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Correl: An Element of Origin (Oct 2nd one-shot)
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<blockquote data-quote="MarauderX" data-source="post: 1755152" data-attributes="member: 9990"><p><strong>Cleric 16</strong></p><p></p><p><strong>Baron of Velja, Yurich Silverflame</strong>, male human <u>Cleric 16</u>: CR 16; Size M (5 ft., 3 in. tall); HD 16d8; hp 104; Init +0; Spd 30 ft.; AC 28; Attack +14/+9/+4 melee, or +12/+7/+2 ranged; SV Fort +10, Ref +5, Will +14; AL LG; Str 14, Dex 10, Con 11, Int 10, Wis 19, Cha 15.</p><p></p><p>Languages Spoken: Common, Celestial.</p><p></p><p>Skill points: Clr 57</p><p>Skills: Diplomacy +10, Hide +0, Knowledge (arcana) +19, Listen +4, Move silently +0, Profession +21, Scry +13, Spot +4; </p><p></p><p>Feats: Brew potion, Craft staff, Craft wand, Craft wondrous item, Quicken spell, Scribe scroll, Weapon focus (mace).</p><p></p><p>Possessions: Half-Plate +3, Heavy Shield +3, Necklace of Protection +3, Mace +3, 3 potions of Cure Serious Wounds, Staff of Cure Light Wounds, Wand of Cure Moderate Wounds, Boots of Water Walking.</p><p></p><p>Cleric Domains: Good, Fire.</p><p>Cleric Spells Per Day: 6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1:</p><p>0th – Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food, Read Magic, Resistance, Virtue; 1st – Bless, Bless Water, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd – Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration- Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Zone of Truth; 3rd – Blindness/Deafness, Continual Flame, Create Food, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall; 4th – Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Imbue with Spell Ability, Magic Weapon – Greater, Neutralize Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues; 5th – Atonement, Break Enchantment, Command – Greater, Commune, Cure Light Wounds – Mass, Dispel Evil, Disrupting Weapon, Flame Strike, Hallow, Insect Plague, Mark of Justice, Righteous Might, Scrying, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone; 6th – Animate Objects, Banishment, Bear’s Endurance – Mass, Blade Barrier, Bull’s Strength – Mass, Cure Moderate Wounds – Mass, Dispel Magic – Greater, Eagle’s Splendor – Mass, Find the Path, Forbiddance, Geas/Quest, Glyph of Warding – Greater, Heal, Heroe’s Feast, Owl’s Wisdom – Mass, Summon Monster VI, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall; 7th – Control Weather, Cure Serious Wounds – Mass, Ethereal Jaunt, Holy Word, Refuge, Regenerate, Repulsion, Restoration – Greater, Raise Dead, Scrying – Greater, Summon Monster VII, Symbol of Stunning, Symbol of Weakness; 8th – Antimagic Field, Cure Critical Wounds – Mass, Discern Location, Earthquake, Fire Storm, Holy Aura, Shield of Law, Spell Immunity – Greater, Summon Monster VIII, Symbol of Insanity.</p><p></p><p>Domain Spells: 1st – Protection from Evil, Burning Hands; 2nd – Aid, Produce Flame; 3rd – Magic Circle against Evil, Resist Energy; 4th – Holy Smite, Wall of Fire; 5th – Dispel Evil, Fire Shield; 6th – Blade Barrier, Fire Seeds; 7th – Holy Word, Fire Storm; 8th – Holy Aura, Incendiary Cloud.</p><p></p><p>Primary motivation: A need to purge evil cults from his lands. His urgency is pushed by rumors that he has secret worshippers of the cults in his own church. </p><p></p><p>Secondary motivation: A desire to fund missionaries to foreign lands. </p><p></p><p>Recent Past: He has dealt pockets of cults that have been gathering secretly to worship Nerull and Vecna, and had been interrogating prisoners to find out more about them.</p><p></p><p>Barony of Velja has borders with these other baronies: Marncourt & Kargam.