(Character related post. This is in regards to wed. game and is from the perspective of Kills for Thunder.)
My ancestor spirit was close as I waited by the campfire. It would growl at me when i would lower my shoulders or my back would not be straight. "Composure shows confidence" is what it would say. The Children of Gaia celebration was a good time for me to test my most powerful gift. My ancestor would tell me to look at the others around the fire and see into there spirit. I would always find weakness, even in the Red Talons, who were only simple wolves. My ancestor would tell me that i was not seeing weakness, but what could be weakness. The Red Talons would be weak in the city. Also, many were stupid. There were others at the campfire as well. The master of the challenge was there, but even on the night of the full moon, rage was subdued by the spirits coming from the celebration. There would be no challenges tonight. A glass walker was there. She was an Adren, and she would walk around with her city fetish pointed up at the moon. She was weak out here. "The spirits mock her" is what my ancestor would say. She was of better station than me, she had passed her challenges, and she was worthy of respect. At least until she showed otherwise. A young black jackal was also near the campfire. He would not sit still, and he was nervous. My ancestor said it was a Silent Strider. "Dark spirits seek him out". Maybe that was why they ran all the time. There was a red haired lady sitting by a blonde haired man. "The bitch is a Fianna. She can be controlled by her temper." The ancestor was good at explaining weakness. "The other is a Silver Fang. He is Mad. He will try to controll everything. Even that which is beyond him." It was then that the Adren spoke to us all. She gathered us.
She told us we would be in a pack. This is a good thing. I can get my renown in a pack. I can prove that i am worthy of my ancestor. I can prove that i am worthy of grandfather thunders attention. The silver fang called himself Samuel Cold-Claws. The woman said she was Morgan, and that she would be replacing a Get of Fenris. She said she would make sure all our stories were told true, and that the Get would tell the stories only of himself. We do not need him in the pack. If he comes I will drive him off with claws and teeth. The Jackal called himself Wepowhet. He is wolfborn too, though he has not had the great training of man that the shadow lords have given me. The tribes are getting too weak to take care of there young. My ancestor said that.
Our pack will go to a dish. There are more glass walkers at the dish. We will go to the dish and make sure that the glass walkers are still there. Our totem will choose us too. My ancestor says that my quests will never be so easy. I remember my rite of passage. Maybe grandfather thunder will give me another great test of my strength and wits. I am ready. We go in the morning. I hunt for now, get full, and get ready. My pack will need my strength. They do not have my warnings, they do not know the ways of Grandfather Thunder.
(Cool boogie. Thats it for now. I'll have more next wed.)
Thursday, December 31, 2009
Monday, December 28, 2009
Character Stuff
(Character Stuff. Looking for pics and what not that i can use for a cool image for my characters lupus.)
(I liked this one. Its kind of menacing. pretty big for a wolf too, at least from the other photos i've been looking at. so the build would be good for Kills-for-Thunder. -Brownie Points for me!-
(I liked this one. Its kind of menacing. pretty big for a wolf too, at least from the other photos i've been looking at. so the build would be good for Kills-for-Thunder. -Brownie Points for me!-
Thursday, December 24, 2009
Kills for Thunder
(This post is dedicated to my new character in werewolf.)
Born and raised near the finger-lakes, Kills for Thunder was always the premier wolf. He was the strongest, toughest, and usually fastest of his kind. He could kill things that an entire pack would struggle to bring down, his senses were sharp, and his instincts were always spot on. He knew humans were watching him, he would see them sometimes. They stayed away. It was good, for the storms followed him, they always did, they watched over him he though, and unlike most other wolves, he did not fear the loud roars of thunder, or the flash of thunders rage. He hunted in those very storms, used them as cover, used the wet mud to track when the scent turned wet, used the crashing rain and roars of thunder to silence his approach. He was a warrior and a hunter, but he had no pack. The packs feared his ways, feared his dark coat, feared his great strength. Alpha's would turn there throats to him, but as he asserted himself, the remainder of the new pack would disband and move elsewhere. He was too strong to be leader, he was too feared. But always he wanted a place, wanted to use his strength for the other wolves, wanted to find some way to put his great powers to use. The day came. There was the thunder that came with man, and roars of metal, breaking wood, and the smell of fire. Kills for thunder found himself being chased by the men. They used fire and thunder to try and strike fear into him, they cornered him, they threw great webs on him and beat him with sticks. He would not bark, and he did not growl, he did nothing, for he saw what the others did not, he saw the clouds roll in, he felt the rain come down, and then he heard the sound of battle. Thunder roared out for action, and Kills for thunder responded with a rage and power he had never known. He did not know the number that he killed that day, but he only knew that it was they that ran from him, feared him, and were beaten and killed by him. He was the strongest, even greater than man. He was garou.
