Aknier

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Name: Aknier Wavereader

Race: Human

Class: Cleric/Wizard

Gender: Male

Current Age: 21 years

Alignment: Neutral Good

Deity: Mulinel

Hair: Black.

Eyes: Blue.

Clothing: Aknier wears a blue robe designed for Mulinel priests in northern Kaltia. The robe is an array of varying shades of light and dark blue, and is specifically designed for use in the frozen north to protect its wearer from the harsh winters and pilgramiges to the Well of Tears. Although typically this is only dress for daily priestly duities and not adventuring, Aknier prefers it to the normal armor a typical adventuring cleric would wear, allowing him to move freely when casting his arcane spells. Underneath the robe, Aknier has a plain white villager's shirt and pants, usually only seen when Aknier is living his daily life and not attending regular priest duties (such as running his tavern).

Aknier also wears a dark blue cloak which matches his robe. The cloak is lightly embroied with silver patterns on the very edge. A simple metal brooch holds the cloak in place.

In addition, Aknier wears a pointed hat with a wide brim. The tip falls over to one side. The hat is also matched blue to his robe, and a reminder of his days as a Wizard in the service of Lucion.

Other features:

Contents

Background

Hometown: Currently residing in Sanoan

Family background: Aknier has no biological family to speak of. He was raised by Mulinel clerics who ran an orphanage inside the village of Lior. Sharlana Pieces, one of the clerics at the orphanage while Aknier resided there, was the closest person to being a mother in Aknier's life. Drake Von Ifreet, Aknier's master in his Arcane studies, was the closest to a father figure. Because one of the core beliefs of the Mulinel faith is that all beings are her children, the church views itself as one large family. As such, Aknier never feels as though he has no family to look to. However, Aknier knows nothing of his true bloodline or where he truely came from. Still, this fact doesn't bother him, and he considers the orphanage to be as good a home as any traditional house~

Family Statistics: See Mulinel Church.

Education: 12 years of Arcane and Magical study at a Library of Lucion that lies between the abandoned village of Lior, and the remains of what once was the town of Enyo, and 5 years of holy vocation within the church of Mulinel. These 5 years were together with the last 5 years of Arcane study. 6 months of apprentenceship as a tavernkeeper.

Character details:

Personality: In day to day life, and for the most part over, Aknier is a happy, humble worker, who thinks of little outside of doing simple, good works for others, practicing the magic arts, and running his tavern. He has no close friends, and is somewhat of a loner, though not anti-social by any stretch. On a deeper level, Aknier's outlook on life is shaped largely by one past event in his life, the Massacre of Enyo. During his apprenticeship at the Library of Lucion, Aknier was well on his way to becomming a Cleric of Lucion as well as a practioner of magic. An event came to pass in Enyo where about 50 people were burned to death at the hands of a group of Lawful Evil Lucion wizards. Among those killed was a small group of Laviege followers, but the rest were innocent travelers, townsfolk, guards, and Mulinel clerics. After witnessing this event first hand, Aknier continued his study of the arcane, but abandoned religions pursuit within the Lucion church, and converted fully to Mulinel. To him, the idea of draining "unreality" from the world is important, but in the list of priorities, comes second to helping people themselves, in need.

Unlike his peers within the church, Aknier is less adversive to violence. Though he resents killing, he is quicker to combat than his peers if he believes a being is threatened by another being. This nature was temptered by his arcane path, and Aknier currently struggles with this fact, both externally and internally (much more with the latter than the former). Externally, Aknier's superiors at the Mulinel Chruch of Sanoan look upon this side of him as rash, impulsive, and dangerous. Though the disapproval is mostly mild (and not reflected by most of his peers or the younger Clerics) and at most, results in the occasional lecture, it is nonetheless disquieting. Internally, Aknier also recognizes his opposing duel nature. Few Wizards follow the Mulinel faith because of (among other things) the violent nature of magic; those wizards that do follow the Mulinel faith are typically Abjurationist or Diviner specialists. In his own life, Aknier has witnessed the tragiety that can be brought with misused power. He struggles to find a union, a path between the arcane and the divine teachings of Mulinel that is in harmony with itself, but often doubts if such a path exists.

