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 Cirdan

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Cirdan
traveler
traveler
Cirdan


Number of posts : 12
Registration date : 2008-01-14

Cirdan Empty
PostSubject: Cirdan   Cirdan Icon_minitimeMon Jan 14, 2008 8:42 pm

~ Basics ~
Name: Cirdan
Age: 2400
Gender: Male
Class: Wizard/ Psion
Race: Elf / Druid
Alignment: Good


~ Appearance ~
Height: 6'1
Eyes: Blue
Hair Color: Black
Hair Style: Straight back
Complexion: Pale
Build: Average
Scars: None


~ Personal ~
Weapons:

Har’dro
Names: Earth Stopper, Earth Buster, Mother Natures Sword, Har’dro
Powers: Al living things (Dragons, Weak minded humans, Viruses, Plants) refuse to hurt or attack the owner of this sword. ( Only strong minded beings are able to dodge this ability.)

Because of the sword being made from materials of the realm, ( Earth or something. ) and being combined it has created a “ Super mineral “ if you will. This Super Mineral, which is what the sword is made of, has properties from every mineral, or the ones that can be used by the sword, A couple of these are :
Heat Resistant
Cold/Ice Resistant
Shock Resistant
Erosion “Air / Water “ Resistant
Sound Resistant
Small amount of Piezoelectricity
Extreme Durability
Extreme Sharpness
Can hold a lot of Magic
Makes all of it’s magic Undetectable
Layer form ( As soon as one layer gets destroyed, the next layer would have already created a resistance to what previously destroyed the first layer. And this information keep’s being carried over for each layer destroyed. Seemingly infinite amount of layers. )

Magical powers:
Ability to gather energy from all forms of beings. ( Even though Cirdan can hold the blade and do this, letting it touch the ground, makes this process go faster. Cirdan can also put energy into this sword directly from himself, but rarely needs to. )

Ability to come back to Cirdan. ( If Har’dro would some how become in the clutches of his opponent or somebody, if Cirdan calls, it will force itself down into the ground, dissipate, then reappear in front of Cirdan. It wouldn’t matter if the ground was cement, rock, 328734823th floor of some building, or if Cirdan was on some other plane, while the guy holding Har’dro was in some black hole. It doesn’t really need to go into the ground, but it does if it doesn’t want to spend any of it’s own energy. And it wouldn’t dissipate with the guy/gal holding it either. It would simply just poof out of their hands. )

Green leaf. ( A small green leaf appears on the end of the handle of the huge sword. This small green leaf will repair broken limbs, chopped off limbs, diseases, viruses, poisons, etc, It will bring Cirdan back to full health, when he eats it. And not only that, it will give Cirdan a lot more strength, intelligence, dexterity, agility, speed, willpower, reflexes, magic power, physical durability, eye sight, hearing, touch, smell, and taste. After Cirdan eats the small leaf, a new leaf appears every ten seconds, depending on the amount of energy put into Har’dro. This leaf only works for those Cirdan wants it to work on. If someone he doesn’t like or want to eat the leaf, eats the leaf, it would have no effect on them, other than a bad taste. )

Vines. ( Two small vines come out from either side of the handle of the sword, and are controlled by Cirdan. Cirdan does not have to be holding the sword to use this ability. The vines can stretch to about 100 ft. They can also grow longer with more energy. )


Clothing: Black leather shoes, black pants and nithredeal armor

Important Items: Silver Necklace just a silver necklace no magical powers to it or anything he just likes it for some reason hasn't really taken it off. He had it since he was a child, Cirdan had developed a strange attachment to it..


Magick:

Regular spells Cirdan can perform

Astral Projection:
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).

Bless Weapon: This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Blink: You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Blur: The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).

Control Winds
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the center outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
• A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Control Weather:
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
Season
Possible Weather
Spring
Tornado, thunderstorm, sleet storm, or hot weather
Summer
Torrential rain, heat wave, or hailstorm
Autumn
Hot or cold weather, fog, or sleet
Winter
Frigid cold, blizzard, or thaw
Late winter
Hurricane-force winds or early spring (coastal area)
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.

