Gilriael






Advantages || Disadvantages || Elven Advantages ||
Background || Dice || Checks ||
Dragon Form || Bard

General Information

Race: Maelvannor Nathramaul-Falcor - Elven Shadowflame weredragon, bred out of elven shadow weredragon father and elven red weredragon mother.
Lord: Marsol (Anwarr)
Age: 250
Level: 19-Bard, 15-Sword Combat, 20-Dragon Combat, 23-Dragon Powers
Nature: Dedicated, Loyal, Charismatic, Observant, Philosophical, Fierce when Threatened, Friendly, even jovial when undisturbed, Poetic. Sense of humor. Will only sire if Marsol requests it.
Alignment: Chaotic Good

Desert Tribe
Desert of Fire

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Abilities and Advantages
    Bardic Lore and Presence
    Dragon Form Shift
    Sire Weredragons
    Swordsmanship: Specialization +2 HB
    Elven Haste
    Elven Presence
    Innate Path of Shadows: elven shadow gifts, Dragon.
    Form Shifting: Partial Forms, Elven and Dragon Form
    Bewitching Voice
    Beautiful Voice
    Powerful Voice
    Performance
    Poet
    Artist
    Singer
    Battle Tactics and Strategy
    Boost Moral
    Outdoor survival
    Desert Survival
    Underground Survival
    Very high charisma
    Intelligent
    Focused
    Resists Disease 80%.
    Resourceful.
    Wise.
    Clever
    Creative.
Home
Disadvantages
    Weaker in Elven form
    Quasi-Immortal-Mortal wounds can kill him.
    Will not attack first: 0 init
    Concentrated: His focus is so concentrated that he is distracted by what he is doing, -6 alertness checks while focuses on something.
    Lycanthrope: Forced shift under phase and moon of his birth.
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Background

Demons destroyed my life; and it was a demon who saved my life. Few would ever guess how scarred I am in my soul. Demons are people, there are all kinds; it is that simple. He saw it, saw what they did, how they made slaves of my father and mother, and a worse kind of slave of me. My parents risked their lives so that he could save me. No one knows that I often wonder if I was worth their sacrifice, even the blood Anwarr spilled. I loved my mother and father. They were better than me. Anwarr risked too much to pull me out of Sammael's den. I would rather he had never caught the Desert Wind's attention. I never felt worth their sacrifice and I never shall.

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Elven Advantages
    Elven Haste
  • 1-Quickness: +5 mvm
  • 2-Improved Haste: +10 mvm, +1 HB or +1 AR
  • 3-Blurring Movement: +20 mvm, +2 HB or + 2 AR
  • 4-Phasing: phase through material things and displace location


  • Metaphysical Senses
  • 1-Weather Perception
  • 2-Danger Perception
  • 3-Sense Presence
  • 4-Thought Perception
  • 5-Mood Perception
  • 6-Sense Weakness: 1 character weakness is revealed
  • 7-Telepathy
  • 8-Detect Curse
  • 9-Identify Curse
  • 10-Detect Magic
  • 11-Identify Magic
  • 12-Divination


  • Elven Presence
  • 1-Affect Mood: improve mood for +1 on wp and constitution per ace, or dampen the mood of someone for -1 on wp and constitution per ace as called.
  • 2-Affect Respect: gain the respect of others with +1 charisma per ace.
  • 3-Affect Awe: make others awed and easy to persuade with gain of +1 charisma and WP per ace.
  • 4-Boost Courage: +1 per ace on WP, courage, constitution and all physical rolls for duration of +1 turn per ace
  • 5-Shatter Courage: -1 courage and constitution per success
  • 6-Stun Senses: -1 HB, -1 HB per ace, -1 per ace all mental checks
  • 7-Valor: +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP, can affect anyone selected within sight of elf.
  • 8-Petrify: 0 HB, -1 AR per ace, -1 Stamina per ace
  • 9-Elven Majesty: great sense of awe, respect, and obedience overcomes those under this influence, boosts elf's wp, constitution, and charisma by +1 per ace, and heals elf by +100 HP.
  • 10-Self Command: elf can resist any power which affects his will, body, or mind
  • 11-Eminent Valor: called subjects in sight can resist any power which affects their will, body, or mind. +1 HB, +10 Stamina, +5 Willpower and Constitution, +50 HP per ACE
  • 12-Arch Presence: presence used emits at a higher level of power

