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LadyRose's Journal
Anna's Bio - Drow
Name: Zes'Anna Hla'rae
Age: 112
Sex: Female
Race: Drow Vampire
Class: Cleric
Alignment: CN
Deity Elisistraee

Appearance:
Anna stands just about 4'6", and weighs only 80 lbs. She is very small, flexible, skinny, and lithe. Anna has long beautiful uncommon nature red hair with a single natural white highlight, that falls down to midway to her back. Her skin is almost a smoke color though under lights, it would look more purple in tone. Her eyes are an amber color in shading, though when angered. her eyes will burn a red color. Anna has long ears that pointed at the tips; both of which have a few different earrings in them. She wears a simple silver chain about her neck, which holds a silver holy symbol of the deity, Eilistraee. She wears a long dark purple cloak, with silver moons and stars all along the hems. She makes sure to show off her skin, and her beauty. Anna wears a diaphanous silvery gown, that is mildly translucent. The gown goes down to the floor, with a slit that goes midthigh on her left hip. She wears a pair of silver dress shoes with that. On her left hip, there is a dagger hostler, where she keeps her dagger. When Anna smiles, a hint of fangs can be seen in her mouth, though not many people know of drow, and wouldn't know if it was her real teeth from being a drow...or a vampire. On the back of Anna's right shoulder, she has a small tattoo of a bananna moon, with a few stars around it and coulds around it.

History:

Anna's parents were some of the few drow surface dwellers, that and her mother's last name is all she knows about them. She was raised in an orpanage most of her life, they only know her parents names. Or at least they never told her more...

When Anna turned about sixteen, she set out on her own. She had grew tired of living there. She wanted aventure, fun and excitement. So Anna packed her bags, and left.

Anna was young, foolish and impressionable. She met a man, he was older then her, and he promised to show the world ot her. They were together for awhile, though he disappeared for a few weeks, before they were to be wed. She believed that he had ran out on her, got cold feet, or something of the sorts. He suddenly came back to her, he apologized to her and swore he'd make it up to her. That was the night of her seventeenth birthday. He changed her...turned her into a drow vampire.

Not knowing or understanding how to control the blood lust; Anna went on a rampage, killing anything she saw and feeding from it. One day, months later an elder vampire came to Anna's side, this was a female. Tring to help Anna, to make her understand what she was doing was wrong, and how to do it the right way. Anna didn't care enough to listen to her all the way out, Anna tried to kill her, but instead her finace' stepped into the fight, being killed by the elder, before Anna finished her off. It was months later, when Anna was reflecting on what they woman had said; remose sat in for all the lives she had took, and all the wrongs she did. That was when she picked up being a cleric; to right some of those wrongs.

That was about three years ago, since then Anna has been on the move at night, searching for a place to call her own.


Weapons/Equipment:

Hand Crossbow:

Anna carries a small hand crossbow on her left hand, leaving her right still free to do hand signs. She carries a small quiver on her right hip, which has four different sections, each with a different type of arrows.

[Silver Nitrate] - These are more specified against vampires and Garou. There is a hollow head on the bullet. Upon contact, it shatters, releasing a small amount of silver nitrate into the victim. This travels directly into the bloodstream, and is carried throughout the body in a matter of minutes. One round, unless in a vital internal organ, will not kill.

[UV] - As the name suggests, these arrow heads are designed to use ultraviolet waves to kill vampires. The liquid is bombarded with an ultraviolet light, which then eradiated the fluid. The explosive head then released the liquid from inside of the casing, and literally burn the vampire from the inside out.

[Holy] - Same concept as the Silver nitrate arrow heads, except with blessed holy water instead of a silver compound. These rounds are specified for demonic entities from the Abyss. Though these arrows were not made just for demons, they can also harm a vampire.

[Venom] - Same concept as the Silver nitrate arrow heads, except these are tipped with strong spider venom, instead of a silver compound. Once the arrow head pierces the skin, the venom quickly goes through the blood system. These rounds are not made just for one type of race, but for anything that can are not immune to poison. When handling these, Anna wears special made gloves to protect herself, just incase.

Dagger:

Anna keeps a dagger on her left thigh at all times. The dagger is a silver ceremonially blade, with an ivory hilt. On the hilt, there is a rose craved into it.

