Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Monday, March 28, 2011

Character Du Jour: Milia Gloriosa

What do you get when you stuff a drama archetype in a little package?


Milia Gloriosa!

Milia Gloriosa is a halfling.  Created by combining A4, S4, and G4 morphs!  Her body is 50% Aiko 4 and 50% the Girl.  Combined with S4 short and petite morphs -- and further reduced to 50% size.  Here she is, compared with one of her soldiers to show her size.

I had the idea when I watched a segment of A Funny Thing Happened On the Way to the Forum were Miles Gloriosus was played by a crooning dwarf (with a schlong that makes women swoon!).



Here are her Pathfinder statistics!


Milia Gloriosa
CR 5
XP 1,600
Female halfling paladin 6
LG small humanoid (halfling)
Init
+1; Senses Perception +7
 DEFENSE
AC 22, touch 11, f lat-footed 21 (+8 armor, +1 Dex, +3 shield)
hp
51 (6d10+18)
Fort
+7, Ref +3, Will +4
  OFFENSE
Speed 20 ft.
Melee
+1 longsword with godslayer blessing +12/+7 (1d8+7/19–20) or dagger +9/+4 (1d4+3/19–20)
Ranged
longbow +7/+2 (1d8/×3)
Special Attacks
channel positive energy, smite evil 2/day
Spells (Save DC –
14):
1stBless, Protection from Evil
Sample Dialogue: “Stand aside, everyone!  I take large steps!”

  STATISTICS
Str 14, Dex 12, Con 15, Int 12, Wis 14, Cha 16
Base Atk
+6; CMB +8; CMD 22
Feats
Improved Sunder, Power Attack, Weapon Focus (Longsword)
Skills
Diplomacy +12,  Handle Animal (horses) +12, Knowledge (Religion) +10, Ride +4, Sense Motive +4,  Spellcraft +6
Languages
Common, Halfling
SQ
hafling traits, aura of courage, aura of Good, detect evil, divine bond, divine grace, divine health, lay on hands, mercy
Gear
half-plate, heavy steel shield, +1 frost longsword, dagger, 63 gp


To play her while you game, the best thing to do is have your wife sing "Bring me my bride" but change bride to groom at the table when she's introduced.   Oh, and tell her to ham it up. :D

Tuesday, July 27, 2010

Milo D. Indarys, Dark Elf of Morrowind

Morrowind Dark Elf by ~Atlantean6 on deviantART

My interpretation of a Morrowind Dunmer, or Dark Elf as they are called.  This is Milo D. Indarys.  She is a crusader -- that is -- a knight combined with a cleric, essentially a paladin.  She is of House Rendoran, and is related to the Indarys clan.  In ESIV: Oblivion, the Indarys clan has the distinction of being led by the Neverarine.  In fact, they are so important that one of them governs Cheydinhal as a count (Count Indarys).

If you want to use her for Roleplaying, here are her basic stats:

Milo D. Indarys
[level 3 paladin (3rd), Warlord with the Initiate of the Faith feat (4th); AL LG; most used skills: Diplomacy, Heal, and Intimidate]

Sunday, June 20, 2010

The Dragon Wife heroic Cast!


Dragon Wife Heroes by ~Atlantean6 on deviantART

Here are the heroes of the Dragon Wife comic. The group is not your typical Dungeons and Dragons adventuring group. Okay. Left to right they are:

Varainye -- Her name means "Dirty Girl." Varainye is a barbarian, she wears short hair, and is strong for her type. She has been working out and increasing her physical strength. She is stronger than most women of her race, the Massalian Elves.

Greywulf -- Greywulf is an orcish shaman. He left home after getting tired of raiding and his shrewish wife. His tribe, the Ice Dragontooth Tribe, had labeled him as a deserter since he disappeared during a raid on Northumberland territory.

Tyr -- The fighter of the group. Not as powerful as Varainye when she goes into a rage, but he thinks coolly under pressure.

The Shaper -- "He's perfect."

