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Xeogaming Forums - Character Profiles - The Faces of anyndir | |
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Dark Vader

Slime








Since: 10-21-04
From: Menzoberanzan

Since last post: 7047 days
Last activity: 7033 days
Posted on 05-17-05 01:02 PM Link | Quote
Name: Anyndir Jadin
Race: Drow Elf
Hair: Long flowing white locks
Skin: As black as obsidian
Height: 5'2"
Weight: 150 lbs
Class: Fighter/Weapon Master
Weapons: Frostbite (Adamantine longsword of frost, protects wielder from flame and heat), Flamestrike (Adamantine Longsword of flame, protects wielder from cold and ice), Two steel four star shurikens (the diameter of the width of his forearm), a hand-crossbow (w/ 20 poison coated quarrels, the poison is a sleeping poison and will knock most creatures unconsious for three to ten hours), and a pair of mithril daggers.
Armor: A suit of Adamantine chainmail.
Other gear: A camaflauge cloak (it will blend in with most environments to make the wearer seem to disapear to all but the most observant, will not be seen durring casual inspection), Gloves of Haste (these gloves will speed the movements of his hands with the speaking of a single arcane word).










Coming Soon:

Tsimehc the Chemist

And

Name: Necro
Race: Drow
Class: Necromancer
Weapons: Bone Staff, Skeletal whip
Spells:

Bone Shield - A shield of polished bone forms on Necro's arm, it has the strength of Adamantine

Bone Armor - A suit of armor formed of bones forms around Necro, it has the strength of Adamantine

Summon Skeletons - Four skeletons rise from around Necro, one armed with a two-handed sword, one with a two-handed axe, one with a longspear, and one with a longbow. All appear on the post after the summon. They are resistant to bladed and piercing weapons, and offer no defense against attacks.

Summon Zombies - Three Zombies rise from around Necro, slower than the skeletons, they are stronger and harder to kill. They club away with their arms at the creature(s) that Necro desides apon. They all appear on the post after the summon. Resistant to Crushing and pierceing weapons.

Summon Greater Skeletons - Two Wyvern Skeletons rise from around Necro. These are faster than the others and have large talons and daggerlike teeth. Their tails carry a potent venom within the barbed stingers. They appear on the post after the summon and offer no defense. Resistant to bladed and piercing weapons.

Summon Greater Zombie - A large Black Dragon zombie rises nect to Necro. It is faster than all of the other of his summoned creatures and is one of two that have armor. What remains of the thick leathery hide still has scattered scales attatched to it. The zobie is capable of flight. Its breath weapon is a cone of acid and can be fired once every three posts and does not need to be charged. Resistant to crushing and piercing weapons.

Bone Shard - A spike made of bone launches from Necro's outstretched hand at his target

Bone Spray - A cone of bone fragments 100ft long and 50 wide at its widest point erupts from Necro's fingers. These shards are moving so quickly that they can punch through many metals

Bone Field - A swirling field of bones that surrounds Necro. This field disrupts the flight of ALL projectile type weapons (including bullets and Jexim's longinus lance) and gives them only a 10% chance to hit. Does not effect Melee weapons. Protects from shockwave type attacks due to the chaos that is already erupting withing the field

Life Drain - A ray leaps forth from Necro's outstretched finger. It feeds off of the life force of any creature that it hits and uses it to seal Necro's wounds to keep him from dying.

Undead Bodyguard - An undead Drow fighter rises to Necro's call. It appears on the post after the summon and is always within a few feet of Necro. It is armed with two shortswords and wears a suit of fine Drow chainmail. It has a defense, but will use it more to protect its master than to block a blow aimed at it, though that is not uncommon.

Bone Binding - Many skeletal hands burst from the ground in a ten foot square around any point Necro wants. These hands are magical and are very difficult to break or destroy. They last three rounds, and if they gain a hold during that time, the captured creature(s) is unable to move the grasped limbs.


(Last edited by Dark Vader on 06-07-05 03:53 PM)
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