Great Piwafwis (Cloaks of Elvenkind)

This cloak was especially made so that none, but a drow can use the special abilities. It has all the abilities of a lesser, and it has endured elements, which makes her immune to fire, as long as she's wearing such. Also gives Anna the ability to hide in the darkness, though not completely.

Spells:

1st Level:

Drug Resistance- Subject is immune to addiction; lasts one hour.
Anna has to be within touching distance to cast this spell on someone that is living. The spell’s effects lasts for one hour, per spell caster level. For Anna, it’d last up for six hours. The creature touched is immune to the possibility of addiction to drugs. It still experiences the negative and positive effects of drugs during the spell’s duration. This spell doesn’t free the target of the effects of an addiction that has already incurred. If the spell ends before the effects of the drug wears off, the normal chance for addiction applies.
Material Component: Three drops of pure water.

Lesser Heal – Anna heals lesser wounds; such as cuts, bruises, and bumps. With the touch of Anna’s hand, she boosts the subject’s life energy, granting them the fast healing ability for the duration of the spell. She can stabilize a person if they are on the brink of death, but cannot bring one back from death with this spell. She cannot heal someone from starvation, thirst, or suffocation, nor does it allow creatures to regrow or attach lost body parts.

Levitate - Anna has the ability to levitate a creature, up to fifty feet in the air; holding them there for up to six minutes. (Can use her insignia for free spell. For being a highborn, she can also use it once a day for up to twelve minutes.)

2nd Level:

Aura against Flame – Anna ignores most fire damage; and has the ability to extinguish the fire.
Anna creates an aura of blue mist that protects her against fire, for up to six minutes. Also, she has the ability to snuff out a fire with this spell. Torches, small fires, and hurled alchemist’s fire are snuffed out and cause no damage if used against her or if she touched them. Anna may touch an existing magical fire, and attempt to dispel it, as if using a dispel magic spell against it. If she succeeds, the magical fire and aura both disappear. She may use the aura as a dispel magic to counterspell a magical fire attack that’s being used against her.

Skull Watch - Skull starts to shriek when a creature enters a warded room.
When Anna leaves the room she’s staying at, she puts a normal skull at the front door and window; any time someone besides her enters the room it’ll start to shriek, and try to alert someone.

3rd Level:

Chain of Eyes – Anna can use a creature’s vision instead of her own.
She has to be able to touch the creature, and it lasts one hour/level; for Anna it’d last for six hours. While this spell gives her no control over the creature, each time it comes into physical contact with another living being, she can choose to transfer her sensor to the new creature. In this way, her sensor can infiltrate a closely guarded area.

Moderate Heal - Anna heals more moderate wounds.

Forceward – Creates a sphere that prevents intrusion.
Anna creates an unmoving, transparent sphere of force centered on her location; lasts for six minutes and has a 10ft radius. The sphere illuminates its interior and everything within five feet of its edge. All allies are allowed to enter the sphere. Any other creature that tries to enter inside of the sphere cannot pass through it. The spell does not prevent spells or objects from entering the forceward.

4th Level:

Weather Eye - Anna can predict the weather accurately up to one week ahead.
The range on her spell is centered on her, then its 1 mile radius + 1 mile/level. For Anna her range, centered on her would be 7miles. If unnatural forces currently affect the weather, then weather eye reveals as much information as detect magic spell.
Material Component: Incense.
Divine Focus: A scrying device, bowl full of water.

5th Level:

Dance of the Unicorn – Purifying mist washes the air clean of smoke, dust, and poisons.
Anna surrounds herself with a purifying, swirling mist with a radius of thirty feet around her that washes the air clean of smoke, dust, and poisons. Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. The cloud of mist leaves everything within its area damp.

Divine Agility – Anna improves a creature’s reflexes, dexterity, and maneuverability in combat.
Calling on the divine power of Lolth, Anna imbues a living creature with agility and skill in combat. She also gives them more dexterity and better maneuverability in combat.

6th Level:

Fiendish Quickening
- Anna’s is able to teleport, quickly and without error.

Racial Traits:

Magic:

A drow’s physiology also includes an innate resistance to magic, presumably from generations of exposure to the Underdark radiation known as Faerzress. This does not hamper them from reaping the rewards of beneficial spells and effects. As with all elves, they also have a naturally highly developed resistance to enchantment spells and effects, and complete immunity to any magic-based sleep effects. (Being that Drow does not sleep in the sense that a human does.) Being particularly willful as a race, combined with these innate resistances to various magic’s has granted the drow an enhanced ability to fend off those who would try to subvert or overcome their wills through magic.

