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<blockquote data-quote="Rkhet" data-source="post: 2312075" data-attributes="member: 31318"><p>Name: Miraln Easthearth</p><p>Race: Human</p><p>Gender: Male</p><p>Alignment: CN</p><p>Class: Cleric 2</p><p>Age: 44(middle-age)</p><p></p><p>Ability:</p><p>STR 15 (14, +2)</p><p>DEX 11 (10, +0)</p><p>CON 14 (13, +1)</p><p>INT 11 (12, +1)</p><p>WIS 15 (16, +3)</p><p>CHA 13 (14, +2)</p><p></p><p></p><p>HD: 2d8+2 (16)</p><p>AC: 14 (Base 10, Armor 4)</p><p>Init: +4 (Base 0, Improved Initiative +4)</p><p></p><p>Saves:</p><p>Fort +4 (+3 Class, +1 Con)</p><p>Ref +0</p><p>Will +5 (+3 Class, +3 Wis, -1 Madness Domain)</p><p></p><p>BAB: +1</p><p>Grapple: +3</p><p>SR: -</p><p></p><p>Skills:</p><p>Concentration: 5 +1 Con</p><p>Diplomacy: 5 +2 Cha</p><p>Knowledge(Religion): 5 +1 Int</p><p>Knowledge(Arcana): 1+1 Int</p><p>Knowledge(the Planes):1 +1 Int</p><p>Use Magical Device: 1/2 + 2 Cha</p><p>Spellcraft: 2 +1 Int</p><p>Psicraft: 1/2 +1 Int</p><p></p><p>Languages:</p><p>Common</p><p>Elven</p><p></p><p>Feats:</p><p>Power Attack</p><p>Improved Initiative</p><p></p><p>Domains:</p><p>Madness The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.</p><p></p><p>Luck You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.</p><p></p><p></p><p>Spells/day:</p><p>4/3+1</p><p></p><p>Spells Memorized:</p><p>lvl 0: Create Water, Detect Magic, Light, Read Magic</p><p>lvl 1: Summon Monster 1 x 2, Command, Confusion, Lesser (domain)</p><p></p><p>Misc:</p><p>+2 to Turn Undead checks (syn).</p><p></p><p>Possessions:</p><p>Mace, heavy</p><p>Dagger</p><p>Crossbow, light</p><p>Bolts (50)</p><p>Chain Shirt</p><p>Backpack</p><p>Pouch, belt</p><p>Holy symbol, wooden x2</p><p>Spell components pouch</p><p>Trail rations (2 days)</p><p>65 gp</p><p></p><p>Description: Miraln is superficially a mild-mannered gentleman with non-descript features and a friendly smile, looking like someone's doting uncle - until you look in his eyes. The pupils are jet black and seem to have infinite depth, and you realize you are staring - and falling - into the void between the stars... then you blink and they are just ordinary brown eyes.</p><p></p><p>Background: Miraln grew up as an apprentice in the Temple of Byhada, the descendant of a long line of clergymen. It was apparent even as a child that something's not quite right with him, and he would spend his days muttering to himself and staring off into the distance.</p><p></p><p>On his sixteenth birthday, Miraln, as is the custom, underwent the Ritual of Becoming, where the new generation of Byhadan clergymen received a blessing from their lord (the particularly talented becoming full clerics). When the holy water touched his forehead, where normally a person receiving this blessing felt an immense sense of vigor and well-being, Miraln instead felt a searing pain. When he came to, it was with the glint of madness in his eyes: by some chance or design, he had seen the final truth and of the multiverse, the death of gods and stars.</p><p></p><p>He left the temple soon after, disgusted at the inability of his fellow clergymen to share his vision. At first he tried to proselyze, but to no avail: he soon realized that words are incapable of describing what he had experienced, what he now knows.</p><p></p><p>Then it occured to him that even this was pointless: "what does it matter, that a few thousand lives Knows, or do not? The Truth is the Truth. It was and shall always be. All things are pointless to the void."</p><p></p><p>So, having lost all goals in life, Miraln spends his days wandering in the city, doing whatever suits his whims. This sometimes lands him in danger, but his vision and his belief in the Truth seems to have granted him a measure of power.</p><p></p><p>When questioned about his faith, Miraln smiles condescendingly, and picks up a flower. It turns into dust in his palm. Then he turns away and will speak no more.</p></blockquote><p></p>
[QUOTE="Rkhet, post: 2312075, member: 31318"] Name: Miraln Easthearth Race: Human Gender: Male Alignment: CN Class: Cleric 2 Age: 44(middle-age) Ability: STR 15 (14, +2) DEX 11 (10, +0) CON 14 (13, +1) INT 11 (12, +1) WIS 15 (16, +3) CHA 13 (14, +2) HD: 2d8+2 (16) AC: 14 (Base 10, Armor 4) Init: +4 (Base 0, Improved Initiative +4) Saves: Fort +4 (+3 Class, +1 Con) Ref +0 Will +5 (+3 Class, +3 Wis, -1 Madness Domain) BAB: +1 Grapple: +3 SR: - Skills: Concentration: 5 +1 Con Diplomacy: 5 +2 Cha Knowledge(Religion): 5 +1 Int Knowledge(Arcana): 1+1 Int Knowledge(the Planes):1 +1 Int Use Magical Device: 1/2 + 2 Cha Spellcraft: 2 +1 Int Psicraft: 1/2 +1 Int Languages: Common Elven Feats: Power Attack Improved Initiative Domains: Madness The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made. Luck You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll. Spells/day: 4/3+1 Spells Memorized: lvl 0: Create Water, Detect Magic, Light, Read Magic lvl 1: Summon Monster 1 x 2, Command, Confusion, Lesser (domain) Misc: +2 to Turn Undead checks (syn). Possessions: Mace, heavy Dagger Crossbow, light Bolts (50) Chain Shirt Backpack Pouch, belt Holy symbol, wooden x2 Spell components pouch Trail rations (2 days) 65 gp Description: Miraln is superficially a mild-mannered gentleman with non-descript features and a friendly smile, looking like someone's doting uncle - until you look in his eyes. The pupils are jet black and seem to have infinite depth, and you realize you are staring - and falling - into the void between the stars... then you blink and they are just ordinary brown eyes. Background: Miraln grew up as an apprentice in the Temple of Byhada, the descendant of a long line of clergymen. It was apparent even as a child that something's not quite right with him, and he would spend his days muttering to himself and staring off into the distance. On his sixteenth birthday, Miraln, as is the custom, underwent the Ritual of Becoming, where the new generation of Byhadan clergymen received a blessing from their lord (the particularly talented becoming full clerics). When the holy water touched his forehead, where normally a person receiving this blessing felt an immense sense of vigor and well-being, Miraln instead felt a searing pain. When he came to, it was with the glint of madness in his eyes: by some chance or design, he had seen the final truth and of the multiverse, the death of gods and stars. He left the temple soon after, disgusted at the inability of his fellow clergymen to share his vision. At first he tried to proselyze, but to no avail: he soon realized that words are incapable of describing what he had experienced, what he now knows. Then it occured to him that even this was pointless: "what does it matter, that a few thousand lives Knows, or do not? The Truth is the Truth. It was and shall always be. All things are pointless to the void." So, having lost all goals in life, Miraln spends his days wandering in the city, doing whatever suits his whims. This sometimes lands him in danger, but his vision and his belief in the Truth seems to have granted him a measure of power. When questioned about his faith, Miraln smiles condescendingly, and picks up a flower. It turns into dust in his palm. Then he turns away and will speak no more. [/QUOTE]
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