Commune with Nature
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns
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Cirdan
traveler
traveler
Cirdan


Number of posts : 12
Registration date : 2008-01-14

Cirdan Empty
PostSubject: Re: Cirdan   Cirdan Icon_minitimeMon Jan 14, 2008 8:42 pm

Commune: You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Component: Holy (or unholy) water and incense.

Clairaudience/Clairvoyance: Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).

Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Charm Animal: This spell functions like charm person, except that it affects a creature of the animal type.

Call Lightning Storm: This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts

Detect Scrying: You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
Material Component: A small piece of mirror and a miniature brass hearing trumpet.

Psionic abilities:

Call weaponry: You call a weapon “from thin air” into your waiting hand (actually, it is a real weapon hailing from another location in space and time). You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated.
Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective against damage reduction that requires a magic weapon to overcome.

Cloud Mind: You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects.
First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means.
Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends.
If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving throw.

Control Sound: You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.
You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks.
Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in the area.

Crystallize: You seed the subject’s flesh with supersaturated crystal. In an eyeblink, the subject’s form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such).
This power has a chance of being dispelled only by a manifester of a higher level than you when you manifested this power. When the power is dispelled, crystal melts back into flesh, and the subject is in exactly the state he was prior being affected by crystallize.

Dialects Spoken: Common language, Drow, and Elfish etc..

~ Self ~
Fear: Vampires
Dislike: Vampires
Like: Flirting with women
Quirks: Arrogant people bothers him to the point of wanting to kick them...
Flaws: Sometimes he gets into arguments with the wrong people, mostly the ones who are stronger then himself.


~ Family ~
Mother: Unknown
Father: Elros Carnisor
Brothers: Drake Carnisor
Sisters: None
Soul Siblings: Akuma
Life mates: N/A
Recognized: Lord Cirdan
Children: Lazuli
Other Relatives: None


~ History ~
Skills: Is highly trained upon using magic and also good with his Psionic abilities as well
Personality: Sometimes quiet depending on the situation, speaks when needed...Other then that he is a nice guy until you get him angry.
Character’s History:
Cirdan was born and raised in Lensia along time ago about 200 years ago during his child hood life until that fateful day that the empire was destroyed and half the people of Lensia fled for there lives; Cirdan with several of the survivors’ of Lensia Lucian among one of them huddled together they both formed Siannodel together and ruled it for a good three years until one day there was a power struggle with in the kingdom and a state of civil chaos spread across the Kingdom it self and at that time Cirdan had the ever so famous sword Stormbringer that corrupted his heart and everyone around him and caused them to turn on one another; then he set out to destroy such a sword leaving Siannodel with his friend Amras in search of the pulsing caves there he sealed it away but that did not last long however he found away to un seal it once more he went to Alexandria and gave the sword to Loki a surviving member of Lensia and gave him Stormbringer. Many years after that Cirdan formed a new Empire called Tallendon and ruled as the new Emperor now and gathered his remaining friends from Siannodel and whom ever else he could muster up. Then his rival came in Alfa they battled it out back and fourth Alfa succeeded on killing him in the back of the alley in his own kingdom ( Using mine cause that’s best I can think of ) During that time the women Cirdan impregnated gave birth to a new child to Cirdan whom soon one day shall take the throne to Tallendon the women’s name was Rue, as she gave birth to there new son Lazuli.. Cirdan got killed by the rouge vampire known as Alfa and as he got killed Lazuli came to life and soon was taken away while Rue was kidnapped by another vampire and taken to his Kingdom and she was used as a slave for the vampire king. (This story will be revealed more in time) However Cirdan had been sent into the pits of hell once he died tortured by the demon lord for all the sins he has committed using those sins against Cirdan messing with his mind and twisting his heart.. As he done that some figure came to Cirdan and brought him back from the hell he had been through and as Cirdan awakens with in the alley way he moves up in life and marches outta the alley way his heart cold as stone with the memories of the abyss embedded in his mind and now him not knowing what direction to take while his son rules Tallendon no one knowing he is alive once more. He begin to march an endless trail to the path of what seemed to be an endless pass. With nothing to gain or nothing to lose once more with the knowledge of the past and the abyss with in his mind and thought there he would venture out to gain back what he had lost so long ago his friends the thing he need the most now he would fight till his death once more in this endless struggle to reclaim his once glorious existence.
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