail rations – 35 sp<br>tindertwig- 1 gp<br><br>38 gp, 4 sp remaining
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Neverwind Chronicles characters</strong><br>
				Post by: <strong>Paladin</strong> on <strong>30-08-2009, 22:31:17</strong>
			</dt>
			<dd class="postbody">
				Character name: Andreas Whitefire<br>Character Age: 20-25<br>Character Race: Human<br>Character Alignment: Lawful Good. (Not Lawful Stupid)<br>Character class: Paladin<br>Character Role: Frontline Fighter<br><br>Character description: <br>(http://i122.photobucket.com/albums/o275/Paladin2436/cecil_2.jpg)<br>He’s tall with Platinum blue hair and Green Eyes and a Fairly Pale Complexion.<br><br>Character Personality: Andreas is a person who runs on Instinct and Faith. He’s a calm quiet fellow and seems withdrawn but eventually is open and honest with his friends and those he trusts, or who will open up to him.&nbsp; He’s not afraid to say what is on his mind about any particular situation and is Loyal to a fault with those he cares about.<br><br>Character Background: Orphaned at birth Andreas was adopted by a loving and caring family who had a young girl. Growing up together the two bonded and were inseparable as friends. At the age of thirteen Andreas was attacked by a creature that no one could identify and was saved by a man in shining armor on horseback who carried a great shining blade. The man took Andreas to the Towns church where he healed his wounds. From that moment on Andreas knew he wanted to be like that man. The man came to town on a monthly basis and visited with the boy teaching him all he knew until Andreas was old enough to go into training on his own. Through this time his constant support was his Adoptive sister. Over the years though they grew apart until she finally was married off to a prince in a foreign land and Andreas rarely heard from her except twice a year through letters. Andreas completed his training at the age of 19 and rode off with his mentor to rid the world of Evil and help those in need. Every few months he would come back through the town to see his adoptive parents. On his last visit the news his parents had was devastating. His sister had been abducted by a Demon and her Husband slain. Andreas calmly walked out of the house, mounted his horse and Rode off to his sister’s castle to start his search for his sister. He’s been searching since.<br><br>Character goals:&nbsp; To Help those in need, and to recover his sister and bring her home safe.<br><br>Name: Andreas<br>Age: 25<br>Sex: Male<br>Race: Human<br>Class: Paladin 1<br>Deity: <br>Alignment: Lawful Good<br>STR&nbsp;&nbsp;&nbsp;14&nbsp;&nbsp;&nbsp;+2<br>DEX&nbsp;&nbsp;&nbsp;10&nbsp;&nbsp;&nbsp;+0<br>CON&nbsp;&nbsp;&nbsp;14&nbsp;&nbsp;&nbsp;+2<br>INT&nbsp;&nbsp;&nbsp;15&nbsp;&nbsp;&nbsp;+2<br>WIS&nbsp;&nbsp;&nbsp;14&nbsp;&nbsp;&nbsp;+2<br>CHA&nbsp;&nbsp;&nbsp;20&nbsp;&nbsp;&nbsp;+5<br><br>HP: 12/12<br>Init: +0<br>Speed: 30'<br><br>Armor Class:<br>Final&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;Base&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Armor&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Shield&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Dex&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Magic&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Other<br>18&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;10&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;6&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0<br>-Flat 18<br>-Touch 10<br>Save&nbsp;&nbsp;&nbsp;Total&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;Base&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Stat&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Magic&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;Other<br>FORT&nbsp;&nbsp;&nbsp;4&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0<br>REF&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0<br>WILL&nbsp;&nbsp;&nbsp;4&nbsp;&nbsp;&nbsp;=&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;+&nbsp;&nbsp;&nbsp;0<br><br>BAB: +1<br>-Melee +3<br>-Range +0<br><br>FEATS &amp; SPECIAL ABILITIES:<br>Weapon and Armor Proficiency&nbsp;&nbsp;&nbsp;Paladins are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).