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ElmshadeVillageContains "mature" content, but not necessarily adult.[email protected] 
  
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Biographical Data

Name (Soulname):

Kur'ai Galifrey (Dagda Moor)

Class/Level/Alignment:

Paladin of Torm (sub-class Cavalier, 1st Edition) / 6th (58hps, [+2 CON HP Bonus]; 36001 exp, [7th = 75k]) / Lawful Good

Paladin Class Abilities:
  • Detects evil (60 feet, one round concentration).
  • +2 bonus to all saving throws (+4 save vs. all mind magics).
  • Immune to fear and all forms of disease (lycanthropy--is a curse and not a disease).
  • Heal by laying on hands (2 hit points per experience level, once per day).
  • Cure diseases of all sorts (once per week for each five levels of experience).
  • Radiate protection from evil and fear (10-foot radius).
  • Radiates a circle of power using a holy sword, (10' diameter, dispels hostile magic of a level up to the paladin's experience level).
  • Turn undead and fiends as 4th-level cleric.
  • Cast priest spells at 9th level. Spheres: all, astral, combat, divination, guardian, healing, law, protection, summoning, sun, charm, elemental, necromatic, travelers, weather
  • Cavalier Sub-class Abilities:

  • 6th level, +2 attack bonus* with composite short bow from horseback (+1 every six experience levels).
  • 3rd level, +1 attack bonus* with long sword (+1 every six experience levels).
  • 5th level, +1 attack bonus* with horseman's mace (+1 every six experience levels).
    *pluses apply to attack rolls only, no added damage, and don't harm monsters hit by magical weapons.
  • +3 reaction from anyone of his own culture (except criminals and characters of evil alignment, from whom he receives a -3).
  • Requirements:

  • Must do penance for a chaotic act as prescribed by a cleric (7th or more) of lawful good alignment.
  • Loses paladin status immediately and irrevocably if performs an evil act.
  • Loses paladin status if commits an evil act while enchanted or controlled by magic until atoned for the deed.
  • May possess only 10 magical items.
  • May only possess enough treasure for support.
  • Must donate excess to the church or another worthy cause.
  • Must tithe to the Church of Torm.

  • Saving Throws [6th level Paladin, +2 Save Bonus]
    PPDM 11 (9); RSW 13 (11); PP 12 (10); Breath 13 (11); Spell 14 (12)

    Homeland/Family:

    Myth Drannor (aka City of Song), Cormanthyr, Faerun / Wife Mar'iah Wintermoon and unborn son killed by Black Dragon
  • 261 DR Year of Soaring Stars
    Birth Year. Cormanthor becomes the unified city of Myth Drannor with the raising ofthe mythal)
  • 398 DR Year of the Nightsun
    Loses wife Mar'iah Wintermoon and unborn child in the Night Dragon's Attack: Five black and two green dragons assault the mythal directly over Myth Drannor, testing its defenses against them. Lieutenant Itham, as commander of the dragonriders, brings their full complement of six good dragons and 100 hippogriffs against them. While all of the evil dragons were destroyed, they also killed one bronze dragon, half the hippogriffs and their riders, and four dragonriders, including Itham. The baneblade Morvian and the command of the Wing and Horn falls to Lady Ahskahala Durothil.
  • 400 DR Year of the Blue Shield
    Mourns wife and child; Declines service in the priesthood to Corellon Larethian; Swears allegiance to the human diety Torm in order to become a Paladin in his service; Swears vengeance on all dragons (blacks in particular) that would indiscriminantely kill the innocent (1st level Paladin).
  • 460 DR Year of Scorching Suns
    Recovers the lost Ary'Velahr'Kerym elf-blade lost a decade ago by Zaos Durothil in battle with the red wyrm Edallisufanxar.  Kur'ai finishes what Zaos Durothil started, killing the red wyrm (10th level Paladin).
  • 572 DR Year of Writhing Darkness
    Zaor Moonflower is born in Semberholme. The orcish realm of Vastar falls into chaos with the death of Ologh the Overking at the claws of Iyrauroth the black wyrm.  Kur'ai hunts down and destroys Iyrauroth (18th level Paladin).
  • 590 DR Year of the Turning Leaf
    Arms-Major Pirphal dies with most of his patrol in the western forest, victims of the black dragon Mrinabnahor. Dragathil is lost to the elves for the next four centuries, as the dragon steals it for its mountain hoard west of Dragon Sea.  Kur'ai survives the Mrinabnahor's attack, and spends twenty years seeking the black dragon (19th level Paladin).
  • 611 DR Year of the Ensorcelled Kings
    Aurgloroasa the adult shadow dragon establishes her lair within the Thunder Peaks. Kur'ai finds her lair while searching for Mrinahnahor's and destroys Aurgloroasa (21st level Paladin).
  • 661 DR Year of the Bloody Tusk
    Height of Myth Drannor’s peace and prosperity. Eltargrim’s Passing: The Coronal Eltargrim, at dawn on the last day of Midsummer festivals, passes on to Arvandor, leaving only the Ar’Cor’Kerym, his Ruler’s Elfblade, hovering in mid-air atop the Rule Tower. Aravae Irithyl, his niece and heir, proclaims a city-wide period of mourning for the next five years. Thus ends the Sixth Rysar of Cormanthyr after 866 years. Kur'ai abandons hunt for Mrinahnahor and returns back to Myth Drannor for mourning period (22nd level Paladin).
  • 664 DR Year of the Falling Petals
    The Heir’s Passing: Aravae Irithyl, the heir of the Coronal, and all of her personal guard are found dead under mysterious circumstances the morning after Cinnaelos’Cor. The Srinshee and the High Court Mages insist on maintaining the Mourning Days and add the funeral of Aravae to the solemn times while staving off a succession war among the noble Houses.  Kur'ai is appointed Arms-Major of the Akh’Velahr (22nd level Paladin).
  • 666 DR Year of Stern Judgment
    The Claiming Chaos: The end of the Mourning Days demands an immediate decision on the succession of the Coronal. A Claiming Ceremony is convened to determine the next Coronal of Myth Drannor and Corrnanthyr. After 40 elves and the Rule Tower itself are destroyed, the Srinshee steps in, easily swinging the elfblade free of its perch. As it is brandished before her, the golden light of the blade crystallizes around her in a massive diamond-shaped energy field that engulfs and restores the Rule Tower. Finally, with a whirl of magic, she, the magical field, and the weapon disappear.  Kur'ai bears witness to the Claiming Chaos (22nd level Paladin).
  • 670 DR Year of the Many Floods
    Entering the Vault of Ages for the first time in years due to an outbreak of drow within the northwestern forest, the Spell-Major Paeris Haladar finds it empty, the greatest and oldest treasures of Cormanthyr all gone! Drow infest the northern forests, seeking to build a stronghold over the ruins of Moander’s temple. The Akh’Velahr under Kur'ai's command clears all drow out within 20 months (22nd level Paladin).
  • 674 DR Year of the Nomad
    Josidiah Starym returns to Myth Drannor to a hero’s welcome as he brings not the expected Soldier’s Blade (in Kur'ai's possession) but the Akh'Faer’s Artblade, retrieved from a deep dragon’s lair far beneath the Storm Horn Mountains (22nd level Paladin).
  • Title(s):

