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eluriel_paurgiliath

Eluriel Paurgiliath

Eluriel is a Cleric/Alchemist(Elven Herbalist) of the Church of Eru Ilùvatar. Her patron is Vana.

  • Minor Spheres of Magic - Elemental, All, Moon, Sun
  • Major Spheres of Magic - All, Animal, Charm, Creation, Divination, Guardian, Healing, Plant, Time

Daughter of Thalion Paurgiliath Arch Duke of Eltán and Dame Lidia Vie.

Identical twin of Eluthien Paurgiliath.

Younger sister of Elurond Paurgiliath and Elurion Paurgiliath.

Older sister of Eluwen Paurgiliath and Eluwing Paurgiliath.

First cousin of Lord Raza Vie.

Cleric/Alchemist(Herbalist, Elf) L7/7 CG Harnic High Elf

Eluriel's Character Sheet

Character History

Character History Daughter of Thalion Paurgiliath and Lidia Vie. Younger sister of Elurond and Elurion Paurgiliath. Identical twin of Eluthien Paurgiliath. Older sister of Eluwing and Eluwen. Cousin(Maternal) of Lord Raza Vie. The age gaps between the three sets of twins are a testament to Thalion and Lidia's abiding fondness for eachother over the centuries. Today she often works with her siblings, either in Morninghold, Vanaheim, or Vieburg, but when she was born her brothers were young adults, and her little sisters weren't born till she and Eluthien were grown. She and Eluthien are very close. She was raised in the Church of Eru, and her patroness is Vana, the ever-young, maiden of flowers, beloved of birds. She serves as a Nature Engineer and Alchemist, both at the Sisterhood chapter house of the Church of Eru in Vanaheim, and for the Biology Section of the Field Engineering Corps.

Kit - Loremaster (CRE)

Lore masters are romantically entranced by the past. They believe in the circular nature of history and relate the lessons of ancient times to the problems of the present to help guide their people along the path to the future. As Lore masters proceed through life, they record the events of their own times for posterity.

Special Benefits:

Legend Lore: Lore masters gain the same legend lore ability as True Bards. This ability works in similar fashion, with the following exception: All of the optional rules suggested for the True Bard's legend lore ability are required for the Lore master.

Arcane Lore: Through their devoted study of the past, Lore masters come across numerous texts on the arcane lore of magic. They read all of these, hoping that some great tale will be uncovered. Lore masters eventually gain a fundamental understanding of many strange magical items not normally usable by the bard class. Thus, Lore masters can attempt to use any magical item. A Wisdom check is rolled; if it is successful, the Lore master successfully uses the magical item in question. This does not mean that the Lore master fully understands the operation of the item, only that his attempt to use it in this particular way is successful.

Lore masters also pore over scrolls and spell books whenever they get the chance. This enhances their understanding of magical spells so much that they memorize and cast spells as if they were one level higher. Thus, a 1st-level Lore master casts spells the same way as a 2nd-level True Bard.

Persuasion: Usually Lore masters recite their collections of historical fables and legends to a crowd simply to entertain and educate. Although these oral performances are wonderful to hear, they do not necessarily have any direct impact upon the crowd.

When a Lore master wishes to affect the mood or actions of an audience, he uses his great skills of verbal persuasion, oratory, and rhetoric. He might relate the legend of the horrible massacre of Tothar Keep by lizard men in an attempt to incite the crowd to hate and despise lizard men.

Using such persuasion takes at least 1d10 rounds. All who are listening to and can understand the Lore master must roll a saving throw vs. paralyzation with a -1 penalty for every three levels of the Lore master. Those who fail have their reactions adjusted one level up or down (as desired by the Lore master). Those who succeed are not inspired by the tale, and those few who roll a natural 20 strongly disagree with the tale and have their reactions adjusted one level in the opposite direction.

Etymology: Lore masters can make their read languages attempt twice if the language in question is an ancient one (a language no longer spoken). They can also use their read languages ability to decipher runes, glyphs, pictograms, ideograms, or any other form of ancient visual communication.

Even though a Lore master cannot be proficient in a newly encountered ancient language, if he makes his Ancient Languages proficiency check, he understands the basics of the ancient language. Elementary use of the language is gained, allowing for written or even spoken communication at one-tenth the normal rate.

Magic Items

Harp of Charming

This instrument appears identical to all other magical harps. When played by a person proficient in the instrument, the player is able to cast one suggestion spell each turn of playing. Optionally, the DM can require a successful proficiency check be made to cast the suggestion. On a die roll of 20, the harpist has played so poorly as to enrage all those who hear. Copyright 1999 TSR, Inc.

Staff of Command

This device has three functions, only two of which will be effective if the wielder is a wizard; all three work when the staff is in a priest's hands. The three functions are: Human influence: This power duplicates that of the ring of the same name. Each suggestion or charge draws one charge from the staff. Mammal control/animal control:This power functions only as mammal control (as the ring of that name) when the staff is used by a wizard. In the hands of a priest it is a staff of animal control (as the potion of that name, all types of animals listed). Either use drains one charge per turn or fraction thereof. Plant control: This function duplicates that of the potion of the same name, but for each 10-square-foot ares of plants controlled for one turn or lass, one charge is used. A wizard cannot control plants at all. The staff can be recharged. Copyright 1999 TSR Inc.