Fyreheart -- Fyreheart is the Shaper's wife. She messes up his perfect life by introducing chaos and bringing his life totally out of control.

After these comes the villain menagerie.

Sunday, March 14, 2010

Character Du Jour: Alcániel Galalithe


Blood elves in World of Warcraft are a race with bright, intense, green glowing eyes.  They are fair skinned.  And they are cursed to live an existence draining power from demon crystal stones and other magic sources.  They suffer from an addiction to magic.  And they all look to Prince Kael'thas Sunstrider to restore their race to power and glory.

Alcániel is a Blood Elf warlock of the highest order.  She treats her familiar, Pipquik, as a mere tool rather than an ally or a friend.  Alcániel hates demons and all demonkind, but she fights fire with fire, even though she uses demon magic as a source to stave off her addiction.  She helped the Blood Elves break from the Alliance and join the Horde, and now is allied to the Horde in order to help lead the Orcs back to Outland.  She also sees Outland as a sort of promised land for her people, and hopes to join her vaulted prince, Kael'thas, in Outland (this takes place before Kael'thas stole Mu'ru from Silvermoon).

As a Warlock, Alcániel's powers relate to demonkind and demonic magic.  She uses fel magic to wrought her purpose.  Unlike the Warlocks of the humans, gnomes, or the Shadow Council; her people see her Warlock ways as a boon rather than a curse.

Dirty Little Secret: One of her brothers, the Mage Vórimóro, was killed by the Scourge Plague in Lordaeron.  He has raised as a Forsaken mage.

Stats.

Alcániel Galalithe  (CR 13)
Female Blood Elf 
Warlock 7/Blood Elf 3/Enchanter 3
Medium Humanoid
Hit Dice: 3d8+8d6
hp: 63

Init: +3
Speed: 30 ft.
AC: 15, touch 17, flatfooted 18
Base Attack: +6  Grapple: +8
Melee Attack: +6 +2 Flaming Longsword of Striking (1d6+3 damage, crit 20)
Missile Attack: +6 +2 Ghost Touch Shortbow (1d6+2 damage, crit 19-20)
Full Attack: +10 +2 Flaming Longsword of Striking (1d6+3 damage, crit 20).



Special Qualities: Blood Elf Traits (see World of Warcraft: Monster Guide page 65), Dynamic Spellcasting +12, Arcane Torrent, Mana Tap, fel companion [Pipquik (imp), Stormchaser (Voidwalker)] Spell Like abilities, Increased Caster level, summoner, Disenchanting, enchanting, identify enchantment
Alignment: Lawful Good


Saves: Fort +4, Ref +4, Will +9
Abilities: Strength 14, Agility 17, Stamina 10, Intellect 17, Spirit 12, Charisma 15

Skills and Feats: Appraise +11, Concentrate +9, Craft (Bolts of Cloth) +7, Craft (shirt) +6, Craft (dress) +7, Craft (trousers) +7, Craft (wands) +5, Intimidate +9, Knowledge (Arcana) +13, Knowledge (Demons) +14, Knowledge (Quel'thalas) +10, Profession (Tailor) +6, Spellcraft +14; Empower Spell (+8 to Casting DC), Magic Energy Control, Martial Weapon Proficiency (long sword), Spell Mastery (Shadow Bolt) [+5 bonus to fortitude checks against Drain and Control Checks]