<br><br><br>Aura of Good[Ex]&nbsp;&nbsp;&nbsp;A Paladin’s Aura of Good is equal to his Paladin Level<br>Detects Evil [Sp]&nbsp;&nbsp;&nbsp;At will a Paladin can use detect evil as the spell, A paladin can as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.<br>Smite Evil [Su]&nbsp;&nbsp;&nbsp;Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.<br>In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.<br>The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.<br><br>Quickdraw&nbsp;&nbsp;&nbsp;<br>Nimbus of Light: gives you a +2 on Diplomacy and Sense Motive against good creatures while active. It also makes you shed light as a common lamp while active: bright light within 5 ft, and shadowy illumination within 10 ft. You can extinguish this at will, and reactivate it as a free action.<br><br>&nbsp;&nbsp;&nbsp;placeholder<br><br><br>SKILLS:<br>Skill&nbsp;&nbsp;&nbsp;Skill Mod&nbsp;&nbsp;&nbsp;Ability Mod&nbsp;&nbsp;&nbsp;Ranks&nbsp;&nbsp;&nbsp;Other<br>Craft(Weapons)&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;0<br>Diplomacy&nbsp;&nbsp;&nbsp;9&nbsp;&nbsp;&nbsp;5&nbsp;&nbsp;&nbsp;1&nbsp;&nbsp;&nbsp;3<br>Handle Animal&nbsp;&nbsp;&nbsp;5&nbsp;&nbsp;&nbsp;5&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;0<br>Heal&nbsp;&nbsp;&nbsp;6&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;1&nbsp;&nbsp;&nbsp;3<br>Knowledge: Nobility&nbsp;&nbsp;&nbsp;6&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;1&nbsp;&nbsp;&nbsp;3<br>Knowledge: Religion&nbsp;&nbsp;&nbsp;6&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;1&nbsp;&nbsp;&nbsp;3<br>Profession(Weaponsmith)&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;0<br>Perception&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;0<br>Sense Motive&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;0<br>Spellcraft&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;2&nbsp;&nbsp;&nbsp;0&nbsp;&nbsp;&nbsp;0<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><br><br>SPELLS:<br>Spell Level&nbsp;&nbsp;&nbsp;Spells per Day<br>0&nbsp;&nbsp;&nbsp;0<br>0&nbsp;&nbsp;&nbsp;0<br><br>Equipment:<br><br>210 GP/2.68<br>Longsword&nbsp;&nbsp;&nbsp;15 gp&nbsp;&nbsp;&nbsp;1d6&nbsp;&nbsp;&nbsp;1d8&nbsp;&nbsp;&nbsp;19–20/×2&nbsp;&nbsp;&nbsp;—&nbsp;&nbsp;&nbsp;4 lbs.&nbsp;&nbsp;&nbsp;S<br>Chainmail&nbsp;&nbsp;&nbsp;150 gp&nbsp;&nbsp;&nbsp;+6&nbsp;&nbsp;&nbsp;+2&nbsp;&nbsp;&nbsp;–5&nbsp;&nbsp;&nbsp;30%&nbsp;&nbsp;&nbsp;20 ft.&nbsp;&nbsp;&nbsp;15 ft.&nbsp;&nbsp;&nbsp;40 lbs.<br>Shield, heavy steel&nbsp;&nbsp;&nbsp;20 gp&nbsp;&nbsp;&nbsp;+2&nbsp;&nbsp;&nbsp;—&nbsp;&nbsp;&nbsp;–2&nbsp;&nbsp;&nbsp;15%&nbsp;&nbsp;&nbsp;—&nbsp;&nbsp;&nbsp;—&nbsp;&nbsp;&nbsp;15 lbs<br>Backpack (empty)&nbsp;&nbsp;&nbsp;2 gp&nbsp;&nbsp;&nbsp;2 lbs.1<br>Bedroll&nbsp;&nbsp;&nbsp;1 sp&nbsp;&nbsp;&nbsp;5 lbs.1<br>Blanket, winter&nbsp;&nbsp;&nbsp;5 sp&nbsp;&nbsp;&nbsp;3 lbs.<br>Flint and steel&nbsp;&nbsp;&nbsp;1 gp&nbsp;&nbsp;&nbsp;—<br>Lantern, bullseye&nbsp;&nbsp;&nbsp;12 gp&nbsp;&nbsp;&nbsp;3 lbs<br>Oil (1-pint flask)&nbsp;&nbsp;&nbsp;1 sp&nbsp;&nbsp;&nbsp;1 lbs.<br>Oil (1-pint flask)&nbsp;&nbsp;&nbsp;1 sp&nbsp;&nbsp;&nbsp;1 lbs.<br>Pouch, belt (empty)&nbsp;&nbsp;&nbsp;1 gp&nbsp;&nbsp;&nbsp;1/2 lb.1<br>Pouch, belt (empty)&nbsp;&nbsp;&nbsp;1 gp&nbsp;&nbsp;&nbsp;1/2 lb.1<br>Rations, trail (per day)&nbsp;&nbsp;&nbsp;5 sp&nbsp;&nbsp;&nbsp;1 lb.<br>Rations, trail (per day)&nbsp;&nbsp;&nbsp;5 sp&nbsp;&nbsp;&nbsp;1 lb.<br>Rations, trail (per day)&nbsp;&nbsp;&nbsp;5 sp&nbsp;&nbsp;&nbsp;1 lb.<br>Rations, trail (per day)&nbsp;&nbsp;&nbsp;5 sp&nbsp;&nbsp;&nbsp;1 lb.<br>Rations, trail (per day)&nbsp;&nbsp;&nbsp;5 sp&nbsp;&nbsp;&nbsp;1 lb.<br>Whetstone&nbsp;&nbsp;&nbsp;2 cp&nbsp;&nbsp;&nbsp;1 lbs.<br>Sunrod&nbsp;&nbsp;&nbsp;2 gp&nbsp;&nbsp;&nbsp;1 lb<br>Holy Symbol&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Neverwind Chronicles characters</strong><br>