Religious Ideals: "Mulinel is our holy mother, all are her children, all are one family." "Dedicate yourself to a wholesome pursuit, as Mulinel would guide you." "Unreality must be drained from this world (But not at the expense of other people)."

Relationships

Image:Icon015.gifSharlana Pisces: Loving, humble servent of Mulinel. Sharlana cares for those unable to take care of themselves. While the orphanage of Lior existed, and while Aknier spent his time there, Sharlana was one of the Mulinel Clerics who helped run the orphanage. Aknier's incredible intellect unfortunately separated him from the rest of the orphans. Sharlana noticed this fact, and spent extra time with Aknier to give him company. The two grew a very close bond. As Aknier grew, Sharlana began rising in her duties and responsiblites, first heading the orphanage after the original head left, becomming a main priestess of the Enyo Chruch of Mulinel (a little over two years after both she and Aknier were force to migrate to Enyo), and eventually becomming a head priestess after the Massacre of Enyo. Both she and Aknier continued to enjoy a close friendship until Aknier was called for service in Sanoan. Aknier has not heard from Sharlana since then, and often wonders about her, if she is even still stationed in Enyo.

Image:Icon012.gifDrake Von Ifreet: Head of the east Library of Lucion, also known as "Drake the Invoker" for his specialty with Evocation spells. Drake is a very strong follower of Lucion, and highly insightful to the world around him. Aknier first met Drake after a snowstorm buried the village of Lior. While migrating to Enyo, Sharlana needed a place to house the weary refugees from Lior. When they reached the Library of Lucion, Sharlana entered to bargan with the Lucion wizards for shelter. Aknier tagged along with Sharlana, both out of a wish to support her, and out of curiosity of the Library. Aknier loved to read the holy book of Mulinel back at the orphanage, and was overjoyed to see so many books at the library. While Aknier browsed, Sharlana found Drake, and began negociating with him. Drake, though speaking with Sharlana, had his thoughts on the boy who eagerly read through the arcane writings. Within a short time, Aknier had found a book on the spell mage hand and within a few minutes, had successfully levitated the book about half a foot above the table. Drake was taken in by the speed and age that Aknier had already mastered this spell, and granted shelter to the refugees in exchange for the privlage to teach Aknier the ways of the Arcane. Thus Aknier began his apprenticeship. Aknier reveres "Master Drake" as a master of Wizardry, almost a father. The two had a fall out however, after the Massacre of Enyo, when Drake supported the actions of the Lucion Wizards saying it was neccessary to prevent destruction on a greater scale, while Aknier refused to accept the idea that people's lives could be sacrificed so easily. Still, Aknier and Drake were able to set aside the difference, and Aknier continued to study under Drake for 5 years after the event (though no longer holding the intent to join the Lucion wizards). Dispite a outwardly tough, disiplined nature when it comes to training, Drake cared for Aknier like a son. Aknier and Drake maintain a limited contact current through letters, and Sending spells.

Image:Icon015.gifLuis the Red: Light-hearted Potions expert and master of the east Library of Lucion. Luis has the reuptation of being one of the most talented potion mixers in all of the Kaltian Empire. Potions isn't the only thing he mixes however. Bartending his is pasttime, and Luis is as skilled in drink mixing as he is in potion creation. Indeed, "The Red" is surname that comes from the fact that Luis' face is always red, because Luis is an alcoholic. Luis was one of the first people Aknier met when he first began studying at the Library. In his spare time, Aknier learned the talent of drink mixing from Luis, as well as potion mixing during his regular time.

Image:Icon013.gifTaris Smith: Deceased. Late tavernkeeper of Sanoan. When Aknier was first assigned to Sanoan, one of his tasks included watching over a terminally ill man named Taris Smith. Sanoan has only one tavern, which Taris ran while alive. While Aknier took care of Taris, Taris asked Aknier to help aid him in running the tavern. Taris stressed the importance of having a tavern, saying "A good town *needs* a good tavern." In the weeks that followed, Taris taught Aknier all the basics of running a tavernkeeping buisness (he was a bit suprised, but impressed with Aknier's bartending abilities). Sadly, Taris' time left in the world was short, and hardly 6 months passed before Taris passed away. He left behind a will, granting Aknier full ownership of the Sanoan tavern, which Aknier maintains to this day.