Heighten Senses:

Much as their surface elven kin, drow tends towards highly developed senses. Millennia of living in the Underdark, where one learns to find water by timing the echoes of dripping or running water, and learns to detect incoming rock shifts or collapses by listening for the natural grating and groaning sounds of unshaped rock has given the drow a superior sense of hearing. A drow’s long, slender fingers are highly sensitive, granting them an enhanced tactile sense. This allows them, among other things, to read subtle, Braille-like “secret signs” left by fellow drow on rocks walls, message stones, and other places.

Dark elven eyesight is also far more acute than humans. Where the elves of the surface have excellent low-light vision, drow have adapted to seeing in conditions of total darkness. This Darkvision is both a blessing and a curse, for though they can maneuver perfectly in dark environs, conditions of bright light tend to blind them temporarily, and otherwise cause discomfort and a hampering of their skills during continued exposure. There are drow who learn to endure and even overcome the effects of bright light upon their sensitive eyes, notably those who spend long periods of time on the surface, and wizards who must use light on a regular basis in order to learn and study from their spell books.

The drow sense of smell, however, is not so acute. The all-pervasive smell of the rock and damp air all around, tainted by the ever-present mold and fungus spores and the scent of drow and slave bodies, is a strong background. Most drow have been exposed to strong incense and offering-burnings since infancy, which further serves to dull the olfactory sense. Drow still enjoy perfume, incense, and the like, but their smell is only about as acute as that of most humans--far less than that of many native inhabitants of the Underdark.

Alternate Form: Anna can assume the shape of a bat, dire bat, wolf, or dire wolf. She can stay in that form, until she changes to another, or until the next sunrise.

Damage Reduction: Anna has a slight damage reduction, expect against magic.

Fast Healing: Like Garou, vampires have a bit of fast healing, though it is not as powerful as the Garou’s. If killed, an Anna will turn into her gaseous form, she has to return to her coffin within two hours or be utterly destroyed.

Gaseous Form: Anna at will, can turn into its gaseous form, it can remain in such for indefinitely.

Resistances: Due to being a drow, Anna has some resistances against sleep magic; due to the fact that drow do not sleep in the since that humans do. Due to being a vampire, she also gets a slight resistance to coldness and electricity. Anna also has a small resistance against being turned.

Spider Climb: Due to being a vamp, Anna can climb a sheer surface; like a spider, hence the name.

Repelling a Vampire: Vampires like in the old cheese fest movies, cannot tolerate the strong order of garlic, and will not enter a place laced with it. Mirrors and holy symbols will repel a vampire away; though it does not harm them. They must stay at least five feet away from the mirror or holy symbol.

Running Water: A vampire must be carried across in their coffin or aboard a ship they cannot freely cross running water.

Must Be Welcome: Anna must be invited in by someone in charge cannot freely enter a house or other private buildings. She may enter a public building, due to it being open to all.

Sunlight - At first when put in sunlight, or having a sunlight spell cast on her, Anna is dazed and confused. Then if she remains in the light for several minutes, she will be utterly destroyed.

Water - Anna can not cross running around, (see above running water). To kill her, she would have to be dunked in water for several minutes.

Stake - Like in some of the cheese fest movies, a stake to the heart will kill Anna. IF the stake is removed, she will come back to life. Cutting off her head, and filling it with holy wafers is a sure way to make sure she is dead.

Highborn Drow – Having learned how to tap into the more advanced magical abilities of her drow noble heritage Anna can use detect well, detect magic, and levitate once per day.

Silver - While most of the other demons, Garou, and most vampires cannot stand to touch silver, Anna can. For her penance for what she did when first turned, she carried a silver holy symbol of her deity, Eilistraee. Seeing what Anna put herself through in penance and grief of her actions, she blessed her to be able to carry silver and to return as her priestess.

TurnUndead: Anna being a netural cleric can turn undead, by showing her holy symbol, they run off in fear.

Heal Spells: Being of the netural alignment, Anna gets to change any spell from her spell list, into a healing spell.





Nanashi Rose
Community Member
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