				Post by: <strong>Bayushi</strong> on <strong>31-08-2009, 01:48:02</strong>
			</dt>
			<dd class="postbody">
				<table class="bbc_table"><tbody><tr><td>(http://i468.photobucket.com/albums/rr50/akikokittel/Nialyssa.jpg)</td><td><strong>Character Personality:</strong> Nialyssa is an often chirpy and boisterous young gnome, who enjoys engaging random strangers in conversation. When she gets it in her head that someone needs love, she becomes one possessed in finding love for that one, even if it means that it is she who must love that one.<br><br><strong>Character Background:</strong> Nialyssa was raised as a human child for a number of years, having been found abandoned in a mine shaft near a large human settlement. As she grew older, she didn't really grow taller, which lead to people whispering amongst themselves, believing she was cursed, or not human. As yet, Nialyssa still believes she is human, unknowing of her true nature as a gnome.<br><br>Uncaring as to the scrutiny paid her by the people she grew up around, Nialyssa grew into an early puberty for a gnome, an effect that came upon her by the very fact that she grew up around people who had their puberty far earlier than gnomes did. A sudden growth spurt had her start catching up with the other girls of the town, but she was still looked upon as strange, or shunned by others. Starting into the years of her life where romance became important, she felt as if she was ugly, while her 'mother' assured her she was anything but.<br><br>Finally, the little girl ran from her village to the Temple of the Goddess of Love and Beauty, to pray to the goddess for deliverance from her ugly appearance.<br><br>Overhearing her tearful prayer, a senior priestess approached Nialyssa, adamant in her words that Nialyssa was anything but ugly. So small and cute that the Priestess asked her if she'd be interested in the clergy.<br><br>Eager to escape the stares and whispers of her village, Nialyssa eagerly accepted the offer, and spent the next twelve years in learning of the goddess, of magic, of arms and armor, and finally, of the arts of lovemaking. She wasn't to be a 'whore', but to be a vessel of the goddess' love, even if that meant making love to another.<br><br><strong>Character goals: </strong><br><ul class="bbc_list"><li>Help people find love</li><li>Find love herself</li><li>Become one with the Goddess' will</li></ul></td></tr></tbody></table><hr><hr><span class="bbc_u">Name:</span> Nialyssa<br><span class="bbc_u">Age:</span> 24<br><span class="bbc_u">Sex: </span>Female<br><span class="bbc_u">Race:</span> Gnome<br><span class="bbc_u">Class:</span> Cleric 1<br><span class="bbc_u">Deity:</span> Shelyn<br><span class="bbc_u">Alignment:</span> Neutral Good<br><br><table class="bbc_table"><tbody><tr><td>STR</td><td>5</td><td>-3</td></tr><tr><td>DEX</td><td>10</td><td>+0</td></tr><tr><td>CON</td><td>14</td><td>+2</td></tr><tr><td>INT</td><td>15</td><td>+2</td></tr><tr><td>WIS</td><td>16</td><td>+3</td></tr><tr><td>CHA</td><td>18</td><td>+4</td></tr></tbody></table><br>HP: 10/10<br>Init: +0<br>Speed: 20'<br><br>Armor Class:<br><table