Image:Icon006.gifFather Regis Orison: Head Priest of the Sanoan Mulinel temple. A very traditional man, Fr. Orison rarely approves of many of Aknier's actions outside the temple, not the least of which has been his recent long period absences. Aknier resents his judgement, but tolerates it, wanting to avoid an arguement similar to his past.

PC Relationships:

Image:Icon008.gifDante: "I'm not sure you really ever know what you're feelng. I pray that you will find peace."
Image:Icon015.gifKaer: "You've been comerade, friend, and savior countless times that I couldn't begin to thank you for. I look forward to uncovring the secrets of the arcane, together!"
Image:Icon015.gifMikhal: "Mikhal, ah...p-please keep the roaring to a minimum..."
Image:Icon015.gifSeremela: "I've said it before and I'll say it again...many have the talent to wield the arcane but few have the heart...and you have that."
Image:Icon015.gifWren: "Cyphus? I've always heard he watches us, but--er, hello? Everything alright there?"

Retired PCs

Image:Icon011.gifAelis: "Bunnies? Admitedly I'm not to well versed on nature..."

Image:Icon011.gifArciel: "The gods are not without a sense of humor it seems...my captor has become my liberator..."

Aknier's relationship with Arciel is an odd one. Aknier first met Arciel while she still lead the Navoral Haldian sect, at the mercy of her blade. Although unhappy about his predicament, Aknier noticed Arciel's strange kindness where it did not need to be given. Particularly after learning that she left Hald, Aknier began to appreciate the withdrawn elven woman.

Image:Icon009.gifDagnir: "I respect your wisdom very much...but I do wonder if sometimes you're a bit too focused on the here and now..."

Dagnir saved Aknier's life back in Elem, when he had been fataly stabbed by Renzin. He seems to be very protective of Seremela and otherwise keeps to himself...at least that's all Aknier's been able to gleam off of him. Regardless, despite the sullen outlook on life, he seems to do the right things at the right times...which Aknier appreciates. He much less appreciates the little nuances.

Image:Icon007.gifMentat: "...for one who appreciates cosmic order so much, you're reckless."

(Relationship Icon Chart: Media:Chartani.gif)

Present Situation:

4e Edition

Character Sheet

Level: 7 Class: Rogue Paragon Path: N/A Epic Destiny: N/A
Race: Half Elf Size: Medium Age: 25 Gender: Female Height: 5'7" Weight: 115 lb. Alignment: Unaligned Deity: Ragnae Origin: Wastlad
Ability Scores
Statistic Score Base Racial Class Modifier Mod+1/2 Level
STR 10 10 0 0 0 3
CON 14 14 0 0 2 5
DEX 11 11 0 0 0 3
INT 17 16 0 1 3 6
WIS 16 13 2 1 3 6
CHA 12 12 0 0 1 4
Defenses
Defense Value Level Armor/
Ability
Class Feat Enh Misc
AC 18 13 0 1 0 1 0
Fort 18 13 0 0 1 1 1
Reflex 18 13 0 0 1 1 1
Will 20 13 0 2 1 1 1
Conditional Bonuses:
Initiative
Initiative Dex 1/2 Level Misc
7 0 3 4
Movement
Score Base Armor Item Misc
6 6 0 0 0
ACTION POINTS!
Action Points: 1
Skills
Bonus Skill Stat Mod Trained Armor Misc
3 Acrobatics DEX 3 0 0 0
11 Arcana INT 6 5 0 0
3 Athletics STR 3 0 0 0
4 Bluff CHA 4 0 0 0
9 Diplomacy CHA 4 5 0 2
6 Dungeoneering WIS 6 0 0 0
5 Endurance CON 5 0 0 0
6 Heal WIS 6 0 0 0
11 History INT 6 5 0 0
11 Insight WIS 6 5 0 0
4 Intimidate CHA 4 0 0 0
11 Nature WIS 6 5 0 0
6 Perception WIS 6 0 0 0
11 Religion INT 6 5 0 0
3 Stealth DEX 3 0 0 0
4 Streetwise CHA 4 0 0 0
3 Thievery DEX 3 0 0 0
Hit Points
Max HP Bloodied Surge Value Surges/Day
50 25 12 7
Racial Features
+2 to choosen ability (WIS)
Bonus At-Will Power
Bonus Feat
Bonus Trained Class Skill
Human Defense Bonuses
Class Features
Arcane Impliment Mastery (Staff of Defense)
Cantrips
Ritual Casting
Spellbook
Languages Known
Wastlad
Elven
Common
Senses
Score Passive Sense Base Skill Bonus
21 Passive Insight 10 11
16 Passive Perception 10 6
Feats
1st Initiate of the Faith (Healing Word)
1st Weapon Proficiency(Scythe)
2nd Expanded Spellbook
4th Novice Power (Color Spray to Daunting Light)
6th Improved Inititive
Spells
Level Spell Action Bonus Damage Miss
At-Will Spells
Class Ghost Sound Standard N/A N/A, Range 10
Create illusionary sound of any kind
N/A
Class Light Minor N/A N/A, Range 5
Target object shines right light in 4 squares for 5 minutes
Putting out the light is a free action
May only have one active at a time
N/A
Class Mage Hand Minor N/A N/A, Range 5
Spectral hand picks up/moves/manipulates objects 20 pounds or less
If holding/wearing object, can sheath or retrieve object
Move action to move up to 5 squares
Free action to drop held object
Minor action to pick up/maniupte different object
Sustain Minor: Sustain hand indefinitely
Can only have one hand at a time
N/A
Class Predesgination Standard N/A N/A, Range 2
Can do one of the follow:
Move up to 1 pound of material
Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor
Color, clean, or soil items in 1 cubic foot for up to 1 hour
Instantly light (or snuff out) a candle, a torch, or a small campfire
Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour
Make a small mark or symbol appear on a surface for up to 1 hour
Produce out of nothingness a small item or image that exists until the end of your next turn
Make a small, handheld item invisible until the end of your next turn

