Post by Ninmast on Mar 21, 2007 13:17:05 GMT -5
Name: Rina Zhen
Age: 19
Gender: Female
Race: Avatar
Alignment: Lawful Good
Power Level: Low-tier High (7)
Timeline: Flexible
Appearance: A beautiful young woman with long blonde hair and bright blue eyes. Her hair is always bound in a priestess braid. Instead of a simple robe, she wears a white silken robe. On each shoulder rest royal blue pauldrons and a silver velvet cloak drapes down her back, fastened at her neck with a dove brooch. While she usually wears it down, she never goes anywhere without her white velvet hood with silver embroidery, a gift from someone very important to her. Her entire form glows with a light blue light.
Personality: She is still very caring and generous, and still shows some remaining naievity at times, but she is more experienced than she was when she was a little girl and a bit wiser, too. She is very devout in her services to the goddess Poitrene, even though she knows now she is not a mortal, but the mortal incarnation of the goddess. This knowledge does not taint her actions toward others. She has not grown more arrogant or rude or self-righteous. Perhaps her youth taught her long ago that heritage does not automatically make one any better than anyone else.
History: After the fall of the Moria Monastery, Rina travelled far and wide, eventually settling in a far away land where she continued her studies as a priestess under an elven woman named Yanna L'Sarithe. She was the high priestess of a god named Bearclaw, who oversaw Life. Finding Bearclaw's teachings nearly identical to those of Poitrene, the Loving Goddess of Healing and Mother of All, Rina dedicated herself to learning there and served for many years.
It was a war-torn land, however, where dieties fell and were replaced in kind, and Rina remained to see the high priestess, herself, raise to godhood and take Bearclaw's place. In time, however, betrayal worked its way and another god felled the new goddess. Her followers, Rina included, rushed to her rescue, but were repelled by the god of torment, who despised the theology of Life and well-being.
In short order, a third deity rose to replace Yanna, a reformed god who claimed to want to redeem himself for his past acts as part of the cadre of the Dark Lords, but his rules were not the generous and caring rules that those of Life had dedicated their lives to. He strived to tell them who they could and could not help, and threatened excommunication to all who did not obey, keeping them from helping anyone at all.
It was a dark time for those of Life, and many left the faith to serve other gods who would allow them to help others without having to turn away the needy simply because they were undesirables. This left Life all but dead as some went to follow the goddess of Love and Battle, others went to serve the lady of Time, and still others went to the lords of Light and Justice. But for Rina, she recognized it as the end of her time in that land.
Her training long since complete, she began travelling again, her only tokens of her time in that land her brooch and her hood, dear gifts from her High Priestess.
Powers: Rina has her full array of clerical powers, with her domains being Love and Healing. Many of her spells are potent, and she can protect herself with tremendous defensive spells.
Some, but not all, of the spells she possesses are as follows.
Create Food/Water: She spontaneously creates food or water. If it is food, it takes the form of a magical mushroom that has all the nutrients of a full meal. Water is normal, but she requires a container to put it in.
Holy Water: Through prayer, Rina can create a fountain of blessed holy water as it springs from the ground. It will continue to flow, providing an infinite amount of holy water, until the spell wears off.
Continual Light: This creates a glowing orb of light that can be held in the hand and used as a lantern. If cast on an object, it will forever after that glow brightly and never dim.
Cure Light/Moderate/Serious, Heal: These spells heal wounds with progressively greater effectiveness.
Mass Light/Moderate/Serious/Heal: Same as above, but works over an entire party. Also requires more energy.
Epher's Ball: A special enchantment that creates a ball of energy that hovers about the caster and automatically moves to block incoming attacks. It isn't completely perfect, but it can zip about with great efficiency for those who are fully trained in its use.
Bless: This spell calls Poitrene's blessing down on Rina, an ally or an object of her choosing. If cast on a person, that person finds him or herself with greater accuracy and a higher resistance to spells. Objects so blessed will for the duration grant a boost to spell resistance when in use. Weapons so blessed will be more accurate and be Good-aligned weapons for the purpose of dealing damage, meaning that they will be more effective against evil beings. The more evil they are, the greater the efficiency of the weapon.
Mass Bless: More than just a group-wide Bless spell, this spell also grants protection to the receivers as if affected by an Armor spell.
Cloak of Light/Shield/Spiritual Quilt: Each of these spells raise Rina's defense Spiritual quilt raises the least, as if she were wearing leather armor. Shield gives her stronger defense. Cloak of Light gives her defense as if she were wearing plate, raises her spell resistance and raises her resistance to dark and negative energies. She can use each one only once until they wear off, but she can use them simultaneously so that their effects stack. She can cast Cloak of Light on others, as well.
Protection Evil: This spell protects Rina from damage from those of evil alignment and evil-aligned spells, weapons and abilities, reducing the damage she takes by one-fourth. It also increases general spell resistance a bit.