    Scale-Reaver, Cold Heart, Wing Breaker, Arms Major
  • 679 DR Year of the Scarlet Sash
    Hillsafar is nearly destroyed by an army of deepspawnbred monsters emerging from the tangled, treacherous Beast Marches to the west. The Arms-Major Kur'ai sends Akh’Velahr reinforcements of Cormanthyr and disperses the beasts by the first snowfall of winter. A small garrison of troops remains stationed in Hillsafar for the protection of the northern forests and villages until Myth Drannor’s Fall (23rd level Paladin).
  • 684 DR Year of the Sundered Crypt
    Dwarves of the clan Tarynstone are found digging deep tunnels under the city despite the long-held prohibitions against such actions. Furthermore, some elf Houses (Kur'ai among them) are outraged that the dwarves’ tunneling in restricted areas collapsed some nigh-forgotten deep crypts of the elder or long-gone Houses (almost House Galifrey). Clan Tarynstone and its 350 dwarves, despite a cry within the Ruling Council for death sentences and an equally loud cry for acquittal, are exiled from Myth Drannor and Cormanthyr. The clan emigrates west into the Thunder Peaks (23rd level Paladin).
  • 708 DR Year of Bound Evils
    Three nycaloths escape their dimensional pocket prison that floated invisibly high above Cormanthyr. Their freedom depended on a red dragon that never held malice or greed in its heart [flying] over the Coronal’s throne. As Saeval Ammath and his adopted dragon-mount Garnet flew above Myth Drannor, they weakened the dimensional prison enough for the nycaloths to escape.  Kur'ai continues as Arms-Major (24th level Paladin).
  • 709 DR Year of the Earnest Oaths
    The three nycaloths and their summoned yugoloth allies spend 29 months drawing together their forces amid the mountains and hills north of the Dragon Sea. In all, their army consists of orcs, ogres, bugbears, hobgoblins, gnolls, flinds, trolls, and an ever-growing assortment of lesser yugoloths. Kur'ai receives word of the forces arraying north of the Dragon Sea, and begins preparing Akh’Velahr (24th level Paladin).
  • 711 DR Year of Despairing Elves
    Late in the autumn of this year, the Army of Darkness overruns the mining and trading encampments on the western Moonsea (the site that will become Zhentil Keep). By early winter, the first incursions into Cormanthor have begun. The Weeping War begins on the Feast of the Moon with the Northern Massacres campaign as the Army of Darkness engages many elf patrols and destroys many elf villages and clan enclaves. Kur'ai leads Akh’Velahr against Army of Darkness (24th level Paladin)
  • 712 DR Year of the Lost Lance
    The Weeping War continues through the year, resulting in the deaths of many heroes and the collective Harpers at Twilight. There are four major campaigns this year, and Myth Drannor nearly falls prey to the Army of Darkness. Battle of Garnet’s Pyre: The red dragon Garnet rashly attacks the Army of Darkness, and he manages to at least split the main army, slow its advance, destroy its supply lines, and trap it amidst some forest fires. Garnet disappears in the midst of battle, not to be seen again for centuries. Kur'ai leads Akh’Velahr against Army of Darkness (24th level Paladin)
  • 713 DR Year of the Firedrake
    The war rages on, Kur'ai (24th level Paladin) with the Akh’Velahr and Akh'Faer manage to eliminate Malimshaer and Gaulguth, two of the three nycaloths leading the Army of Darkness.
  • 714 DR Year of Doom
    Myth Drannor falls under siege by the Army of Darkness. With the slaughter of the army and cavalry, little can be done against the Siege of Shadow, which descends on Myth Drannor on the 21st day of Kythorn.  The Siege lasts until the Final Flight in Flamerule, as the now-directionless hordes of the Army of Darkness simply swarm over Myth Drannor’s last defenders by savagery and sheer weight of numbers. Only 200 elves and allies out of the 3,000 who remained to defend the City of Song escaped to tell of the city’s passing. Kur'ai, separated in the fighting from the remnants of Ahk'Velahr and Ahk'Faer, retreats to the Galifrey Family crypt harrassed by 20 spectres, and eventually destroys them in the end (5th level Paladin). He seals the Galifrey Shrine against all forced intrusion (a Baelnorn could gain entrance), and using a rare Elven potion, enters a centuries-long 'Ancestral' Communion with those departed beyond the veil.
  • Obvious Details

    Race/Sex/Age:

    Gray Elf / Male / 454 years old (-2 Str, -1 Dex, -2 Con, +1 Int, +2 Wis)
    Elven Racial Traits:
  • 90% resistance to sleep and all charm-related spells.
  • +1 attack bonus with any bow or short or long sword.
  • Surprise opponents (-4 penalty, -2 if through any barrier; must be alone without metal armor, with a party comprised only of elves or halflings without metal armor, or 90 feet or more away from his party).
  • Infravision 60 feet.
  • Detect concealed doors (accidental 1-in-6, active search 3-in-6 chance) Secret doors (active search 2-in-6)

  • STR 15*/[17]:  (-*/[+1] atk, -*/[+1] dmg, 55*/[85] enc, 170*/[220] press, 8*/[10] doors, 7%*/[13%] bend-lift);
  • DEX 18*/[19]:  (+2*/[+3] atk, +2*/[+3] react, -4*/[-4] defense);
  • CON 14*/[16]:  (-*/[+2] hp, 88%*/[95%] shock, 92%*/[96%] resurrect);
  • INT 15*/[14]:  (4*/[4] Languages: Elvish, Draconic, Gnoll, Halfling);
  • WIS 18*/[16]:  (+4*/[+2] save, 1* X 3rd & 4th/[2 X 1st & 2nd] spells);
  • CHR 17:  (10 hirelings, +6 loyalty, +6 reaction, +2 cms);
  • CMS 15:  (17 adj)
    *Old Age; [Prime Age - see Ary'Velahr'Kerym]
  • Height/Weight:

    5'11" / 160lbs

    Hair/Eyes/Skin:

    Mid-back Length Wild Platinum Blonde / Pale Violet-Grey Blue / Unblemished Pale Alabaster White
    Refined Details
    Personality Characteristics: Aristocratic, detached and reserved, lilting accented voice
    AC -1 [Base = Plate mail and dexterity, -1 w/ shield, -2 w/Elfblade,-1 w/in aura]
    Magic Possessions:
    • Ary'Velahr'Kerym (Elfblade)
      The Warblade, Noble Warrior's Sword [LG, d8/d12, 5 speed]
      This long sword shines like polished silver at all times, its blade perfectly reflective and glistening no matter what punishments ring down upon it. Blue and silver flames lick incessantly along the sword, quillons, pommel, and harmlessly around the elf's hands whenever drawn. Visible at the seat of the blade is an elven rune meaning weapon, which is commonly used as a sword mark. The Warblade brings the wielder back to his peak of life (first year of adulthood without penalties: age boosted Int/Wis stats remain, though any stats reduced by age are restored).
      Active Powers: Strength 3 times/day (can exceed normal elven racial limits for the spell duration, though Strength cannot exceed 19); Haste 3 times/day; detect evil/good at will.
      Core Power: By sacrificing all attacks for two rounds and performing a complicated blade-dance with the Warblade, the wielder can conjure a blade barrier that remains for 2d6 rounds. Once the blade barrier appears at the end of the two round summoning, the wielder and the elfblade can move beyond its stationary boundary.

    • Helm of Valor
      This item appears as a typical elven winged helm, but will radiate enchantment/charm if a detect magic spell is used on it. Originally inspired by those battle leaders who walked unflinching through hails of enemy arrow fire, a helm of valor enables its wearer to ignore missile fire. However, in order to do so, the users of such helms must have implicit trust in both themselves and their helm.

      When a wearer first tries to use a particular helm, he or she must make a successful Wisdom check to attune with it. If unsuccessful, that helm will not function for the user until the individual's Wisdom score has changed for better or worse (thus allowing another check).

      A user who succeeds at the Wisdom check may then attempt to harness the helm's powers. The next time someone successfully attacks the wearer with a missile weapon, he or she may make another Wisdom check to avoid all but 1 point of damage, no matter the usual damage of the missile.

      If this second Wisdom check fails, the wearer suffers the maximum damage the missile can inflict. This check is made for every missile fired at the wearer during this combat, and the modifiers listed below do not apply until the next combat.

      If this second Wisdom check is successful, the wearer gains a +1 to the Wisdom check for the next combat. Note: This applies only to the next combat in which enemies attempt to harm the user. The helm does not work during sparring practice or training. A user who fails a Wisdom check picks up a –1 penalty for the next three combats, while he or she learns to trust in the powers of the helm again. No matter how often the user succeeds in the Wisdom check, the bonus can never exceed 19; a roll of 20 always fails.

      Helms of valor provide no defense against melee weapons (although hurled daggers, axes, and other propelled melee weapons count as missile weapons), nor do they offer any protection against spells such as magic missile. Magical missiles, including enchanted arrows, affect the Wisdom check by –1 per +1 of the enchantment.

      The helm is usable by warriors, priests, and psionically empowered individuals. As with all helms, it is not usable by either wizards or thieves who wish to practice their crafts.