Cannot deal damage, serve as weapon/tool, or hinder another creature's actions
Cannot duplicate effect of another power
N/A
1 Magic Missile Standard Intellegence vs. Reflex 2d4+INT Mod Force, Range 20
Counts as ranged basic attack
Can be used with powers that allow a ranged basic attack
N/A
1 Ray of Frost Standard Intellegence vs. Fortitude 1d6+INT Mod Cold, Range 10 N/A
1 Thunderwave Standard Intellegence vs. Fortitude 1[W]+INT Mod Thunder, Close Blast 3
Push target a number of squares equal to WIS Mod
N/A
Encounter Spells
1 Ray of Enfeeblement Standard Intellegence vs. Fortitude 1d10+INT Mod Necrotic, Range 10
Target is weakened until end of next turn
N/A
3 Daunting Light Standard Wisdom vs. Reflex 2d10+WIS Mod Radiant, Range 10
One visible ally gains combat advantage against target until end of next turn
N/A
7 Winter's Wrath Standard Intellegence vs. Fortitude 2d8+INT Mod Cold, Burst 2 within 10 squares
Targets all visible enemies within blast
N/A
Daily Spells
1 Easy Target Standard Dexterity vs. AC 2[W]+DEX Mod, Target is slowed, grants combat advantage to player (Save ends both) Half damage, target grants combat advantage to player until end of next turn
5 Walking Wounded Standard Dexterity vs. AC 2[W]+DEX Mod, Target is prone
Target becomes prone if it moves more than half speed in a single action
Half Damage, Target not prone
Utility Spells
Feat Healing Word Minor N/A Target can spend a healing surge, regains additional +2d6 N/A
6 Chamelon Immediate N/A Must be in Stealth, must lose cover/concealment
Stealth check to remain hidden, visible next turn if without cover/concealment
N/A
Equipment
Worn Items
Slot Item Level
Main Hand Magic Scythe +2 (Crit +2d6) 6
Armor Delver's Cloth Armor +1 (*Daily* +2 to saving throw) 3
Impliment Symbol of Hope +2 (Crit +2d6, *Daily Immediate* +5 save to self/ally within 5 squares) 8
Neck Amulet of Health (+1 Saves, 5 resist Poison) 3
Carried Items
Potion of Healing (5) 5
Lantern N/A
Flask x20 N/A
Torch x5 N/A
Everburning Torch N/A
Tent N/A
Standard Adventurer's Kit N/A
Money and Wealth
0 Copper Terremes
0 Silver Terremes
190 Gold Terremes
0 Platinum Terremes
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