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Dice

Base Level: 20
HP: Elven {448} Dragon {2240}
Bard: 23, +6 HB
Sword: 15, +6 HB
Dragon Combat: 20, +4 HB
Shadow Path: 23, +4 HB
Dragon SA: +3 HB
AC: + 16 Elven Light Armor
Elven Broadsword: +35 damage
AR: +6
Regeneration: 15 Human form, 25 Demon Form, 0 Dragon Form

    Home
    Elven Checks
    Physical Checks: Strength: {15} Stamina: {22} Fortitude: {13} Stealth: {24 + Shadows} Dexterity: {16} Movement: {26}

    Mental Checks: Wisdom: {19} Knowledge: {21} Charisma :{19} Intelligence:{15} Logic:{11} Courage: {16} Willpower:{22} Constitution:{23}

    Physical Senses: Hearing:{21/15} Vision:{22/24} Olfactory:{16/21} Touch:{15/9} Taste:{17/10}

    Ethical: Morality:{18} Virtue:{20} Honor: {24} Loyalty:{29}



"I see my Lord Anwarr suffer and there is nothing I would not do to stop it. Why do they not see the heart and only the beast? Why are they blind to the beauty of his mind? He is like the desert; as harsh as he must be to survive, but full of life and love. Some love him too deeply, but most do not love him enough. His hatred like his love is feirce and he is unlikely to disown it."

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Shadowflame Dragon Form

    Levels: Dragon Fighter 20, Paths of Power 23, Sword 15.
    Paths: Shadow Path, and Path of Fire.
    Armour: Scales=AC: 54
    Dragon Checks: Strength:-{70} Stamina:-{32} Fortitude:-{54} Stealth:-{23, Shadow Stride and Stalk.} Scent:-{21} Eyesight:-{24} Hearing:-{15} Movement:-{19}
    SA: Enhancer: +3 d6 or +3 HB
    SA Abilities: Fiery Breath, Spit Fire-Fire Ball, Flame Claws, Rage, Shadow Form, Shadow Form, Shadow Stride, Shadow Stalk, Whithering Doom Cloud, Whithering Doom Claws, Shadow of Doom, Assimilate Power of the Dead-On a kill with Shadow of Doom. or Whithering Doom.
    Trait Advantages: Great Strength, Stamina, and Fortitude. Immortality. Immune to Fire and Ice. Speech.
    Disadvantages: Vulnerable Spot. Death from mortal wounds.
    HP: 2240
    Weapons: Claws+30, Bite+270, Tail: +90, Wings: 78, Fire+23 + 4d6, Shadow Path +23 +4 d6

    Innate Path of Shadows
    Formulation of Commands-Shadow Weaving, Shadow Gates, Shadow Cloaks, Shadow Phasing, Shadow Wards, Create Shadow items and artifacts, Shadow Catalists, Triggers, and Contingencies.



He is called the desert Raven and the Desert Fox, for he is ever watchful and very clever. Mad is he, fragile in his heart, powerful in his body and will. How one so tangled up with chaos be at once so wise? It amazes me, and yet; when the chaos overcomes him, his wisdom fails him, but how often for the worse of him? I wonder.



The Desert Swan; she is as beautiful as the desert cactus flower and as tough as its thorn. Delicate though she may appear, I would not wish her as my enemy. I doubt she knows her own strength yet, but let her stay the seasons by the Raven's side and she shall admit her courage and inner strength.



So good is the angel of swords and yet I can see his soul struggling at the edge of the abyss. The truly virtuous are counted as those who wish to see the good in everyone and everything. He is counted among them, but shall it lead to his undoing? His ultimate fall? Can goodness overcome such evils as face him? I pray he shall find the courage in himself not to let darkness embrace him. He alone has ever captured my master's true heart, and if Cirgoth should fall from his reach, I fear what my beloved Lord shall become.