class="bbc_table"><tbody><tr><td>Final</td><td>=</td><td>Base</td><td>+</td><td>Armor</td><td>+</td><td>Shield</td><td>+</td><td>Dex</td><td>+</td><td>Magic</td><td>+</td><td>Other</td></tr><tr><td>14</td><td>=</td><td>10</td><td>+</td><td>4</td><td>+</td><td>0</td><td>+</td><td>0</td><td>+</td><td>0</td><td>+</td><td>0</td></tr></tbody></table>-Flat 14<br>-Touch 10<br><br><table class="bbc_table"><tbody><tr><td>Save</td><td>Total</td><td>=</td><td>Base</td><td>+</td><td>Stat</td><td>+</td><td>Magic</td><td>+</td><td>Other</td></tr><tr><td>FORT</td><td>4</td><td>=</td><td>2</td><td>+</td><td>2</td><td>+</td><td>0</td><td>+</td><td>0</td></tr><tr><td>REF</td><td>0</td><td>=</td><td>0</td><td>+</td><td>0</td><td>+</td><td>0</td><td>+</td><td>0</td></tr><tr><td>WILL</td><td>5</td><td>=</td><td>2</td><td>+</td><td>3</td><td>+</td><td>0</td><td>+</td><td>0</td></tr></tbody></table><br>BAB: +0<br>-Melee -3<br>-Range +0<br><br><strong>FEATS &amp; SPECIAL ABILITIES:</strong><br><table class="bbc_table"><tbody><tr><td>Weapon and Armor Proficiency</td><td>Clerics are proficient with all simple weapons, with all types of armor, and <br><br>with shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.<br><br></td></tr><tr><td>Aura[Ex]</td><td>A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to <br><br>the deity’s alignment (see the detect evil spell for details).<br><br></td></tr><tr><td>Domains</td><td>Good, Granted Power:<br>Protection, Granted Power:<br><br></td></tr><tr><td>Orisons[Sp]</td><td>Clerics can prepare a number of orisons, or 0-level spells, each day. They can cast these spells at <br><br>will as a spell-like ability. The number of orisons a cleric can prepare each day is noted in Table 4–5 under “Spells per day.” <br><br>Orisons are treated like any other spell cast by the cleric in terms of duration and other variables based on level. Orisons <br><br>cannot be channeled through spontaneous casting.</td></tr><tr><td>Spontaneous Casting</td><td>A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into <br><br>healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison in order<br>to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).<br><br></td></tr><tr><td>Extra Turning</td><td>You can channel positive or negative energy more times per day than most. Prerequisite: Ability to <br><br>channel energy. Benefit: You can channel energy two additional times per day.<br><br></td></tr></tbody></table><br><br><strong>SKILLS:</strong><br><table class="bbc_table"><tbody><tr><td>Skill</td><td> Skill Mod</td><td> Ability Mod</td><td> Ranks</td><td> Other</td></tr><tr><td>Appraise</td><td>5</td><td>2</td><td>0</td><td>3</td></tr><tr><td>Craft(Potion)</td><td>8</td><td>2</td><td>1</td><td>5</td></tr><tr><td>Diplomacy</td><td>7</td><td>4</td><td>0</td><td>3</td></tr><tr><td>Heal</td><td>7</td><td>3</td><td>1</td><td>3</td></tr><tr><td>Knowledge: Arcana</td><td>6</td><td>2</td><td>1</td><td>3</td></tr><tr><td>Knowledge: History</td><td>6</td><td>2</td><td>1</td><td>3</td></tr><tr><td>Knowledge: Nobility</td><td>6</td><td>2</td><td>1</td><td>3</td></tr><tr><td>Knowledge: Religion</td><td>6</td><td>2</td><td>1</td><td>3</td></tr><tr><td>Knowledge: The Planes</td><td>6</td><td>2</td><td>1</td><td>3</td></tr><tr><td>Linguistics</td><td>4</td><td>0</td><td>1</td><td>3</td></tr><tr><td>Profession(Alchemist)</td><td>7</td><td>3</td><td>1</td><td>3</td></tr><tr><td>Search</td><td>4</td><td>3</td><td>1</td><td></td></tr><tr><td>Sense Motive</td><td>6</td><td>3</td><td>0</td><td>3</td></tr><tr><td>Spellcraft</td><td>8</td><td>4</td><td>1</td><td>3</td></tr><tr><td>Spot</td><td>4</td><td>3</td><td>1</td><td></td></tr></tbody></table><br><br><strong>SPELLS:</strong><br><table class="bbc_table"><tbody><tr><td>Spell Level</td><td>Spells per Day</td></tr><tr><td>0</td><td>3</td></tr><tr><td>1</td><td>1</td></tr></tbody></table><br><strong>Equipment:</strong><br><table class="bbc_table"><tbody><tr><td>Item</td><td>Location</td><td>Weight</td></tr><tr><td>Chain Shirt</td><td>Worn</td><td>12 lbs</td></tr><tr><td>Light Mace</td><td>Belt</td><td>2 lbs</td></tr></tbody></table>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Neverwind Chronicles characters</strong><br>