Spellbook (Dynamic Spellcasting +12, Save DC: 12 + 6 + one-fifth the spell’s base DC (round down) + the spell slots required to learn the spell): 0-level: Acid Splash (DC 15), Arcane Mark (DC 15), Detect Magic (DC 15), Ghost Sound (DC 16), Read Magic (DC 17), Resistance (DC 16), Sense Demons (DC 15); 1st level: Alarm (DC 22), Cause Fear (DC 20), Corruption (DC 20),  Comprehend Languages (DC 21), Lesser Demon Skin (DC 22), Lesser Immolate (DC 21), Lesser Shadow Bolt (DC 20), Summon Monster I (DC 23); 2nd level: Curse of Recklessness (DC 25), Detect Thoughts (DC 27), Invisibility (DC 26), Mirror Image (DC 27), Lesser Searing Pain (DC 26), Summon Monster II (DC 28); 3rd Level: Create Firestone (DC 34), Dispel Magic (30), Hold Person (26), Gaseous Form (DC 31), Life Tap (DC 28), Searing Pain (DC 31), Shadow Bolt (DC 30); 4th Level: Charm Monster (DC 34), Crushing Despair (DC 35), Curse of Tongues (DC 34), Detect Scrying (DC 35), Eye of Kilrogg (DC 41), Medivh's Mnemonic Enhancer (DC 45), Rain of Fire (DC 37), Summon Monster IV (DC 33); 5th Level: Curse of the Elements (DC 40), Curse of Shadow (DC 38), Drain Life (DC 38), Drain Soul (DC 45), Immolate (DC 38), Ritual of Summoning (DC 44); 6th level: Acid Fog (DC 43), Geas/Quest (DC 52), Greater Demon Skin (DC 43), Legend Lore (DC 45+)

Enchanter Abilities
: Journeyman Enchantments -- Wp - Lesser Striking (100 EP), Lesser Elemental Slayer (200 EP), Arm - Lesser Health (100 EP), Brac - Lesser Deflection (100 EP), Cloak -- Lesser Lightness (200 EP); Expert Enchantments -- Wp - Lesser Smiting (450 EP), Arm - Health (300 EP), Brac - Deflection (300 EP)



Blood Elf Traits (Su): 
Magic Addiction: Blood elves are addicted to the use of arcane magic. A blood elf must spend 1 hour each morning in meditation, resisting the distractions of their addiction, or take a –1 penalty to effective arcane caster level and a –2 penalty on saving throws against spells for that day.  Blood elves have learned to slake their thirst through the absorption of fel energies. If the blood elf partakes of demon’s blood, the magic addiction abates for a number of days equal to the blood elf’s Spirit modifier (minimum 1 day).

• Racial Animosity:  Blood elves reek of fel power, offending the spiritual senses of night elves and tauren. Because of this, blood elves suffer a –2 circumstance penalty on Charisma-based skill checks made when relating directly to night elves or tauren.

• Weapon Proficiency: Blood elves are proficient with the shortbow, composite shortbow, short sword, and scimitar.

• +2 racial bonus on saving throws against mind-affecting spells or effects.

• +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks.
These skills are class skills for all blood elf characters.


Possessions: +1 Eweyai Suit (+1 Eweyai skirt of the Eagle  - +2 Intellect, +2 Stamina; +1 Eweyai Vest of the Tiger - +2 Sr, +2 Agility, +1 Eweyai Sleevee of the Whale +2 Spt, +2 Stamina), +2 Flaming Longsword, +2 Ghost Touch Short Bow; Accountrements, Warlock components, Demon scales, flint and Steel, Backpack, bedroll, 2 torches, quiver and 5 arrows.

Pipquik
Male Imp
Tiny Outsider (Demon, Evil, Extraplanar)
Hit Dice: 12d8+3 (85 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +2 Agy, +3 natural), touch 14, flatfooted
15
Base Attack/Grapple: +1/–8
Attack: Claws +2 melee (1d3–1)
Full Attack: Claws +2 melee (1d3–1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Lesser firebolt (DC 13)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity to
fire, spell resistance 11, demon traits
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 18 Skills: Climb +3, Concentration +4, Knowledge (the
planes) +3, Listen +2, Spot +2, Stealth +6 (+14
to hide), Use Magic Device +6
Feats: Improved InitiativeB, Toughness
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary, pair, or gang (3–5)
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral evil
Advancement: 2–4 HD (Small); or by character class
Level Adjustment: —

This small, thin humanoid has two long horns and bright yellow eyes. A wicked grin spreads across its narrow face as a ball of flame materializes in its palm. 