Sanctuary: This powerful spell reduces all damage that Rina takes by half, but it is of a comparatively short duration, plenty long enough to last through a single one-on-one fight, but longer durations run the risk of it failing in the middle of combat, and she needs a moment of peace when casting it. When used in conjunction with Protection Evil, if she is fighting an evil opponent, she effectively takes only a quarter of the damage she normally would, in addition to her other defensive spells and resistances.
Change Weather: This spell changes the weather in the local area. Rina can choose to make it better or worse.
Call Lightning: This spell calls down lightning in the local area, possibly striking all non-group beings.
Dispel Evil: By focusing her holy energies, Rina can execute an attack that is particularly effective against those of evil alignment. The more evil they are, the more damage it does.
Dispel Good: The same as Dispel Evil, but against Good. Most clerics of her domain never learn this spell, but its knowledge was forced upon Rina when she was possessed by the god of torment and he attempted to use her against her allies when they came to rescue Yanna. Even though he was removed from her being, the knowledge and skill with the technique remains.
Harm: The reverse of the Heal spell, the highest level of recovery magic, this negative-energy spell causes major wounds to open on the enemy.
Holy Word: Arguably the most powerful spell in a cleric's arsenel, this spell channels incredibly powerful holy energy directly from the goddess, herself, granting blessings and holy fervor to allies and smiting enemies. This is an exhausting spell, however, and while Rina also gains the benefits of the spell, it burns her out a bit, reducing her overall magical and physical endurance by half until she can rest up. Because of this, it is usually used when she has backup and can withdraw from the front lines to use it.
Gate: Rina can use her magic to form a gate she can pass through to go to wherever she wants, even other realms. This is not teleportation and cannot be used in combat.
"Permslots:" Rina has spent excessive time studying some spells, and she can cast them without requiring preparation time and without subtracting from her overall spell capability. In DnD terms, she does not have to memorize these spells ahead of time and can cast them immediately. The spells she has studied are Bless, Sanctuary, Dispel Evil and Heal.
Weapons: She has two weapons on her at any one time, a silver mace and a crystal dagger. The mace is fire-enchanted and heavily enchanted and the crystal dagger contains similar enhancements, but is electrically-enchanted. Both are enchanted to prevent damage, so that no matter what they strike or what is done to them, they will never break. The mace hangs from her sash and the dagger rests in an ornate sheath hung from the other side.
Weakness: She does not possess super-strength or speed. While she can prepare spells on the spot, they require some time to get ready, which can be detrimental in a battle. Also, because she genuinely hates causing harm to others, she isn't big on fighting.
Age: 19
Gender: Female
Race: Avatar
Alignment: Lawful Good
Power Level: Low-tier High (7)
Timeline: Flexible
Appearance: A beautiful young woman with long blonde hair and bright blue eyes. Her hair is always bound in a priestess braid. Instead of a simple robe, she wears a white silken robe. On each shoulder rest royal blue pauldrons and a silver velvet cloak drapes down her back, fastened at her neck with a dove brooch. While she usually wears it down, she never goes anywhere without her white velvet hood with silver embroidery, a gift from someone very important to her. Her entire form glows with a light blue light.
Personality: She is still very caring and generous, and still shows some remaining naievity at times, but she is more experienced than she was when she was a little girl and a bit wiser, too. She is very devout in her services to the goddess Poitrene, even though she knows now she is not a mortal, but the mortal incarnation of the goddess. This knowledge does not taint her actions toward others. She has not grown more arrogant or rude or self-righteous. Perhaps her youth taught her long ago that heritage does not automatically make one any better than anyone else.
History: After the fall of the Moria Monastery, Rina travelled far and wide, eventually settling in a far away land where she continued her studies as a priestess under an elven woman named Yanna L'Sarithe. She was the high priestess of a god named Bearclaw, who oversaw Life. Finding Bearclaw's teachings nearly identical to those of Poitrene, the Loving Goddess of Healing and Mother of All, Rina dedicated herself to learning there and served for many years.
It was a war-torn land, however, where dieties fell and were replaced in kind, and Rina remained to see the high priestess, herself, raise to godhood and take Bearclaw's place. In time, however, betrayal worked its way and another god felled the new goddess. Her followers, Rina included, rushed to her rescue, but were repelled by the god of torment, who despised the theology of Life and well-being.
In short order, a third deity rose to replace Yanna, a reformed god who claimed to want to redeem himself for his past acts as part of the cadre of the Dark Lords, but his rules were not the generous and caring rules that those of Life had dedicated their lives to. He strived to tell them who they could and could not help, and threatened excommunication to all who did not obey, keeping them from helping anyone at all.
It was a dark time for those of Life, and many left the faith to serve other gods who would allow them to help others without having to turn away the needy simply because they were undesirables. This left Life all but dead as some went to follow the goddess of Love and Battle, others went to serve the lady of Time, and still others went to the lords of Light and Justice. But for Rina, she recognized it as the end of her time in that land.