				Post by: <strong>Chloe Milev</strong> on <strong>08-09-2009, 09:13:19</strong>
			</dt>
			<dd class="postbody">
				N Medium Humanoid (human)<br><strong>Init </strong> +2; <strong>Senses</strong> Perception +7<br><span class="bbc_u">DEFENSE</span><br><strong>AC</strong> 16, touch 12, flat 14; (+3 armor, +1 shield, +2 Dex)<br><strong>hp </strong> 12 (1d8+4)<br><strong>Fort </strong> +3, <strong>Ref </strong> +2, <strong>Will </strong> +5<br><span class="bbc_u">OFFENSE</span><br><strong>Spd </strong> 30 ft<br><strong>Melee </strong> Scimitar +2 (1d6+2, 18-20/x2)<br><strong>Ranged </strong> Shortspear +2 (1d6+2)<br>&nbsp; &nbsp;Sling +2 (1d4+2)<br><strong>Druid Spells Prepared </strong> (CL 1st; +2 ranged touch)<br>1st—Burning hands, Entangle, Speak with animals<br>0—Light, Mending, Purify food and drink<br><span class="bbc_u">STATISTICS</span><br><strong>Str </strong> 14, <strong>Dex </strong> 14, <strong>Con </strong> 13, <strong>Int </strong> 12, <strong>Wis </strong> 16, <strong>Cha </strong> 10<br><strong>Base Atk </strong> +0; <strong>CMB </strong> +2; <strong>CMD </strong> 14<br><strong>Feats </strong> Toughness, Spontaneous healer 3/day<br><strong>Skills </strong> Handle animal +4, Heal +7, Knowledge (geography) +5, Knowledge (nature) +7, Perception +7, Spellcraft +5, Survival +9<br><strong>Languages </strong> Common, Druidic, Sylvan<br><strong>Gear </strong> club, dagger, scimitar, shortspear, sling, 10 bullets, hide armor, light wooden shield, backpack, bedroll, fishhook, flint and steel, mirror, belt pouch, silk rope (50 ft), waterskin, whetstone, holly and mistletoe, spell component pouch, explorer’s outfit, 3.68 gp<br><span class="bbc_u">SPECIAL ABILITIES</span><strong><br>Spontaneous Casting </strong> (Summon Nature’s Ally)<br><strong>Orisons</strong><br><strong>Nature Bond (Ex) </strong> Fire domain<br>&nbsp; &nbsp;Fire Bolt (Sp) Standard action, 30 ft ranged touch attack, 1d6 fire damage, 6/day<br><strong>Nature Sense (Ex) </strong> +2 Knowledge (nature) and Survival<br><strong>Wild Empathy (Ex) </strong> +1
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Neverwind Chronicles characters</strong><br>
				Post by: <strong>Tagan</strong> on <strong>03-12-2009, 10:08:38</strong>
			</dt>
			<dd class="postbody">
				Here is Madoka (http://www.myth-weavers.com/sheetview.php?sheetid=168949)<br>A human Monk.<br><br>Background and description are on the sheet.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Neverwind Chronicles characters</strong><br>
				Post by: <strong>Callie Del Noire</strong> on <strong>03-12-2009, 14:17:17</strong>
			</dt>
			<dd class="postbody">
				Cindrana Ackbar <br>Female Human Wizard 1<br>NG Medium <br>(http://i741.photobucket.com/albums/xx51/Calliedelnoire/Human-Female-RobesTattoos.jpg)<br><strong>Init </strong>+2; Perception +1<br>--------------------<br><strong>DEFENSE</strong><br>--------------------<br><strong>AC 12</strong>, touch 12, flat-footed 10&nbsp; (+2 Dex)<br><strong>hp </strong>7 (1d6+1)<br><strong>Fort </strong>+1, <strong>Ref </strong>+2, <strong>Will </strong>+2<br>--------------------<br><strong>OFFENSE</strong><br>--------------------<br><strong>Spd </strong>20 ft.