Pipquik is a mean, mischevious sort of demon who questions why and how Alcániel always summons and dismisses him.  He enjoys setting things on fire, and has this thing with casting magic firebolts that glow green and setting things on fire.  Piquick has graciously learned the following abilities taught to him by Alcániel from demonic tomes: Improved Firebolt (basically his firebolt has been Empowered) and Blood Pact.

Combat
Lesser Firebolt (Sp): Pipquik can invoke an effect identical to a lesser firebolt (DC 13) 6 times/day. The save DC is 13 + 12.
Spell Resistance: Pipquik has spell resistance equal to 17.




Stormchaser
Voidwalker (CR 3)

Medium Outsider (Demon, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Full Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tormenting strike (DC 14)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., bracers,
consume shadows, damage reduction 2/good and
truesilver*, spell resistance 13, demon traits
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Skills: Climb +11, Concentration +11, Intimidate +10,
Knowledge (the planes) +7, Listen +5, Spot +5,
Swim +11
Feats: Improved Initiative, Power Attack
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary or pair (1 plus master)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6–14 HD (Medium)
Level Adjustment: —
* This substance appears in More Magic & Mayhem.

This hulking blue creature looks vaguely humanoid. It seems to appear from within a black cloud as dark as the void.


Stormchaser is your standard, stupid and hungry voidwalker.  He attacks at Alcániel's every command and continues to attack until told to stop.  It speaks in a base voice, a voice that gives the impression that its male.  Stormchaser has learned the following abilities from Alcániel from demonic tomes: Attraction, Aura of Suffering, Sacrifice, and Spell Resistance.


Combat:

Tormenting Strike (Su): The touch of a voidwalker brings a victim’s most painful memories rushing to the surface; for a brief moment, she can think of nothing but destroying the source of this mental anguish. Any creature with an Intellect score of 3 or more that takes damage from a voidwalker’s slam attack must attempt a DC 14 Will save. Failure means the creature cannot make melee attacks (even attacks of opportunity) against anything but the voidwalker for 1 full round.  The save DC is Charisma-based.

Bracers (Su): Like elementals, voidwalkers, whether summoned to Azeroth or arriving of their own free will, wear a set of magic bracers. These bracers form automatically when the voidwalker leaves the Twisting Nether, tying the voidwalker to Azeroth and allowing it to exist outside of the Twisting Nether. A voidwalker that loses its bracers also loses much of its power and might inadvertently return to the Twisting Nether.  A voidwalker that loses its bracers must make a DC 19 Will save or return immediately to the Twisting Nether as if targeted by a banishment spell. If the voidwalker makes its save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina.  Only a limited wish, wish, or miracle can reverse this penalty.  Voidwalker bracers possess a hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a voidwalker.

Consume Shadows (Su): A voidwalker can absorb the darkness surrounding it, thereby healing itself of wounds; using this ability provokes attacks of opportunity. A voidwalker in total darkness can spend  full round concentrating (losing its Agility bonus to AC for the round), drawing the darkness in and producing a faint indigo light around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its Stamina bonus (8 points in the case of the voidwalker presented above).

A voidwalker may consume shadows in shadowy illumination but heals only half this amount. If the voidwalker takes damage while it using consume shadows, it must attempt a Concentration check (DC 10 + damage dealt) or fail in the attempt.

Damage Reduction (Ex): A voidwalker has damage reduction x/good and truesilver, where x is equal to 1/2 its outsider Hit Dice (DR 2/good and truesilver in the case of the voidwalker presented above).

Spell Resistance: Stormchaser has spell resistance equal to 14.

Saturday, October 24, 2009

Working on a Texture Set

I'm working on Alternate Textures for Orion1167's Chaos Seed for Poser and DAZ Studio. There are going to be nine sets planned:

3 Satin/Silk ones
  • Light Blue
  • Red
  • Orange
3 Animal prints or animal based ones:
  • Leopard Spots
  • Zebra Stripes
  • Tiger Stripes
2 Leather sets:
  • Buckskin (White) /w Dakota Sioux designs
  • Black Cattle Leather /w European Heraldry
1 Linen set /w Greek or Egyptian designs

Here is a look at the first set done. Needs some tweaking (my father suggested using crocodile leather as a texture for the boots; the gloves are made of snake skin).