The shadowlords collected him shortly after his change, having followed his progress for some time. Kills for Thunder was given a great deal of training, and it became evident that the other Shadow Lords did not always want him present, specifically when the other garou had to talk over there politics. His training was intense, he was taught a great deal about words, about the world of man, about strange politics, strange behaviors, and what was expected of him. But what he was taught that he truelly believed in, was that the great spirit that watched his tribe was Grandfather Thunder. This he knew, this he had always known. Even though his ways were slightly different and rustic for the tastes of many of his tribe, he was given respect. His moon sign was the full moon, the sign of warriors, and he was said to have been blessed by grandfather thunder with blood and ancestry of a once great and powerful hero of his tribe. He also found out that he was rare. The wolves of his tribe were scarce, and were not looked highly upon because of the Shadowlords mastery over garou politics. The wolves were not nearly as vocal, and simply did not understand some of these ideas. Still, the wolves had there place, and the wolves under the full moon could prove to the other tribes that the shadowlords had there own warriors, warriors that could rival that of the war tribes. This was what he was meant for, he would prove to his tribe that he could be competent, he could be honorable, and he could gain glory for the betterment of his tribe. More importantly, he had a place, he would have a pack, and would use his strength to make that pack the most feared and respected pack the caern had ever seen.
(Alot of the specifics on the rite of passage i'll post next time, as well as a little bit more fleshing out. Below is some other info that might be usefull)
His attributes and what they mean -
-His strength is nearly beyond measure, and he his easily the equal of the strongest man or wolf he would ever meet. Whats more is that his strength doesnt give out easily, it is something he can maintain, something that doesnt fade with excercise or battle. As far as his nimbleness goes, he is probably average for a wolf, nimble by a mans standard, but too much bulk and muscle to go to the lengths that some smaller and leaner wolves could go. His physical stamina is on par with his strength, allowing him to sustain damage that could kill a lesser, and shrug off falls, traps, bullets, and fights without much difficulty. Also, he never tires, his body simply refuses to feel the pain of fatigue, as it never registers in his bestial mind.
-Socially he is not as skilled. He still cant manipulate his words very well, and with his limited vocabulary ends up coming off a bit too honest for most shadowlord standards. His appearance is grim and intimidating, but he is neither attractive nor unattractive for a member of his breed. His one social grace is his charisma, his sway over others by simply being present. It undoubtedly has to do with his great physique, but also with how he carries himself. He is proud, to be feared, and powerful. This shows in his presence.
-Most would think that mentally he is deficient, but that is simply not true. His lupus mind is sharp and fast, and he is capable of following conversations, understanding quick clues and ques, or thinking on the fly with little difficulty. His senses are also sharp, also because of him being a lupus. He can sense smells, tracks, and simply understand his own gut instincts well enough to deal with his surroundings. Finally, his mind is not slow, though it is no faster than a normal man or wolves. He is by no means very smart, but in the same way he is not at all dumb. He has much to learn, but he has the capacity to do so.
Abilities and what they mean -
-His talents are his natural inborn abilities, and this is what he knows the most of. As far as warriors go, there are only a few that could stand against his natural instincts as a warrior. Some would argue that martial arts and learned boxing are a match for a lifetime of knowing how to kill, claw and bite. The would be wrong. In a way, natural fighting to him is a martial art, a way of mixing survival instincts, with fighthing instincts, with gut instincts. Raw power can only go so far, and it takes practice, instincts, or incredible training to reach the levels that he has reached. It should be noted also that he has the basic instincts, athletic build, and intimidating demeanor common to most of his breed, though some of these areas are honed to a finer point. He is not as alert as most wolves would be, mostly due to the fact that he was used to dulling his senses with rain and storm during his hunts, do never realied on that particular ability much.
