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

Name (Soulname):

Denora Willowood

Class/Level/Alignment:

Druid/ 8th level/ NG

Homeland/Family:

Title(s):

Initiate level Druid (Band of the Hand)
Obvious Details

Race/Sex/Age:

Swanmay (Human appearance)/ Female/ 24
  
Denora appears to most to look like a ranger-type. She is an average-looking, 24-year old human woman with green eyes and deep chestnut brown hair. She is fair skinned and has light freckles on her face. She usually wears a brown cotton tunic & under-vest, green and brown leathers, iridescent green chiton armor, a forest camouflage long cloak, and high, soft brown moccasin boots.

Height/Weight:

Height: 5'6" Weight: 130

Hair/Eyes/Skin:

Hair: Dark brown Eyes: Green Skin: Fair
Refined Details
Personality Characteristics:
In truth, Denora is an initiate level druid, although she looks like she could be a ranger. She keeps her Swanmay heritage a secret if at all possible, but will shapechange if she feels her life is in danger, and that’s the only way she can escape. She carries a simple (+1) black, ironwood staff with a silver tip and an engraved, steel ring around the top (the ring is actually one of 5 rings of the druidic order "The Band of the Hand" and holds a semi-powerful wood sprite spirit inside of it called "Tallacan". See below for Tallacan’s powers, etc.). Denora also carries an ornately carved oaken Long Bow over her back, complete with a green, embossed leather quiver, that holds up to 20 sheaf arrows. A silver sickle rests at her side, and she carries an iron dagger in her right boot.
Magic Possessions:

*** Magical Items ***

* Bloodhawk Feather Token - "Kanda" - Can change into snake bow instantly, turns regular arrows into snake arrows (1d6 dmg. Save vs. poison @ -1 or para. 1d4 +2 rnds.)

Can also summon a 12' anaconda ("Kanda") that is lime green, takes one full round to form. Att: 1/1 1d4 Bite, 2d6 Crush. HP: 50 Thaco: 13 AC: 5 Mvmt: 6/ 9 Swim Saves as 10 HD creature.

* Scarab Brooch of Night - Can use 3x/Day up to 1 hour per use. Forms Globe of Darkness 20' diameter, 100' range.

* Chimes of Animal Friendship - Can use 3x/day Just jangle chimes to use, acts as per spell.

* Necklace of Lilith - (worth 82,000 gp) This heavy, gold necklace is Egyptian looking and inlaid with 4 rare gems in a circle in the middle of it. Three of the gems have powers, the other is just a normal (albeit precious) jewel. Red Diamond: Atonement 1x/day (gives back levels lost) Ruby: Cure Blindness/Disease/Serious Wounds 1x/day. Sapphire: Has falcon spirit inside ("Rodanne") that can be summoned 1x/day for 8 hours to act as scout, etc. Emerald: Normal gem.

* Empty Ring of Eqqus - Can bind an animal to the ring. Acts as a figurine of wondrous power. The ring is empty at the moment.

* Elemental Stone - This teardrop shaped, blue stone has the power to summon 1 of 3 elemental types (Earth, Air or Water) 1x/Week. Can be up to 16 HD (roll for HP, etc.). Stone is mounted on a small, silver circlet that Denora wears. A Fire Elemental may never be summoned with this stone.

* Band of the hand Steel Ring ("Tallacan") Bonded to Ironwood Staff and gives the staff 4x dmg if it hits fire mages - This steel ring has elemental symbols on it and is one of 5 such rings created by the Druidic order "The Band of the Hand". These druids fought evil fire mages, and each ring was made specifically to bond with a druidic staff of wood, bone, stone, etc. and has a spirit inside of it. The spirit inside of Denora’s is a Wood Sprite spirit named "Tallacan", and she can do the following powers, when summoned or asked by Denora:

** Call Lightning 1x/Day - Dur: 12 turns 1 Bolt/turn (12d8 + 2d8 dmg.)

** Control Winds (p. 282 PHB) - 1x/Week : Starts at 3 mph winds, but can reach gale force with enough time. Lasts 12 turns, affects 480' radius, takes 5 turns to go from 3 mph to 55 mph storm and fades @ 3mph/rnd. Note: If small enough space on the ground, the eye may shrink and affect caster.

** Weather Summon (p. 292 PHB) - Varies. The weather shows up within 1d12 + 5 turns after 4 turns, it is obvious what kind of storm has been summoned. Storm cannot be changed and cannot be dispelled. 1-100 miles sq. radius and may last 1 turn to days. Extreme weather ex: tornado lasts 1 turn generic affect 50 mi. last 1 day.

** Extinguish Fires (this is almost automatic, if Denora and Tallacan are within 10' of a fire, it will be extinguished, due to Tallacan’s power), but can also be extended up to 20'.

** Sticks to Snakes/Warp Wood/Gaze reflection/Cure Poison/Water Breathing (as per Spells)

** Open Portals to Elemental Planes 1x/Day (Cubic Gate) - can gate in 10%/ton of H2O, Earth, Air, Positive Energy, etc. but no Fire. Can also step thru gate and stay for 12 hours...can keep open up to 12 hours.

** Magic Missles 1x/Day (5d4 =4) elemental missles (dbl dmg) can be any element but fire.

** Mend 3x/Day (as per spell)

** Spirit of the Ring (Change Staff) - 1x/Day summons treant-like creature - 24' high, 12 HD, HP: 40, AC: 0 2/1 Att. 4d6 each arm (can do structural dmg.) Lasts for 12 turns.

Mundane Possessions:

Regular Gear for Denora

(most is in a small backpack, or in small pouchesshe keeps at her side/waist.)

* 8 Goodberries (6 are blueberries, 2 are holly berries)

* (2) First-Aid kits (Bandages, ointments, etc. each kit can heal 1d8 dmg.)

* 3" steel pulley

* (1) Red skin 1/2 gallon waterskin

* 2 weeks iron rations

* (2) doses sneeze dust

* (2) Bunches of Holly w/ Berries (for Goodberries)

* (4) Applications of bug repellent salve (16 hours duration)

* scented soap, oil & perfume (made from natural ingredients like lavendar, etc.)

* small, silver mirror

* Tinder Box/Flint

* small oil gourd (1/2 full of oil)

* (2) Magnetic heat stones (to cook on)

* set of wooden fork and spoon

* 3 vials *immunity to Ra Mind Potions

* 1 vial Giant Boar Antidote

* Leather thongs to tie back hair

* Money: 10 pp 40 sp 29 gp 1 diamond worth 5 gp

Background History:

Special Abilities, Immunities & Powers:

In Druid (Human Form):

* Can identify plants, animals & pure water with perfect accuracy

* Can pass through overgrown areas (thick thorns, briars, tangled vines, etc.) without leaving a trail and at normal movement.

* Passplant

In Swan Form:

* Only be hit by +1 or better weapon

* 16% Magic Resistance (2% per hit die)

* Can fly at Mvmnt 19 MC: D

Adventuring History:
Miscellaneous Details:
Player: MSN NicknameArienne_Starsinger; Updated: 12/26/2003