Her training long since complete, she began travelling again, her only tokens of her time in that land her brooch and her hood, dear gifts from her High Priestess.
Powers: Rina has her full array of clerical powers, with her domains being Love and Healing. Many of her spells are potent, and she can protect herself with tremendous defensive spells.
Some, but not all, of the spells she possesses are as follows.
Create Food/Water: She spontaneously creates food or water. If it is food, it takes the form of a magical mushroom that has all the nutrients of a full meal. Water is normal, but she requires a container to put it in.
Holy Water: Through prayer, Rina can create a fountain of blessed holy water as it springs from the ground. It will continue to flow, providing an infinite amount of holy water, until the spell wears off.
Continual Light: This creates a glowing orb of light that can be held in the hand and used as a lantern. If cast on an object, it will forever after that glow brightly and never dim.
Cure Light/Moderate/Serious, Heal: These spells heal wounds with progressively greater effectiveness.
Mass Light/Moderate/Serious/Heal: Same as above, but works over an entire party. Also requires more energy.
Epher's Ball: A special enchantment that creates a ball of energy that hovers about the caster and automatically moves to block incoming attacks. It isn't completely perfect, but it can zip about with great efficiency for those who are fully trained in its use.
Bless: This spell calls Poitrene's blessing down on Rina, an ally or an object of her choosing. If cast on a person, that person finds him or herself with greater accuracy and a higher resistance to spells. Objects so blessed will for the duration grant a boost to spell resistance when in use. Weapons so blessed will be more accurate and be Good-aligned weapons for the purpose of dealing damage, meaning that they will be more effective against evil beings. The more evil they are, the greater the efficiency of the weapon.
Mass Bless: More than just a group-wide Bless spell, this spell also grants protection to the receivers as if affected by an Armor spell.
Cloak of Light/Shield/Spiritual Quilt: Each of these spells raise Rina's defense Spiritual quilt raises the least, as if she were wearing leather armor. Shield gives her stronger defense. Cloak of Light gives her defense as if she were wearing plate, raises her spell resistance and raises her resistance to dark and negative energies. She can use each one only once until they wear off, but she can use them simultaneously so that their effects stack. She can cast Cloak of Light on others, as well.
Protection Evil: This spell protects Rina from damage from those of evil alignment and evil-aligned spells, weapons and abilities, reducing the damage she takes by one-fourth. It also increases general spell resistance a bit.
Sanctuary: This powerful spell reduces all damage that Rina takes by half, but it is of a comparatively short duration, plenty long enough to last through a single one-on-one fight, but longer durations run the risk of it failing in the middle of combat, and she needs a moment of peace when casting it. When used in conjunction with Protection Evil, if she is fighting an evil opponent, she effectively takes only a quarter of the damage she normally would, in addition to her other defensive spells and resistances.
Change Weather: This spell changes the weather in the local area. Rina can choose to make it better or worse.
Call Lightning: This spell calls down lightning in the local area, possibly striking all non-group beings.
Dispel Evil: By focusing her holy energies, Rina can execute an attack that is particularly effective against those of evil alignment. The more evil they are, the more damage it does.
Dispel Good: The same as Dispel Evil, but against Good. Most clerics of her domain never learn this spell, but its knowledge was forced upon Rina when she was possessed by the god of torment and he attempted to use her against her allies when they came to rescue Yanna. Even though he was removed from her being, the knowledge and skill with the technique remains.
Harm: The reverse of the Heal spell, the highest level of recovery magic, this negative-energy spell causes major wounds to open on the enemy.
Holy Word: Arguably the most powerful spell in a cleric's arsenel, this spell channels incredibly powerful holy energy directly from the goddess, herself, granting blessings and holy fervor to allies and smiting enemies. This is an exhausting spell, however, and while Rina also gains the benefits of the spell, it burns her out a bit, reducing her overall magical and physical endurance by half until she can rest up. Because of this, it is usually used when she has backup and can withdraw from the front lines to use it.
Gate: Rina can use her magic to form a gate she can pass through to go to wherever she wants, even other realms. This is not teleportation and cannot be used in combat.
"Permslots:" Rina has spent excessive time studying some spells, and she can cast them without requiring preparation time and without subtracting from her overall spell capability. In DnD terms, she does not have to memorize these spells ahead of time and can cast them immediately. The spells she has studied are Bless, Sanctuary, Dispel Evil and Heal.
Weapons: She has two weapons on her at any one time, a silver mace and a crystal dagger. The mace is fire-enchanted and heavily enchanted and the crystal dagger contains similar enhancements, but is electrically-enchanted. Both are enchanted to prevent damage, so that no matter what they strike or what is done to them, they will never break. The mace hangs from her sash and the dagger rests in an ornate sheath hung from the other side.
Weakness: She does not possess super-strength or speed. While she can prepare spells on the spot, they require some time to get ready, which can be detrimental in a battle. Also, because she genuinely hates causing harm to others, she isn't big on fighting.