-His trained skills are alot like his talents, less trained and more learned. Being a wolf who basked in the storms that ravaged the nearby lands from time to time he developed natural instincts for shelter, tracking and general survival. Few if any would be his equal on surviving in natural hostile areas. He also has some of the make up of a leader, though he never truelly practiced it. His demeanor and past simply give him the tools he would need to be assertive should his leadership be required. He also understands how packs and the unity within are supposed to work, so this gives him at least a small understanding on leadership itself. Finally, he knows how to hunt, and sometimes, how to be silent. Some game is simply too big or fast to chase down, and only by stalking close to the prey can it be taken down.
-His knowleges were almost all trained by the shadowlords. The lords spoke to him of the old tales and legends, told him of ancient stories of his people, of the ways of the garou. He had a mind for the ritualistic nature of garou society, and picked up enigmas and riddle games early on as a way to open his mind to the prospect of language and some more complex human ideas. The occult was taught in the ways of old stories and vague tales.
Backgrounds and what they mean -
He is constantly shadowed by a great ancestor spirit, a wolf nearly as big as he is, with a heart as dark as Grandfather Thunders great clouds. The wolf hasnt spoken too him at great length, but has been appearing more and more as he learns about the garou ways.
Gifts and what they mean -
Hares Leap - While in the spirit world, early in his travels, Kills for thunder met the spirit of a small hare. He chased the spirit all over, never tiring, and eventually cornered the hare. The small spirit begged to be spared, and told Kills for Thunder it would teach him the great secret of the mountain hares leap if he would be mercifull. Kills for Thunder agreed and accepted the spirits wisdom.
Razor Claws - Many of the garou warriors seen by Kills for Thunder carried great weapons, but he himself did not have the mind or grace to wield them well. His ancestor came to him and told him to seek out a wolf in the spirit world, and tell him the ancestors name. Kills for Thunder did this, and the wolf told him that a wolves weapons were more powerful than man, and would teach him a gift on how to make his claws as sharp as any weapon.
Fatal Flaw - Kills for thunder saw many garou that were powerful, many that had abilities that were alien to him. These garou seemed stronger than he was, and he began to fear if perhaps he was weak. His ancestor came to him and told him to go in the umbra and find the spirit of a great storm cloud. Kills for thunder did this, seeking out a great storm cloud in the spirit world. He rose his voice to the clouds, and asked them if he was weak. They struck him with lightning and threw him with thunder. He did not die. The clouds told him he was not weak, but that most others were. They said that if you looked beyond there rage, and into there spirit, you could see where they were weak. Kills for Thunder asked for this power, and the spirits showed him.
(Ok, that pretty much does it for now. I'll have a more detailed background next time, but this lets people kind of see where i'm going with him.)
Born and raised near the finger-lakes, Kills for Thunder was always the premier wolf. He was the strongest, toughest, and usually fastest of his kind. He could kill things that an entire pack would struggle to bring down, his senses were sharp, and his instincts were always spot on. He knew humans were watching him, he would see them sometimes. They stayed away. It was good, for the storms followed him, they always did, they watched over him he though, and unlike most other wolves, he did not fear the loud roars of thunder, or the flash of thunders rage. He hunted in those very storms, used them as cover, used the wet mud to track when the scent turned wet, used the crashing rain and roars of thunder to silence his approach. He was a warrior and a hunter, but he had no pack. The packs feared his ways, feared his dark coat, feared his great strength. Alpha's would turn there throats to him, but as he asserted himself, the remainder of the new pack would disband and move elsewhere. He was too strong to be leader, he was too feared. But always he wanted a place, wanted to use his strength for the other wolves, wanted to find some way to put his great powers to use. The day came. There was the thunder that came with man, and roars of metal, breaking wood, and the smell of fire. Kills for thunder found himself being chased by the men. They used fire and thunder to try and strike fear into him, they cornered him, they threw great webs on him and beat him with sticks. He would not bark, and he did not growl, he did nothing, for he saw what the others did not, he saw the clouds roll in, he felt the rain come down, and then he heard the sound of battle. Thunder roared out for action, and Kills for thunder responded with a rage and power he had never known. He did not know the number that he killed that day, but he only knew that it was they that ran from him, feared him, and were beaten and killed by him. He was the strongest, even greater than man. He was garou.
