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Post by David on Jun 15, 2007 23:21:12 GMT -5
The Hierophant Druid Talidaar Quith’Usaran Arbigon is obviously a Half-Elf, given his almond shaped eyes, pointed ears, and his mustache and goatee. His long hair is held back into a cable by a series of ties, down to the middle of his back. It is dark brown with streaks of bright silver, which attest to his experiences while journeying the elemental planes. Otherwise, he appears to be in the prime of his health. He is roughly six feet tall and broader at the shoulder than an elf would be, yet he is not as obviously muscular as some humans. He wears a rich, dark brown robe with a green, hooded cloak. Always in his hand is his Staff of Chesliv (see other file). While on Krynn he is usually accompanied by his friend, Kass; the Legendary Panther. Kass can appear in his normal phase in which he is the size of a normal panther, or he can appear in his Feral phase in which he is the height of a small horse.
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Post by David on Jun 15, 2007 23:28:12 GMT -5
Appearance: The Staff appears to be a living Redwood sapling. The staff is roughly two inches in diameter, and is six feet, two inches in height. It has several branches sprouting from the top eighteen inches, and each branch has several - obviously living - leaves. The bark is fairly smooth, but just below the branches there are four almost identical faces circumnavigating the staff. Each is the face of Chislev, Goddess of Nature. Each face represents a different aspect of her essence: The Creator, The Healer, The Defender, and The Destroyer. These faces, although clearly visible, appear to have grown naturally in the staff. The Staff has no root system, but instead is capped in Iron.
Charges: Holds 100 charges if full.
Powers: The Staff has multiple powers, and should rightly be considered on par with the Staff of Power, or the Staff of the Arch Magi. Spell Powers: Automatic: Animal Friendship, Create Water ( up to 44 gallons per use), Cure Light Wounds, Detect Magic, Detect Pits & Traps, Detect Poison, Faerie Fire, Know Direction, Light, Obscuring Mist, Pass without Trace, Purify food & Drink, Read Magic, Shape Wood, & Speak with Animals. Uses One Charge: Barkskin, Chill metal (iron tip), Cure Serious Wounds, Contagion, Delay Poison (as 22nd), Flame Staff (Flame Sword), Stone Shape, Wood Shape. Uses Three Charges: Animal Growth, Call Lightning, Control Plants, Cure Serious Wounds, Dispel Magic, Dominate Animal, , Find the Path, Meld into stone, Neutralize Poison, Poison, Protection from elements, Remove Disease, Summon Nature's Ally III. Uses Five Charges: Cure Critical Wounds, Death Ward, Flame Strike, Hallow, Healing Circle, Ice Storm, Insect Plague, Summon Nature's Ally VII, True Seeing. Other Powers: 3/Day: Creeping Doom, Earthquake, Heal, Harm, Summon Nature's Ally IX. 2/Day: Shambler, Treant (Create 1d4 Treants of the Largest Size), Word of Recall. 1/Day: Elemental Swarm, Mass Heal.
If planted in the ground, the Staff will grow to Full Redwood height and size, and has a portal into it (See Wizard Spell Mordenkainen's Magnificent Mansion) Tree is immune to everything and anything short of a Wish, or direct divine intervention. Staff can be recharged, if planted in hallowed ground. Recovers 1 charge per 15 minutes.
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