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Gilriael's Powers of Bardic Lore

    Information: If power crits, all bonuses at +1 per ace, are inceased by +1 per success. Damage is increased by 10 times on a crit. Success and Power of Effect is detemined by Bard's Level, but bonuses, AND damage, are determined by the level of the ability used.
    Checks are enhanced, or reduced, by +1/-1 per ace, normal power, +1/-1 per success, critical power. Each Song or Poem can only be used once effectively during a battle. With regroup, they can be used again. Other abilities, Bardic Weave, and Formulation, can be used multiple times. Bards usually begin their training at a very young age. The reason for this, is that it takes 19 years for a Bard to master the Power of Correct Utterance. Once this landmark ability is learned, additional abilities and songs are learned more easily. A level one Bard should be at least 25 years old. Bards cannot be multi-classed. They must dedicate themselves entirely to their calling. The only exception is if the Bard has an animal/creature form they form can take, and that form has a class of its own.

    Area and Duration: Area that voice carries effectively to is up to 10 yard radious per level of ability used. Duration is 1 turn, or up to 1 turn per ace.

    Bard Levels: Bard levels are unusual. Their power is a form of Presence which their Charisma defines the Power of. Charisma Level determines a Bard's level of power, while their Presence Level defines their Ability Level. All Bards start with AR+1. Level 1 Bards start with Charisma-10. Presence for Bards costs 100-XP per +1-Level. Charisma costs Bards 50-XP per +1 point. The reason Charisma costs more for Bards, and cannot start at levels above 10, is because their Charisma is more complex, and must be trained to empower their voice, power of correct utterance, and presence.

    Success and Failure: Roll Bard's Charisma vs. Willpower of each Rival. If Bard's charisma succeeds, roll Level of Ability being used to determine bonus, damage, or enhancement.

    Retaliation: Bards do have one form of fighting, called retaliation. Every Bard has one weapon of choice, and one weapon only. They will only use their weapon, or fight, if they are attacked. They otherwise use their presence. With retaliation, they have +1 d6-HB defense, and counter attack bonus, +1-AR, and +3 d6 counter attack damage. Their retaliation level is the same as their Presence Level. Once engaged in combat, they can attack the enemy or enemies engaging them until all their attackers are dead. Bards never gain the initiative. Bard's Movement and Strength increases by +1 d6 per hit delved to enemy while retaliating, the Bard gaining more momentum as the fight progresses.

    Retreat: Instead of fighting if attacked, Bards often retreat to safe ground, where they can continue assisting the warriors or army they support. Bards are not cowards, they would not have such presence if they were, and most retreat quite simply because they cannot benefit their allies as well if they are fighting, or not at all if they get killed. Bards can haste their movement and their dexterity is improved during a retreat, Movement+2 d6. Dexterity +1 d6. They also have a Retreat Bonus-Presence Level = # d6. If Bard's retreat fails, they get no init and risk getting hit with minus 1-AR defense. If retreat is successful, they find safe ground for 1 d6 turns.

    Safe Ground: Bards get a 1 d6+2 Safe Ground Roll at the beginning of a sally, and a 1 d6+1 Safe Ground bonus roll at any time during a battle or conflict. Safe Ground rolls determine how many Rounds a Bard is on safe ground. When on safe ground, Bard is positioned where he is very hard for the enemy to reach, while on optimum ground to witness a battle and proceed over it as the resident Bard. Bard cannot be touched by the enemy while on safe ground, but the enemy can find a way to get to the Bard, when safe ground rounds are spent.

    Stamina Loss: Like all power, Presence costs stamina to use.
    Example: 1 (stamina used)-{Presence 1-3} (presence levels)

    Bardic Presence

    1-{Presence 1-3}

  • 1-Power of Correct Utterance - Mastering the presence of speech and song. Boosts Bard's charisma to enhance their power +1 per success. Allows Bard to direct their voice and presence to select targets and areas, and to throw their voice.
  • 2-Song of Light-A song sung as the Bard actually guides allies to a position with the rising sun behind them, and at the crucial moment, the Bard's voice lifts up with powerful resonance and the army charges as the sun peaks the horizon to blind the enemy. Attacks at dawn only. -1-AR per ace, -1-HB per ace, rivals.
  • 3-Song of Courage - A song or poem of courage, which boosts moral and courage. +1-AC per success, allies.