The shadowlords collected him shortly after his change, having followed his progress for some time. Kills for Thunder was given a great deal of training, and it became evident that the other Shadow Lords did not always want him present, specifically when the other garou had to talk over there politics. His training was intense, he was taught a great deal about words, about the world of man, about strange politics, strange behaviors, and what was expected of him. But what he was taught that he truelly believed in, was that the great spirit that watched his tribe was Grandfather Thunder. This he knew, this he had always known. Even though his ways were slightly different and rustic for the tastes of many of his tribe, he was given respect. His moon sign was the full moon, the sign of warriors, and he was said to have been blessed by grandfather thunder with blood and ancestry of a once great and powerful hero of his tribe. He also found out that he was rare. The wolves of his tribe were scarce, and were not looked highly upon because of the Shadowlords mastery over garou politics. The wolves were not nearly as vocal, and simply did not understand some of these ideas. Still, the wolves had there place, and the wolves under the full moon could prove to the other tribes that the shadowlords had there own warriors, warriors that could rival that of the war tribes. This was what he was meant for, he would prove to his tribe that he could be competent, he could be honorable, and he could gain glory for the betterment of his tribe. More importantly, he had a place, he would have a pack, and would use his strength to make that pack the most feared and respected pack the caern had ever seen.
(Alot of the specifics on the rite of passage i'll post next time, as well as a little bit more fleshing out. Below is some other info that might be usefull)
His attributes and what they mean -
-His strength is nearly beyond measure, and he his easily the equal of the strongest man or wolf he would ever meet. Whats more is that his strength doesnt give out easily, it is something he can maintain, something that doesnt fade with excercise or battle. As far as his nimbleness goes, he is probably average for a wolf, nimble by a mans standard, but too much bulk and muscle to go to the lengths that some smaller and leaner wolves could go. His physical stamina is on par with his strength, allowing him to sustain damage that could kill a lesser, and shrug off falls, traps, bullets, and fights without much difficulty. Also, he never tires, his body simply refuses to feel the pain of fatigue, as it never registers in his bestial mind.
-Socially he is not as skilled. He still cant manipulate his words very well, and with his limited vocabulary ends up coming off a bit too honest for most shadowlord standards. His appearance is grim and intimidating, but he is neither attractive nor unattractive for a member of his breed. His one social grace is his charisma, his sway over others by simply being present. It undoubtedly has to do with his great physique, but also with how he carries himself. He is proud, to be feared, and powerful. This shows in his presence.
-Most would think that mentally he is deficient, but that is simply not true. His lupus mind is sharp and fast, and he is capable of following conversations, understanding quick clues and ques, or thinking on the fly with little difficulty. His senses are also sharp, also because of him being a lupus. He can sense smells, tracks, and simply understand his own gut instincts well enough to deal with his surroundings. Finally, his mind is not slow, though it is no faster than a normal man or wolves. He is by no means very smart, but in the same way he is not at all dumb. He has much to learn, but he has the capacity to do so.
Abilities and what they mean -
-His talents are his natural inborn abilities, and this is what he knows the most of. As far as warriors go, there are only a few that could stand against his natural instincts as a warrior. Some would argue that martial arts and learned boxing are a match for a lifetime of knowing how to kill, claw and bite. The would be wrong. In a way, natural fighting to him is a martial art, a way of mixing survival instincts, with fighthing instincts, with gut instincts. Raw power can only go so far, and it takes practice, instincts, or incredible training to reach the levels that he has reached. It should be noted also that he has the basic instincts, athletic build, and intimidating demeanor common to most of his breed, though some of these areas are honed to a finer point. He is not as alert as most wolves would be, mostly due to the fact that he was used to dulling his senses with rain and storm during his hunts, do never realied on that particular ability much.
-His trained skills are alot like his talents, less trained and more learned. Being a wolf who basked in the storms that ravaged the nearby lands from time to time he developed natural instincts for shelter, tracking and general survival. Few if any would be his equal on surviving in natural hostile areas. He also has some of the make up of a leader, though he never truelly practiced it. His demeanor and past simply give him the tools he would need to be assertive should his leadership be required. He also understands how packs and the unity within are supposed to work, so this gives him at least a small understanding on leadership itself. Finally, he knows how to hunt, and sometimes, how to be silent. Some game is simply too big or fast to chase down, and only by stalking close to the prey can it be taken down.