</p><p></p><p>Allies: Tragris Lunsater, Baron of Osscourt</p><p>Neutral: Hoil Steinkel, Marquis of Kargam; Thord Sulisen, Baron of Threshwind; Argus Vaughn, Baron of Marncourt</p><p>Rivals: Volare Comnia, Baron of Deepmoor</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1755152, member: 9990"] [b]Cleric 16[/b] [B]Baron of Velja, Yurich Silverflame[/B], male human [U]Cleric 16[/U]: CR 16; Size M (5 ft., 3 in. tall); HD 16d8; hp 104; Init +0; Spd 30 ft.; AC 28; Attack +14/+9/+4 melee, or +12/+7/+2 ranged; SV Fort +10, Ref +5, Will +14; AL LG; Str 14, Dex 10, Con 11, Int 10, Wis 19, Cha 15. Languages Spoken: Common, Celestial. Skill points: Clr 57 Skills: Diplomacy +10, Hide +0, Knowledge (arcana) +19, Listen +4, Move silently +0, Profession +21, Scry +13, Spot +4; Feats: Brew potion, Craft staff, Craft wand, Craft wondrous item, Quicken spell, Scribe scroll, Weapon focus (mace). Possessions: Half-Plate +3, Heavy Shield +3, Necklace of Protection +3, Mace +3, 3 potions of Cure Serious Wounds, Staff of Cure Light Wounds, Wand of Cure Moderate Wounds, Boots of Water Walking. Cleric Domains: Good, Fire. Cleric Spells Per Day: 6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1: 0th – Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food, Read Magic, Resistance, Virtue; 1st – Bless, Bless Water, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd – Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration- Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Zone of Truth; 3rd – Blindness/Deafness, Continual Flame, Create Food, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall; 4th – Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Imbue with Spell Ability, Magic Weapon – Greater, Neutralize Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues; 5th – Atonement, Break Enchantment, Command – Greater, Commune, Cure Light Wounds – Mass, Dispel Evil, Disrupting Weapon, Flame Strike, Hallow, Insect Plague, Mark of Justice, Righteous Might, Scrying, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone; 6th – Animate Objects, Banishment, Bear’s Endurance – Mass, Blade Barrier, Bull’s Strength – Mass, Cure Moderate Wounds – Mass, Dispel Magic – Greater, Eagle’s Splendor – Mass, Find the Path, Forbiddance, Geas/Quest, Glyph of Warding – Greater, Heal, Heroe’s Feast, Owl’s Wisdom – Mass, Summon Monster VI, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall; 7th – Control Weather, Cure Serious Wounds – Mass, Ethereal Jaunt, Holy Word, Refuge, Regenerate, Repulsion, Restoration – Greater, Raise Dead, Scrying – Greater, Summon Monster VII, Symbol of Stunning, Symbol of Weakness; 8th – Antimagic Field, Cure Critical Wounds – Mass, Discern Location, Earthquake, Fire Storm, Holy Aura, Shield of Law, Spell Immunity – Greater, Summon Monster VIII, Symbol of Insanity. Domain Spells: 1st – Protection from Evil, Burning Hands; 2nd – Aid, Produce Flame; 3rd – Magic Circle against Evil, Resist Energy; 4th – Holy Smite, Wall of Fire; 5th – Dispel Evil, Fire Shield; 6th – Blade Barrier, Fire Seeds; 7th – Holy Word, Fire Storm; 8th – Holy Aura, Incendiary Cloud. Primary motivation: A need to purge evil cults from his lands. His urgency is pushed by rumors that he has secret worshippers of the cults in his own church. Secondary motivation: A desire to fund missionaries to foreign lands. Recent Past: He has dealt pockets of cults that have been gathering secretly to worship Nerull and Vecna, and had been interrogating prisoners to find out more about them. Barony of Velja has borders with these other baronies: Marncourt & Kargam. Allies: Tragris Lunsater, Baron of Osscourt Neutral: Hoil Steinkel, Marquis of Kargam; Thord Sulisen, Baron of Threshwind; Argus Vaughn, Baron of Marncourt Rivals: Volare Comnia, Baron of Deepmoor [/QUOTE]
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