  • 2-{Presence 4-6}
  • 4-Battle March - A song accompanied by battle drums which shakes the courage of a rival army. -1 init, -1-AC per success, -1-WP per success, to rivals.
  • 5-Voice of the Paragons - Bard roars words of power that stuns, and deafens foes. -1-AR per ace, deafens 1 turn, +1 turn per ace, rivals.
  • 6-Roar of Menace - Bard roars words of death and destruction and inflicts all enemies with a terrible dread. -1 all mental rolls per ace.


  • 3-{Presence 7-9}
  • 7-Muse - Whenever Bard has a muse, his charisma, willpower, and voice is enhanced. +1-Mental Checks per ace, +1 d6 on any Bardic power.
  • 8-Breath of Endurance - Bard draws a deep breath and meditates a moment to find his center. Bard's stamina is enhanced by +1 per ace. Uses one turn.
  • 9-Battle Hymn - A song or poem recited over the battle field which tells the story of the supported army's great victories at battle. -2-HB, -1-AR per ace, -1 d6 per ace, to rivals.


  • 4-{Presence 10-12}
  • 10-Deafen - Thunderous roar which deafens all rivals so they cannot hear the next song or poem sung by the Bard.
  • 11-Song of Anwarr - Song or poem of a great warrior and his tribulations on a journey which nearly killed him. Tells of how he endured against all odds to make it home. Increases stamina +1 per ace, HP+1 per success, HP+5 per ace, AC+1 per ace. Affects all who hears it.
  • 12-Song of Glory - A song or poem which boots battle prowess, focus, and confidence. +1-HB per ace, +1-AC per ace, Allies.


  • 5-{Presence 13-15}
  • 13-Bardic Majesty - Bard exudes such a powerful presence that they can dominate the will of others through the power of speech. Once the enemy is dominated, the Bard can make them obey a single command. If power crits, Bard can command the affected enemies for duration of effect. If power triple crits, Bard can enslave affected enemies to their will.
  • 14-Vocal Tempest - The bard sings or speaks of the storms which raged during legendary battles, with such a force of presence and power, that the very elements of the storm are invoked, and lighting streaks from the sky to spread in fingers to strike enemies. Fog can also be called from the storm, as can damaging winds, hail, or pouring rain. Affects area of effectiveness, or up to +1 called enemy per ace, one elemental attack, or effect only.
  • 15-Tribute to Valor - A song or poem of allied warriors who fell in battle, who should have perished but survived. Heals+1-HP per success, +5-HP per ACE-Allies. -1-HB rivals.


  • 6-{Presence 16-18}
  • 16-Dirge of the Dead - A song recounting the lives of enemy kings, legendary warriors, and lords taken in battle. +1-HB per ace, +1 d6 per success-Allies. -1-HP per success, -5-HP per ace, rivals.
  • 17-Voice of the Gods - Bard roars a word of power that stuns, deafens foes, and inflicts all enemies with a terrible dread. -1 all mental rolls per ace, -1-AR per ace, deafens 1 turn per ace, rivals.
  • 18-Warrior's Pride - Satire that taunts and injures the enemy's pride. -1-AC, -1-HB per ace, -1 d6 per ace, -1 damage per success, rivals.


  • 7-{Presence 19-21}
  • 19-Tribute of Kings - A song or poem reciting the great Kings of the allies Kingdom, their great feats, and triumphs on and off the battle field. Boosts all physical endowments +5, +3-HB, +1-AC per success, allies.
  • 20-Song of the Void - A song so hollow and haunting that it calls a dead zone over allies and rivals alike, which absorbes magic and power within the dead magic zone. Physical attacks only while dead zone lasts. Presence vs. Level of Ability.
  • 21-Favored - Bard is favored above many by his muse, or the leader he/she serves, and with this favor their mental power, health, and power is outstanding. +1-Mental Checks per ace, +5-HP per success, +2 d6 power. Bard must be favored to take this. One roll only, rerolls allowed, factors are permanent.
  • 21-Spirit of the Wind - The voice and spirit of the wind fills the Bard and gives them hasted movement. Movement +1 per success.