-His knowleges were almost all trained by the shadowlords. The lords spoke to him of the old tales and legends, told him of ancient stories of his people, of the ways of the garou. He had a mind for the ritualistic nature of garou society, and picked up enigmas and riddle games early on as a way to open his mind to the prospect of language and some more complex human ideas. The occult was taught in the ways of old stories and vague tales.
Backgrounds and what they mean -
He is constantly shadowed by a great ancestor spirit, a wolf nearly as big as he is, with a heart as dark as Grandfather Thunders great clouds. The wolf hasnt spoken too him at great length, but has been appearing more and more as he learns about the garou ways.
Gifts and what they mean -
Hares Leap - While in the spirit world, early in his travels, Kills for thunder met the spirit of a small hare. He chased the spirit all over, never tiring, and eventually cornered the hare. The small spirit begged to be spared, and told Kills for Thunder it would teach him the great secret of the mountain hares leap if he would be mercifull. Kills for Thunder agreed and accepted the spirits wisdom.
Razor Claws - Many of the garou warriors seen by Kills for Thunder carried great weapons, but he himself did not have the mind or grace to wield them well. His ancestor came to him and told him to seek out a wolf in the spirit world, and tell him the ancestors name. Kills for Thunder did this, and the wolf told him that a wolves weapons were more powerful than man, and would teach him a gift on how to make his claws as sharp as any weapon.
Fatal Flaw - Kills for thunder saw many garou that were powerful, many that had abilities that were alien to him. These garou seemed stronger than he was, and he began to fear if perhaps he was weak. His ancestor came to him and told him to go in the umbra and find the spirit of a great storm cloud. Kills for thunder did this, seeking out a great storm cloud in the spirit world. He rose his voice to the clouds, and asked them if he was weak. They struck him with lightning and threw him with thunder. He did not die. The clouds told him he was not weak, but that most others were. They said that if you looked beyond there rage, and into there spirit, you could see where they were weak. Kills for Thunder asked for this power, and the spirits showed him.
(Ok, that pretty much does it for now. I'll have a more detailed background next time, but this lets people kind of see where i'm going with him.)
Monday, December 21, 2009
Kills for Thunder
(Well, I'm gonna do the Ahroun idea. Thanks to Jason and Matt for just reminding me to play what i want to play. Thats my strongest idea, and I think it would go really well with matt and jasons character types and tribes.)
Obviously the character isnt done. But i'm fleshing out a few things in my head. The name i'm going with is Kills for Thunder. This is a respective name, honoring the fact that he reveres grandfather thunder, and dedicates his kills to the shadowlords totem.
I wont go over too much background yet, wanting to sit down with the gm and go over what his ideas are, what kind of chronicle, etc.
Almost definitely i'm going to keep his skills and attributes simple and specialized, similar to what i did with crawford. Being lupus I see him as definitely having well defined specialties, while having a great many weak spots. But thats what the rest of the pack is for! I'll lean towards martial skills obviously, but also instinctual skills that a wolf would have. My brawl, primal urge, and athletics will probably be my biggest talents. I might drop a point or two in alertness and dodge, though i want to emphasize my character tends to deal with problems as they happen, and isnt much for anticipating or avoiding the conflict. My skills will probably be go mostly into survival. I might throw some points towards stealth, though i dont see him being naturally stealthy, I do see a wolf using it at least a bit in his every day routine. I also might take a point of melee, to show that the lords are preparing to teach him how to use a klaive in battle. My knowledges are going to be spread out a little i think. I might take some linguistics to show the shadow lords inluence over his training, as well as a dot or two spread out among enigmas, occult, and maybe investigation. I'll leave the rest of the knowledges alone, they dont make much sense to a starting lupus. Depending on how are sit down session goes, i may change a little, or alot of my above ideas, again, this is just a brainstorming post.