<br><strong>Melee </strong>Quarterstaff +0 (1d6) and<br>&nbsp; Unarmed Strike -4 (1d3)<br><strong>Ranged </strong>Crossbow, Heavy -2 (1d10)<br><strong>Wizard Spells Prepared </strong>(CL 1, +0 melee touch, +2 ranged touch):<br>1 (DC 16, 3/day)<em>Mage Armor, Magic Missile, Magic Missile, Sleep</em><br>0 (DC 15)<em>Detect Magic, Ray of Frost, Read Magic</em><br>--------------------<br><strong>STATISTICS</strong><br>--------------------<br>Str 10,&nbsp; Dex 14,&nbsp; Con 12,&nbsp; Int 20,&nbsp; Wis 11,&nbsp; Cha 10<br><strong>Base Atk </strong>+0; <strong>CMB </strong>+0; <strong>CMD </strong>12<br><strong>Feats </strong>Arcane Strike, Eschew Materials, Scribe Scroll (Scribe Scroll (bonus feat)), Wizard Weapon Proficiencies<br><strong>Skills </strong>Acrobatics -1, Climb -3, Craft: Alchemy +9, Escape Artist -1, Fly -1, Heal +1, Knowledge: Arcana +9, Knowledge: Engineering +9, Knowledge: History +9, Knowledge: The Planes +9, Linguistics +9, Perception +1, Spellcraft +9, Stealth -1, Swim -3<br><strong>Languages </strong>Aquan, Auran, Common, Draconic, Elven, Ignan, Terran<br><strong>SQ </strong>Evocation, Force Missile (8/day) (Sp), Illusion, Intense Spells +1 (Su), Necromancy<br><strong>Combat Gear </strong>Quarterstaff, Crossbow, Heavy, Bolts, Crossbow; <strong>Other Gear </strong>Backpack (6 @ 23 lbs), Bedroll, Blanket, winter, Case, map or scroll (empty), Flint and steel, Ink (1 oz. vial, black), Inkpen, Pouch, belt (1 @ 0.88 lbs), Pouch, belt (2 @ 1 lbs), Spell component pouch, Spellbook, wizard's (blank), Waterskin, Whetstone<br>--------------------<br><strong>SPECIAL ABILITIES</strong><br>--------------------<br><strong>Arcane Strike</strong> As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.<br><strong>Eschew Materials</strong> Cast without materials, if material cost is &lt;= 1gp.<br><strong>Evocation</strong> Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.<br><strong>Force Missile (8/day) (Sp)</strong> Magic Missile hits for 1d4+1<br><strong>Illusion</strong> You must spend 2 slots to cast spells from the Illusion school.<br><strong>Intense Spells +1 (Su)</strong> + 1/2 wizard level to spell damage (minimum +1).<br><strong>Necromancy</strong> You must spend 2 slots to cast spells from the Necromancy school.<br><br><strong>Appearance:</strong> Slender and tall with well tanned skin, her skin inlaid with various clan markings (denoting scholarly training, skill in magic and various clan associations) Her hair is long and unruly from long exposure to the desert sun and burned platinum from magic use.<br><br><strong>Personality:</strong> Intensly curious and inquisitive with a sharp intellect that pushes her to probe the world around her for answers to the myriad secrets. Typically friendly and outgoing, having been raised in a clan of merchants and traders. <br><br><strong>Background:</strong> Born to a massive clan of traders and merchants (House Ackbar) she was raised to be a mage from the moment she first showed a gift for magic. Her aptitude for scholarly study was also encouraged and she was fostered with clanfolk who could teach her what she needed for her gifts to make the utmost profit for the clan. In time, it was hoped that she would be a crafter of powerful magics to aid House Ackbar in time. <br><br>Now, having completed her initial training as a wizard, she has been sent out into the world to test her abilities, explore the northern lands in hopes of acquiring assocaiations and finding new trade routes for the House as well as learning more of the world.
			</dd>
		</dl>
		<div id="footer" class="smalltext">
			
			<span class="smalltext" style="display: inline; visibility: visible; font-family: Verdana, Arial, sans-serif;"><a href="https://elliquiy.com/forums/index.php?action=credits" title="Simple Machines Forum" target="_blank" class="new_win">SMF 2.0.19</a> |
 <a href="https://www.simplemachines.org/about/smf/license.php" title="License" target="_blank" class="new_win">SMF © 2021</a>, <a href="https://www.simplemachines.org" title="Simple Machines" target="_blank" class="new_win">Simple Machines</a>
			</span>
		</div>