    Mundane Possessions:
    Equipment:
  • Elven Plate Mail [AC 3, 40lb];
  • Medium Shield [-1 AC bonus, 10lb];
  • Elven Bow (Composite Short)[d6/d3, 4 spd, 8lb, PB: 60 (+5 hit), S: 120 (+3 hit), M: 180 (+1 hit), L: 240 (-2 hit)];
  • Arrow Quiver [10 Sheaf (1d8); 10 Pile (1d6); 5 Razor (1d6+2); 5 Barbed [1d8+2]; 2 Great (1d8 / 1d10); 5 Armor piercing (1d4+1 / 1d4); 3 Elven flare (1d4); 2 Elven message (1d6); 2 Forked (1d6 / 1d3); 3 Singing (1d2)
  • X 2 Long Sword [1d8 / 1d12, 4 spd, 4lb];
  • X 2 Short Sword [1d6 / 1d8, 3 spd, 3lb];
  • X 4 Dagger [1d4 / 1d3, 2 spd, 1lb];
  • X 2 Horseman's Mace [1d6 / 1d4, 6 spd, 6lb]
  • Field Pack [survival gear, rations, Elven rope, bowyer/fletcher tools etc.]
  • Background History:
    Proficiencies (Weapon & Non-weapon):
  • 0 level = 3 NWP Bonus [Riding, (Airborne, Hippogriff), Etiquette, Religion (Torm)]; 3 Racial Skills [+1 hit w/ long and short sword, bow];
  • 1st level = Reading/Writing [Elvish, I]; Sage Lore [Dragons, I]; Composite Short Bow [Chosen Weapon, Bowyer/Fletcher, II (pre-initiative attack, 4/1, +2 point blank attack bonus)]; Two Weapon Style [II]; Ambidexterity [I];
  • 3rd level = Blind-Fighting [II], Long Sword [Class Weapon, -- (3/2, +1 hit)];
  • 5th level = Horseman's Mace [Class Weapon, -- (+1 hit)]
  • 6th level = Weapon [Pending Selection], Ancient History [see history], Singing [I, Chr];
  • Adventuring History:

     

    Miscellaneous Details:
    Secrets of the Elfblades
    All elfblades are magical swords with these bonuses:
  • +4 to attacks and damage;
  • +2 ACbonus;
  • +2 initiative bonus;
  • Intelligent weapons (Int 16) speak elvish audibly and telepathically;
  • Individually strongwilled and conscious entities when drawn from their scabbards (EGO 30);
  • Elfblades add life to the worthy wielder;
  • Light effects can be snuffed entirely or increased until the wielder is surrounded by a 30-foot radius of light equal to the daylight of highsun.
  • Elfblades have two powers, activated by command words, usable three times per day, plus one power usable at will as often as desired. Each has a core power unique to that blade with special conditions for the power.
  • Elfblades bond with their wielders during the bladerite ritual. If a wielder is accepted, the individual elfblade will maintain a magical link with its wielder, allowing it to be summoned directly to the wielder's hand despite any distances or physical barriers, provided both blade and elf are on the same plane. Wards, antimagic shells, and other magical barriers interfere at the DM's discretion.
  • Should a wielder ever change alignment, race, or sex without the elfblade's consent or knowledge, the blades can immediately impose a blade-rite test upon the wielder, with any appropriate penalties. Alternately, the blade may choose simply to inflict random bursts of pain (1d4 hp damage while in hand) upon the corrupted wielder, or the weapon can attempt full ego domination in order to force the wielder to either abandon the blade or return the blade to the High Mages.
  • The Blade-Rite Rituals
    The blade-rite rituals are invoked whenever a new wielder is chosen for any of the elfblades. The blade-heir (the attempted wielder) is put through tests of talent (measuring the elf's ability in leadership, battle, or magic), mind (the elf's Intelligence in terms of the same), and heart (the elf's character and wisdom in wielding this talent). These tests occur within the mind of the tested elf, though all effects are suffered as if the tests were real. Mechanically, the tests are checks on 1d20 with -5 penalties, but penalties increase to -8 if the wielder is not of the same alignment as the blade. The checks are made against the character's level, Intelligence, and Wisdom scores; if all are successful, the tester becomes the new blade-wielder. Penalties for failing the tests are described for each blade. When a wielder dies, an elfblade is rendered inert and nonmagical until drawn in a blade-rite ritual or drawn at a place of power (such as the Dancing Place or hidden places in Cormanthor or Evermeet). If an elfblade is stolen, any who attempt to hold it unsheathed immediately suffer the penalties of failing the blade-rite ritual. Any N'Tel'Quess (non-elves, drows and half-elves can attempt to wield a blade) that dare to try wielding an elfblade are struck dead (2d12 hp of permanent damage and succeed a system shock check at half normal Constitution score or die).

    Blade-Rite Risks: Should a wielder fail to pass the bladerituals, his grip around the swords pommel suddenly feels as if he is gripping the unsheathed blade, and he suffers damage equal to his own Strength score plus 1d6 points. This damage cannot be healed by any magical means and can be healed only naturally and slowly; deep palm scars remain forever, despite any later healing or magics. If the failed wielder is a N'Tel'Quess or of evil alignment, the blade also becomes a dancing sword and attacks the unworthy user. The elfblade pursues and attacks such a victim for 1d6 turns, trying its best to slay the usurper.

    Player: Hiel Troiye ; Updated: 12/20/2004