Backgrounds. Actually, for me, this is a first. Not really too much for me to really want here. Cant purchase contacts and allies for being a shadow lord, so thats out of the way. Dont really need to start with a relic, and I dont want to do pure breed. We have a fang, and my idea really isnt about a pure blooded champ, or one that hailed form someone noteable. More than likely i'll sit on mentor, and say that the shadowlords of the camp have been gearing him up for something, and giving him training for something. What the something is, even my character wont know. Also, if i dont want to do that, i can just put my points into totem. My guy reveres grandfather thunder, but not only that, being a lupus, he'll revere alot of the spirits, even those he might not normally understand. So it could be justifiable that i just throw it all into totem, and that his reverance for his own tribal totem, kind of carries over when we attract a pack totem.
Freebies. I'm not going to overcomplicate things here. I'm probably going to spend a good portion hoisting my physical attributes. I'll probably spend a little to boost his willpower, and maybe a point extra of rage. I'm not going to bother with gnosis, being lupus i get a nice bonus there, and thats a very good level for an ahroun.
Merits and Flaws - I dont really see myself pining for any extra points, so i might not do anything with them, even if they are allowed. All i could see was maybe taking a flaw that gives him the loss of one of his eyes. I was going to work into his rite of passage how he was shot in the face, or bit something that exploded, which caused the loss of his eye. However, he succeeded in the end, and thus was given added glory for it. But in all honesty, its not a necessary thing. Dont really need the points, but thats one thing i could see adding to his background, if they are allowed.
Thats all i can think of for now. post away on any thoughts you guys have. I never mind mixing my concepts in with other people, to make them work better. I'll have more later i'm sure!
Obviously the character isnt done. But i'm fleshing out a few things in my head. The name i'm going with is Kills for Thunder. This is a respective name, honoring the fact that he reveres grandfather thunder, and dedicates his kills to the shadowlords totem.
I wont go over too much background yet, wanting to sit down with the gm and go over what his ideas are, what kind of chronicle, etc.
Almost definitely i'm going to keep his skills and attributes simple and specialized, similar to what i did with crawford. Being lupus I see him as definitely having well defined specialties, while having a great many weak spots. But thats what the rest of the pack is for! I'll lean towards martial skills obviously, but also instinctual skills that a wolf would have. My brawl, primal urge, and athletics will probably be my biggest talents. I might drop a point or two in alertness and dodge, though i want to emphasize my character tends to deal with problems as they happen, and isnt much for anticipating or avoiding the conflict. My skills will probably be go mostly into survival. I might throw some points towards stealth, though i dont see him being naturally stealthy, I do see a wolf using it at least a bit in his every day routine. I also might take a point of melee, to show that the lords are preparing to teach him how to use a klaive in battle. My knowledges are going to be spread out a little i think. I might take some linguistics to show the shadow lords inluence over his training, as well as a dot or two spread out among enigmas, occult, and maybe investigation. I'll leave the rest of the knowledges alone, they dont make much sense to a starting lupus. Depending on how are sit down session goes, i may change a little, or alot of my above ideas, again, this is just a brainstorming post.
Backgrounds. Actually, for me, this is a first. Not really too much for me to really want here. Cant purchase contacts and allies for being a shadow lord, so thats out of the way. Dont really need to start with a relic, and I dont want to do pure breed. We have a fang, and my idea really isnt about a pure blooded champ, or one that hailed form someone noteable. More than likely i'll sit on mentor, and say that the shadowlords of the camp have been gearing him up for something, and giving him training for something. What the something is, even my character wont know. Also, if i dont want to do that, i can just put my points into totem. My guy reveres grandfather thunder, but not only that, being a lupus, he'll revere alot of the spirits, even those he might not normally understand. So it could be justifiable that i just throw it all into totem, and that his reverance for his own tribal totem, kind of carries over when we attract a pack totem.
Freebies. I'm not going to overcomplicate things here. I'm probably going to spend a good portion hoisting my physical attributes. I'll probably spend a little to boost his willpower, and maybe a point extra of rage. I'm not going to bother with gnosis, being lupus i get a nice bonus there, and thats a very good level for an ahroun.
Merits and Flaws - I dont really see myself pining for any extra points, so i might not do anything with them, even if they are allowed. All i could see was maybe taking a flaw that gives him the loss of one of his eyes. I was going to work into his rite of passage how he was shot in the face, or bit something that exploded, which caused the loss of his eye. However, he succeeded in the end, and thus was given added glory for it. But in all honesty, its not a necessary thing. Dont really need the points, but thats one thing i could see adding to his background, if they are allowed.