  • 8-{Presence 22-24}
  • 22-Battle Cry - All roar and cry out with the bard. Staggers the enemy, -1-HB, -1-AR, and -1-AC all per ace, rivals.
  • 23-Might of Ages - The bard's power swells and poures into his next song, poem, or utterance to increase the duration an effect lasts. Duration enhanced +1-turn per ace.
  • 24-Song of Dreams - Bard weaves realistic visions through his song or poem. Bard determines what the visions are.


  • 9-{Presence 25-27}
  • 25-Woes of War - A song so powerful and filled with woe, that all on the battle-field will stop to listen as the Bard sings of the woes of war, and how both sides alike believe their cause to be right. Regroup, +1 init to allies next sally.
  • 26-Petrifying Howl - Bard howls with such menace that his terrifying voice splinters the air and resounds with haunting echoes. Shatters the will. -1-WP per success to all who hear the howl.
  • 27-Satire of the Wanderer - A song or poem, accompanied by a dance, about great travelers, which boots the bard's movement and dexterity. +1-Mvm, and Dex per ace.


  • 10-{Presence 28-30}
  • 28-Song of Rage - Fills allies with rage and blood lust. +1-HB per Ace, +6-Strength, +10-Stamina, -5-AC, allies. Shakes the Willpower of rivals -1-WP per ace.
  • 29-Shocking Tale - Bard sings or tells a tale so shocking and horrifying, that images of the tale manifest to the eyes of those who hear it, these phantom images actually draining health and stamina. Absorbs health, -5-HP per success, -10-HP per ace. -1 stamina per ace.
  • 30-Bardic Weave - Combine aspects of songs, poems and abilities for called effects.


  • 11-{Presence 31-35}
  • 31-Valor of the Dead - Recounts the great feats of allies fallen in battle, and the noble causes they died fighting for. Usually sung at camp after a battle. Heals +5-HP per success, +10-HP per ace, allies.
  • 32-Harnessed Rage - If attacked, the Bard can harness such rage, while remaining focused, that his strength, dexterity, stamina, and movement increases intensely, and he becomes very hard to injure, edged and melee weapons doing him little or no damage at all, while he resists magic attacks. +10-Fortitude, +1-Fortitude per success vs. Physical damage. +5%-MR per ace. +1 on all Physical Checks per ace. Rage lasts until conflict between Bard and enemy ends.
  • 33-Gateway of Lore - Bard has visions of future events which are triggered by a particular area where event will take place, or by a face which shall be involved in said events. Charisma vs. Ability Level.
  • 34-Sow Discord - A powerful vociferation where the bard throws their voice, and causes the enemy to turn against and fight each other.
  • 35-Roar of Peril - A thunderous cry which deals a great deal of damage to enemies. Critical damage if it crits. Can be deadly.


  • 12-{Presence 36-40}
  • 36-Song of Doom - Song which tells of the forthcoming doom of the opposition. Shakes their will, their courage, and constitution. -1-AR per success, -1-AC per success, -1-Stamina per success, -1-HP per success, -5-HP per ace, rivals.
  • 37-Bard's Whimsy - Bard can take control of target/s through song, prose or satire, and control what they do. A sort of Simon Says domination affect.
  • 38-Cry Havoc - Powerful prose or song which causes mass havoc among the enemy ranks. Confusion runs rampant, emotions explode, vivid hallucinations overcome the enemy, and the opposition can no longer tell enemy from ally.
  • 39-Smite - The Bard's voice booms with a single word which smites an enemy. Deadly if successful.
  • 40-Bardic Formulation - Bard can formulate affects through song, words, satire and poems, even ward a large area from magic or supernatural infiltration.
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