Chaos Seed Texture WIP by ~Atlantean6 on deviantART

Character Set: MH Anny for V4A4

Every once in a while, you come across a character set that you just fall in love with. While searching for some clothes for my manga, I came across just one particular set. It's MH Anny for A4.

This particular set is a manga character, yep, a manga character. After seeing what ManiHoni can do with his texture sets on MH Zowie, MH Anny has the same hi-rez texture. Well, almost. ManiHoni produces some of the best character sets.



The video shows off MH Anny. :)

Monday, October 19, 2009

Vanyamórë

Personality: Vanyamórë is caring, brave, and speaks with the Authority of the King of Neo Massalia.

Vanyamórë, the Dark Beauty of Neo Massalia. Having grown up in the kingdom of Neo Massalia (Idaho, Wyoming, Colorado); Vanyamórë is a mage on a mission. She has come to the Kingdom of Loch Salann to learn the secrets of Loch Salann's technology.

She is also infatuated with the Shaper, Michael. As a member of a warlike culture, Vanyamórë is the princess of her kingdom and thus is accompanied by a battlemage and a Knight of the Blood. However, as a Wizard, she is trained in the traditions of magic and she uses the five techniques ( Creo, Intellego, Muto, Perdo, and Rego) and the forms (Animal, Aquam, Auram, Corpus, Herbam, Ignem, Imaginem, Mentem, and Vim). She is essentially a fire mage, but she is drawn to the shapers for some reason. She wants to know why they can violate some of the limitations of Hermetic Wizardry. Another reason to meet Michael.

Despite being an Atheist, Vanyamórë has the name of God embroidered on her garment (Adonai Elohim) as well as many alchemical symbols printed on the fabric of her garment. (Sun and the Lion, the Dragon, the symbol for alchemy, the symbol for gold, and Squaring the Circle).


This is the result of restructuring my manga's genre. The conflict is between Metacreativity and both Religion and Magic. This suit is the Chaos Seed suit, but I retextured it to be satiny or to be made of cotton. It's bright blue, so she won't draw much attention to herself.

Friday, October 2, 2009

Major Elric "Hannibal" Smith, State Mage


Meet Major Elric "Hannibal" Smith, State Magican. This is a 4th Edition wizard for the game over on Myth Weavers. I was invited by Greywulf, so I chose to take the invitation.

Time Period: Victorian England
Race: Human
Age: 17.
Country of Origin: Roshtaria
Rank: Major in the Roshtarian Army
Storyteller/Actor Role: Combat Mage (Medium Artillery)
Gamist Role: Controller
Class: Wizard
Distinguishing Marks: There is a tattoo of an Oriental Dragon on his left side, it snakes around his left nipple and down his ribcage to his stomach.

Talents: Elric has the following talents ---
* Battle Reflexes (Minor Special Training Talent) -- Elric is capable of making an extra initiative roll, and I may select the one I wish to use.
Elric can adapt to any combat situation quickly. He can assess the whirlwind of information that assaults him in combat. He knows how to use that information to his own advantage, and he presses that advantage when ever he can. Even if he is surprised, he can recover more quickly than normal. Then he can press the battle to his victory -- a result of his military training.

* Natural Physique (Minor Physical Talent) -- This talent reflects the increased hit points found in 4th Edition.
Elric was born with a natural physique. This allowed him to have a well developed body, which was honed in Military basic combat training. As a result, he has a well defined muscular body.

* Danger Sense (Major Mystical Talent) -- You may make an Alertness check to detect danger (DM's Discretion). Elric receives a +2 bonus to make the check.
Whenever Elric gets close to a source of danger, he can feel it. He cannot always depend on it, but has certainly saved his life on more than one occasion. He keeps it a secret because people don't believe he can sense danger. He does use it to his advantage, however.


