Iggwilv

Orlanna Norbelos's page

185 posts. Alias of andreww.


Full Name

Orlanna Norbelos

Race

Init +8 | HP 106/106 | AC25 T12 FF23 | Fort +16, Reflex +12, Will +18, +2 vs poison and fear | CMD 17 | Perception +22 | Sense Motive +21

Classes/Levels

Buffs:
Mage Armour, Darkvision, Overland Flight, Contingency (DDoor), Barkskin 5, Shield
Conditions: FoM, Images 5

Gender

N Female Human Wizard (Transmuter) 7|Loremaster 6

About Orlanna Norbelos

Orlanna Norbelos is one of the many grand daughters of Ilena Norbelos, the Despotrix of Hardby. Her talent for wizardry was noticed at an early age by the elderly Gynarch and Orlanna was raised at her grandmothers knee. From her she learned magic and politics and statecraft and eagerly went to work for her grandmother when her apprenticeship was completed.

Orlanna has travelled extensively in the lands beyond Hardby since, acting as agent, ambassador, confidante and occasional smuggler. She has an impressive knowledge of the entire region, having explored the land from the dangerous Pomarj in the south to the Shield Lands and the Bandit Kingdoms to the North. Wherever she goes she drafts reports for her grandmother.

Her wide travels have also fed her other love, Magic. She has gathered an impressive array of spells, whether plundered from ancient Tombs or traded with mages as far away as Ket and the Great Kingdom.

Orlanna has two pet hates, sea travel (she gets sea sick) and the Undead. Her dislike of the undead is largely professional, they do not share. Mages who transiton into undead become greedy hoarders of magic and that she cannot stand. As far as she is concerned magic must be shared, at least amongst those who undertand such things.

Appearance
Orlanna is a short, rather dumpy human woman in her mid thirties. She has short, tied back dark hair and penetrating pale grey eyes. She always dresses appropriately to the occasion, whether in tough wearing explorer clothing while pludering an ancient tomb or formal dresswear dripping in jewellry to attend a formal banquet. She much prefers the former to the latter.

Heroic Monent
Early in her career, shortly after completing her apprenticship, Hardby was attacked by Sahaughin. Many citizens were kidnapped and dragged beneath the waves to be sacrificed to their degenerate gods. Orlanna lead a group of adventurers beneath the waves, her magic granting them the ability to breath underwater, and rescued her people before they could be murdered. She has committed herself since then to protecting her people from the dangerous forces of the world that they cannot possibly begin to comprehend. She very much sees it as the role of those with Power to use it for the betterment of those without, sometimes whether they like it or not.

Why stop Kyuss?
Undead are an abomination which should be wiped from the face of the world. They are antilife, the antithesis of all we hold dear and they woould swallow us all into their entropy and corruption if they could. The practice of necromancy is abhorent and those who consort with such abominations are no better than such creatures.

As a Transmuter Orlanna is a proponent of life in all its myriad forms. Undeath represents everything that she hates. Also, undead wizards dont share! That is just not on.

How do the Powerful know you?
Orlanna regularly acts as an ambassador for her grandmother. She is a moderately skilled diplomat in her own right and exceptionally knowledgable about the people, places and noble houses of the entire region. She shares her grandmothers distatste for the ruling Oligarchy of the Free City of Greyhawk, seeing them as venal and corrupt.

Stat Block:

Orlana Norbelos
Female human loremaster 5/transmuter 7
NG Medium humanoid (human)
Init +8; Senses darkvision 60 ft.; Perception +20

--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 106 (12d6+48)
Fort +14, Ref +10, Will +16

--------------------
Offense
--------------------
Speed 30 ft., fly 40 ft. (good)
Melee dagger +5 (1d4-1/19-20)

Arcane School Spell-Like Abilities (CL 13th; concentration +21)
11/day—telekinetic fist (1d4+3 bludgeoning)

Transmuter Spells Prepared (CL 13th; concentration +21)
7th—limited wish, prismatic spray (DC 27), heightened slow (DC 27)

6th—chain lightning (2, DC 26), disintegrate (DC 26), greater dispel magic

5th—cone of cold (2, DC 25), overland flight, heightened slow DC 25), teleport

4th—black tentacles, elemental body I, empowered fireball (3, 0, DC 23), greater invisibility, [open slot]