Girdle of Many Pouches:

This broad waistbelt seems to be nothing more than a well-made article of dress. However, if magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.

Examination will reveal that the girdle has eight small pouches on its inner front surface. In fact, there are a total of 64 magical pouches in the girdle, seven others “behind'' each of the eight apparent ones. Each of these pouches is similar to a miniature bag of holding, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available. Copyright 1999 TSR, Inc.

Boots of Speed

These boots enable the wearer to run at the speed of a fast horse—24 base movement speed. For every 10 pounds of weight over 200 pounds, the wearer is slowed by 1 in movement, so a 180-pound human with 60 pounds of gear would move at 20 base movement rate. For every hour of continuous fast movement, the wearer must rest an hour. No more than eight hours of continuous fast movement are possible before the wearer must rest. Boots of speed give a +2 bonus to Armor Class in combat situations in which movement of this sort is possible. Copyright 1999 TSR, Inc.

Cloak of Elvenkind

This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible—the cloak has chameleon-like powers. Outdoors, in natural surroundings, the wearer of the cloak is almost totally invisible; in other settings, he is nearly so. However, the wearer is easily seen if violently or hastily moving, regardless of the surroundings. The invisibility bestowed is: Outdoors, natural surroundings heavy growth 100% light growth 99% open fields 95% rocky terrain 98% Urban surroundings buildings 90% brightly lit room 50% Underground torch/lantern light 95% infravision 90% light/continual light 50% Fully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height). Copyright 1999 TSR, Inc.

Ring of Animal Friendship

When the wearer of this ring approaches within 10 feet of any animals of neutral alignment and animal intelligence, the creatures must roll saving throws vs. spell. If they succeed, they move rapidly away from the ring wearer. If the saving throws fail, the creatures become docile and follow the ring wearer around. The item functions at 6th level, so up to 12 Hit Dice of animals can be affected by this ring.

Animals feeling friendship for the wearer will actually guard and protect that individual if he expends a charge from the ring to cause such behavior. A ring of this sort typically has 27 charges when discovered, and it cannot be recharged. A druid wearing this ring can influence twice the prescribed Hit Dice worth of animals (24 rather than 12), and a ranger is able to influence 18 Hit Dice worth of animals.

Copyright 1999 TSR, Inc.

Projects

NWP's

  • Agriculture - 19
  • Ancient History (Arda) - 18
  • Artistic Proficiency - 19
  • Blacksmithing - 12 (STR based)
  • Carpentry - 12 (STR based)
  • Cartography - 17
  • Chemistry - 17
  • Dancing - 17
  • Engineering - 16 + 2 (Sage Knowledge) = 18
  • Etiquette - 15 (Free Imperia)
  • Heal - 17
  • Herbalism - 17 (Mountain)
  • Leather Working - 19
  • Musical Instrument (Harp) - 16
  • Navigation, Wildspace - 17
  • Religion (Eru) - 19
  • Research - 19
  • Riding, Land - 22
  • Sage Knowledge (Engineering: Bioengineering) - 17
  • Singing - 15
  • Spacemanship - 18
  • Spell Jamming - 17
  • Weaving -18
  • Ancient Languages - 19
    • Atlantis Trade Common (Adûnaic Dialect)
  • Modern Languages - 19
    • Overcommon
  • Native Languages
    • Elf
    • Harnic High Elf (High Dialect)
    • Royal Elf (Grey Elf Sindarian root)
  • Reading/Writing - 20
    • Adûnaic (Arda)
    • Elf
    • Harnic High Elf (High Dialect)
    • Overcommon, Royal Elf (Grey Elf Sindarian root)

Available Project Types

Alchemist Project Task Time CostResult
Research Potion Research 2 week/100xp value 500gp/2 weeksLearn Spells Check or Extra Week
Extra Week 1 week 250gpLearn Spells Check
Create Potion Make Potion 1 week 3d6x100gpLearn Spells Check

Known Potions:

None

Engineer Project Task Time CostResult
Design Design New Construction DM Assigned DM AssignedEngineering Check
Build Build From Design DM Assigned DM AssignedEngineering Check
Analyze Analyze Other's Design DM Assigned DM AssignedEngineering Check
Scholar Project Task Time CostResult

Project Schedule

Research and make 1 Potion of Odrovir

If approved:

Potion of Odrovir Task Time CostResult
Research Potion of Odrovir Research 12 weeks 3000gpLearn Spells Check or Extra Week
Extra Week 1 week 250gpLearn Spells Check
Create 1 Dose Potion of Odrovir Make Potion 1 week 3d6x100gpLearn Spells Check

Research and make 1 Potion of Luck

If approved:

Potion of Luck Task Time CostResult
Research Potion of Luck Research 12 weeks 3000gpLearn Spells Check or Extra Week
Extra Week 1 week 250gpLearn Spells Check
Create 1 Dose Potion of Luck Make Potion 1 week 3d6x100gpLearn Spells Check

Research Reinforcing / Shaping Trusses For Rapid Fey Cherry Growth

Fey Cherry Engineering Project Task Time CostResult
Design biosuitable rigid reinforcement to be rapidly grown into Fey CherriesTest material compatability and bioshaping thresholds, then Design New Construction DM Assigned DM AssignedEngineering Check
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