* Military Combat Mage Training (Greater Special Training Talent) -- This talent is a catch all, representing the skills and powers he receives under 4th Edition. It also represents the Gamist emphasis of D&D 4th Edition.*

Flaws/Defects:
Rival NPC (Greater) (Balances Military Combat Mage Training) -- Elric has gained a rival in the Roshtarian Army, another State Magician. This one is a Heavy Artillerist or Nuclear Mage, specializing in powerful destructive magic (just like Kimbley from Fullmetal Alchemist).
Elric has a powerful rival. Once they were the best of friends, but they drifted apart. During the battles they participated in -- this rival was getting increasingly unbalanced and focused on magic that destroys things in a wide area. The final break was during the Battle of Ashvale, when his friend used powerful magic that obliterated about five city blocks and killed hundreds of innocent non-combatants. And all the time, he laughed and grinned the grin of a sociopath. They split and he was never seen again. However, Elric knows that he's out there, up to no good or trying to surprass him in skill.

Girl/Guy Magnet (Greater) (Balances Danger Sense) -- Elric attracts both girls and guys who are easily distracted. Some want to pursue a romantic relationship.
Elric is quite the lady killer. Girls find him physically attractive, and they swarm to him like bees to honey. But that's not all. Some guys are attracted too. It's very embarrassing for Elric to attract girls, but guys?

Sense of Duty (Minor) (Balances Battle Reflexes) -- Elric is a Major in the Roshtarian Army, and thus he has a duty to return to Roshtaria as soon as possible and resume being in the Army.
All mages - both Combat and Nuclear - in the Roshtarian Army are given the Rank of Major, since there are few of them and their talents are invaluable in military operations. Although Elric has a standing order to capture his Rival, he feels a strong sense of duty to his country and to the Army.

Chivalrous (Minor Flaw) (Balances nothing) -- Elric must fight in an honorable and chivalrous manner, since he ascribes to a code of ethics that is based on doing what is honorable and right. He will always fight fair and treat ladies with respect (which intensifies his Girl/Guy Magnet flaw).
There is much honor to be gained, and Elric lives for such honor. Elric endeavors to receive the most honor possible in ensuring a fair fight. He doesn't take advantage of an unarmed foe, attack people from behind, or attack on horseback if your foe is not himself mounted. He does not get satisfaction from defeating people dishonorably. He realizes that not everyone fights by reasonable rules, however he choses to do so since it is how he was raised.


Background/History:

Elric was born seventeen years ago. He was born to a wonderful father and mother. He has six siblings, four sisters and two brothers. However, his father was a Combat Mage in the Army, and so he disappeared one day, abandoning his family on a Military Mission. His mother was left to fend for her seven children by herself.

Of all his siblings, only he was interested in following the footsteps of his father. His sister, Gloria Smith, studied Automail engineering and works on creating Automail prosthetics (Cybernetic engineering). While his mother tried to prevent him from becoming magician, Elric was determined to try.

He found a teacher and learned magic from her. He also went to Church, and it was from Church and his teacher's husband -- a retired Colonel; that he learned his morals and ethics. He adopted Chivalry from his teacher's husband as a way to approach combat and a way to guide his life.

Tragically, when he was fifteen, kobolds attacked his family farm and beat up his brothers and raped his sisters. The kobolds raped his brothers as well. Afterwords, the kobolds razed their crops after taking what they wanted. His mother ran away with his youngest sister calling for his help.

To defend his property, he used his magic powers. The battle was long, but with help from the Colonel and his teacher, he routed the kobolds and killed their leader. In recognition to this tragic event, the Army came to his door and recruited him into the Roshtarian Army. They gave him the rank of Major and had him go through intense combat training.

The training toughened and strengthened his body. He also learned from the best teachers the Army had available to hone his skills. It was at this time he met his Rival -- Jones. Jones was too frail for combat training, so he took nuclear training instead. They became the best of friends through their training. Helping each other out, and teaching each other basic tricks of both nuclear and combat magic. They even had bunks together, and stayed in the same unit when they shipped out.