3rd—fly, heroism, lightning bolt (2, DC 23), slow (2, DC 23)

2nd—alter self, glitterdust (2, DC 20), invisibility, mirror image, resist energy, [open slot, darkvision at the end of the day]

1st—feather fall, grease, magic missile (3), shield, [open slot - mage armour at the end of the day]

0 (at will)—detect magic, mage hand, message

. . Opposition Schools Divination, Necromancy

Buffs: Contingency, Overland Flight, Extended Darkvision, Extended Mage Armour[/b]

--------------------
Statistics
--------------------
Str 8, Dex 14, Con 18, Int 26, Wis 14, Cha 12
Base Atk +6; CMB +5; CMD 17
Feats Additional Traits, Empower Spell, Greater Spell Focus (evocation), Greater Spell Focus (transmutation), Heighten Spell, Improved Initiative, Scribe Scroll, Skill Focus (Knowledge [religion]), Spell Focus (evocation), Spell Focus (transmutation), Spell Penetration

Traits ease of faith, magical lineage (fireball), reactionary, suspicious

Skills Appraise +12, Diplomacy +18, Fly +16, Handle Animal +5, Heal +6, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (engineering) +14, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (nature) +17, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +32, Linguistics +24, Perception +20, Profession (sailor) +6, Sense Motive +19, Spellcraft +21, Use Magic Device +17

Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Treant, Undercommon
SQ arcane bond (ring of freedom of movement), lore, physical enhancement (+2), secrets (applicable knowledge, lore of true stamina, secrets of inner strength), Greater Lore

Equipment:

Magic Itemslesser extend metamagic rod (2), belt of mighty constitution +4, cloak of resistance +4, eyes of the eagle, handy haversack, headband of vast intelligence +4, orlanas blessed book, pearl of power (2, o, 1st), ring of freedom of movement, piece of the rod of seven parts

Wands, potions and scrolls wand of cure light wounds (45 charges), wand of mirror image (44 charges), wand of shield (44 charges), scrolls (endure elements (2), protection from evil (2), grease (2), obscuring mist (2), unseen servant (4), comprehend languages (3), detect secret doors (2), erase (2), web, see invisibility, alter self, dimension door, remove disease (2), heal, barkskin (CL12, 4), potion of remove disease

Mundane Equipment acid (5), alchemist fire (5), antitoxin (4), healers kit, bedroll, cold weather outfit, contingency focus (worth 1,500 gp), flint and steel, ink, inkpen, noble accessories (worth 100 gp), noble's outfit, scrying mirror (worth 1,000 gp), silk rope (50 ft.), silver holy symbol of Boccobb, spell component pouch (4), sunrod (2), waterskin, winter blanket, wizard starting spellbook, heightened continual flame (SL6, CL12), trail rations (3 months)

Cash 360gp, 5000gp of diamond dust

Special Abilities:

Arcane Bond (Ring of freedom of movement) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Fly (40 feet, Good) You can fly!
Greater Lore (Ex) You gain +10 to spellcraft checks to determine the properties of a magic item.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Lore +3 (Ex) Add + 3 to all knowledge skill checks.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+2 bludgeoning, 11/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Spellbook:

All core spells of levels 1-3

4th: Remove Curse, Black Tentacles, Dimension Door, Summon Monster 4, Secure Shelter, Arcana Eye, Scrying, Charm Monster, Confusion, Ice Storm, Resilient Sphere, Wall of Fire, Greater Invisibility, Shadow Conjuration, Elemental Body 1, Stone Shape, Dimensional Anchor, Stoneskin, Locate Creature

5th: Lesser Planar Binding, Summon Monster 5, Wall of Stone, Teleport, Prying Eyes, Feeblemind, Conce of Cold, Shadow Evocation, Baleful Polymorph, Overland Flight, Dismissal, Permanency

6th: Greater Dispel Magic, Planar Binding, Summon Monster 6, Mass Suggestion, Chain Lightning, Contingency, Disintegrate

7th: Limited Wish, Magnificent Mnsion, Prismatic Spray, Greater Teleport, Vision,