Adventure History:
Some of Elric's Experience come from battle experience. At other times, during adventures at peacetime.

The Battle of Sorry River (levels 1-2) -- This was a major battle against orcs that invaded Roshtaria. Assigned to the same unit, Major Elric Smith and Major Jones worked together on this one. The Battle took place at Sorry River, Major Jones' home town. The orcs were insistent, they invaded and was killing everyone. The soldiers opened fire on the orcs, using their rifled muskets to take out their enemies. The battle was not going well, so General Windside ordered the Artillery. The Combat Mages and Nuclear Mages took the field.

Elric used his magic to take down the orcs, and his friend Jones, used his magic to cause a wide range of destruction. Elric and Jones separated, however. Elric used his chivalrous manner to fight the orcs, and was soon up against an Orc shaman named Narghaash. The fight between them took a long time, and finally Narghaash was worn down and yielded. Elric was impressed that the orc actually fought Honorably. Narghaash was also impressed by Elric's Chivalry. Elric let Narghaash go, but the Orc swore a life debt to Elric and the two became true friends.

For Jones, however, it didn't go well. In the battle's aftermath, Jones found his mother and father and his siblings both killed by orc axes and his house burned down. He screamed in a fit of rage and used his magic to OBLITERATE the entire Orcish command in a powerful firestorm. As the chieftains burned in his magic, Jones snapped and laughed through the burning -- enjoying the death of the orcish leaders -- able to take satisfaction in the killing of the chief and sub-chiefs that led the orcs in the battle. Elric was horrified at the true colors of his best friend; and Jones was tried and finally imprisoned for insanity.

The Homonoculus Affair (Levels 3-7) -- Roshtaria was finally at peace, and through Elric's rapport with Narghaash; Roshtaria was able to negotiate a peace with the orcs and recognition of their nation as a power. Through the intervening years, Roshtaria was forced to deal with a crisis not without, but within. In a series of mysterious happenings, inside battles, and political manuevering; Elric worked hard to help the Army overcome a crisis in his own nation.

Battles, politics, and subterfuge all took their toll. Homonoculi was seen, humans transmuted using Alchemical Ritual Magic. The Homonoculi worked their own agenda. Eventually, the homonoculi were defeated and the man who orchestrated the affair -- which almost became a coup, was Elric's own father. Elric's father was then executed for committing conspiracy against the State. His final words gave Elric strength and resolve to face the difficult years ahead. But in the ensuing chaos, someone let Jones out of prison.

The Battle of Ashvale (level 7)-- For some reason, the Eladrin declared war on the Roshtarians during the Homunculus Affair. The Eladrin marched an entire Army into Roshtaria in an attempt to occupy it. Elric didn't take part in the battles that happened in Roshtaria, he was too busy trying to cleanse Roshtaria of traitors. He did take part in a decisive battle called the Battle of Ashvale, which was an Eladrin town.

The battle was bloody, and Elric had hidden help from three units of orc skirmishers and Narghaash himself. The skirmishers that Elric and Narghaash led acted to throw some of the units off balance while the main army faced off against the army led by General Windside. Eventually, the orc skirmishers, using their bows and arrows, pressed into the Eladrin town. The units that Elric and Narghaash led made it to the town square. Only to face Jones and his psychopathic smile.

Trying to reason with him, Elric could only see that smile. Then, blackness as the world blew up. Elric and Narghaash woke up in a hospital, most of their orcs were dead. Both Elric and Narghaash healed quickly since they only received minor burns and a bump on their heads. Elric wanted to track Jones down. Colonel Hardstreet and the commanding officer of the Roshtarian Army after the battle of Ashvale had learned of Jones' escape. He ordered Elric to capture Jones and Hardstreet gave Elric Carblanche in order to do it. This meant that Elric can operate outside the Military structure to capture Jones.

Tracking down Jones (Level 7) -- with the help of orc scouts, Elric tracked down Jones to a research laboratory in the countryside. Finding Jones inside, Jones killed the researcher and jumped in a trans-dimensional portal. Commanding his scouts to stay behind, Elric jumped into the portal himself going after Jones in an effort to capture him and bring him back to his own world.

Saturday, July 4, 2009

My First 4e Character


Elessar Calanor by ~Atlantean6 on deviantART

This is my own first 4e character. I'm determined to give it a playtest. While creating him, I found it completely and utterly frustrating that there wasn't any thing I could use for my concept, so I had to make do with what the Character Builder had available (and I had to use windows, WotC is making an assumption that everyone has windows, ugh!).

====== Created Using Wizards of the Coast D&DI Character Builder ======
Elessar Calanor, level 1
Human, Warlord
Build: Inspiring Warlord
Commanding Presence: Inspiring Presence

FINAL ABILITY SCORES
Str 12, Con 16, Dex 16, Int 16, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 12, Con 16, Dex 14, Int 16, Wis 10, Cha 17.


AC: 13 Fort: 15 Reflex: 14 Will: 15
HP: 28 Surges: 10 Surge Value: 7

TRAINED SKILLS
Endurance +8, History +8, Athletics +6, Diplomacy +8, Insight +5

UNTRAINED SKILLS
Acrobatics +3, Arcana +3, Bluff +3, Dungeoneering, Heal, Intimidate +3, Nature, Perception, Religion +3, Stealth +3, Streetwise +3, Thievery +3

FEATS
Human: Weapon Proficiency (Rapier)
Level 1: Melee Training (Charisma)

POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Opening Shove
Warlord encounter 1: Leaf on the Wind
Warlord daily 1: Fearless Rescue
Human: Wolf Pack Tactics

ITEMS
Riding Horse, Rapier, Fine Clothing
====== Created Using Wizards of the Coast D&DI Character Builder ======

Moral Code: A part of his personality is his moral code. Elannar is Directed by his own moral compass, the stirrings in his heart. He follows his gut on principle.

Background: Elessar Calanor is the first son of Lord Earl Farathorn Calanor and the Lady Rowena Calanor. Because the family has distant elven blood from the Elves going back 5 generations, Elessar was given an Elvish name. Because he is first in line, the Lord Earl kept him on a tight leash and sent him to the Academy to be educated. He recently graduated with a Bachelor's degree and have returned home. He's frustrated at home, his home having become a hotbed of intrigue and politics. Although he can deftly maneuver through the intrigue at court as best as he can, he often leaves the family manor to explore the family lands.

Elessar has recently been betrothed in an arranged marriage by his mother, the Lady Rowena. His fiance has so far proven to be kind and considerate. And she seems to be more adroit in maneuvering the courts than he is. He has also fallen in love with her and thus confides in her often. However, she's not around often at night.

[Place Holder for the fiance's render]

During his childhood, Elessar had a childhood friend by the name of Elaine. A commoner she is blonde headed. He had great fun with Elaine before he went to the Academy to be educated. He fell in love with Elaine, seeing as how they had a lot in common. When he returned, Elaine had married a shopkeeper. The marriage is a bad one, but unlike his arranged betrothal Elaine seems to have married for love. Although she loves him and he doesn't love her.

Traits/Demeanor: Elessar is somewhat reserved, holding his anger in check. He's also shy, hiding his shyness with the Pride of the nobility. He is surprisingly confident and loyal to his friends. Persons who betray him soon lose his respect. He is also quite naive, taking most everything said at face value. But he is a natural leader, so its quite possible he will learn discernment.

Elessar is hot-headed. Meaning he feels anger or indignation quite easily. He mostly keeps this in check, but there were times that he does let his anger go. He usually takes it out on a tree or some other object rather than a person. However, he warned Elaine's husband by pushing him against a stone wall and holding him by the neck that if he ever hurt Elaine, he will kill him. Finally, he has a strange way of attracting girls and guys to him that are easily distracted. The girls and guys are easy pickings. He's a bit bored with the girls and he doesn't give the guys any attention.