Thats all i can think of for now. post away on any thoughts you guys have. I never mind mixing my concepts in with other people, to make them work better. I'll have more later i'm sure!
Sunday, December 20, 2009
In the skin of a wolf
Ok, another gaming related post. We're playing Werewolf! always a cool game. It'll let our GM get to do more with storyteller, and its pack oriented, which I think is important for the current group.
Also, its just a damn good game. Killing wyrm things, solving problems in the real world and spirit world, dealing with garou politics. I mean the battlegrounds for the garou are just about everywhere.
That being said, I got a few ideas. I'm going to post them here, and i'd love some feedback. Jason, a gamer of ours is playing a silver fang leader. Matt is going to do a Children of Gaia Theurge, and its a pretty solid idea. I was going to do Ahroun, but another of our group wants to do one. Again, i'll post my ideas here, and please gimme some feedback on what you think.
Idea 1 - Shadowlord - Lupus - Ahroun /Name - Crows Eye -or- Eats Thunder
The background on this wolf is that the shadowlord had been breeding these wolves in the states to try and produce lupus offspring, for which the lords have only a few of these days. When the wolf was born under the full moon, they immiediately set out to get him placed within a pack, to test his might. By allowing him to gain glory they hope to create an inspirational and fearsome warrior that would garner the respect of other garou. More than likely he would have been groomed by the lords, and he wouldnt know his true purpose. I'd probably purchase some points in mentor, to show that he has been more or less escorted through the trials of his initial rites and growth. (This guy would probably be a frontline fighter, but being a shadowlord, he may have one dot in melee, as they attempted to show him klaive fighting. Also, being a lord he'd know his place as a defender of the pack, so i wouldnt necessarily grate that much against the silver fang) (names - I was going to say that during his rite of passage he was shot in the face by something, or perhaps something blew up in his face etc. Regardless of what it was, he survived and prevailed, and to honor his injury, he was named because of it.)
Idea 2 - Red Talon - Lupus - Ragabash /Name - Kills Time -
A curious wolf, I was going to say this lupus was always an excellent scout. Strong and swift, he was trained under wolf kinfolk to respect the pack, and always question the alpha. (This is not a bad thing, the primary duty of red talon ragabash is to question the alpha's, or any leaders, orders, thus possibly preventing the pack from being harmed. If the alpha gets agressive, the new moon would back down.) As far as being compatable with other packs, this character would be an excellent tracker, but i'd also gear him a bit more on the physical side than most ragabash. I see him being able to handle himself just as well as many warriors, but having a greater insight than most, especially since he would not only be new moon, but lupus breed as well. (This character was late for his rite of passage, and his initiation moot. His name represents his failing, though he carries it with pride, much like most of the new moon.)
Idea 3 - Uktena -lupus- Ragabash/
Yeah, I know, another uktena. bah to you I say! Raised from the uktena kinfolk, this character was later trained to understand at least a bit of the mystical. Like most ragabash he'd be an excellent scout, but even better, his nose could pick up more escoteric things as well. While not being able to necessarily do anything with what he found, he more than likely would be quite willing and able to get the pack into alot of trouble. This character would have light physical stats, having heavier mental stats, followed by social. I'd focus on sense based gifts and abilities, allowing him to track just about anything once he had a smell for it. Uktena ragabash are often more curious than the other auspice of there tribe, which can be extremely dangerous, but they also tend to be very resourceful when faced with a dire situation.
I'm sure i can come up with other ideas in a pinch, these were just ones i've been mulling over. Obviously the Ahroun isnt an option if steve wants it. Again, can come up with other stuff obviously, these are just the frontrunners. Looking to do lupus but its not a necessity. Ok, i'll post again soon!
Also, its just a damn good game. Killing wyrm things, solving problems in the real world and spirit world, dealing with garou politics. I mean the battlegrounds for the garou are just about everywhere.
That being said, I got a few ideas. I'm going to post them here, and i'd love some feedback. Jason, a gamer of ours is playing a silver fang leader. Matt is going to do a Children of Gaia Theurge, and its a pretty solid idea. I was going to do Ahroun, but another of our group wants to do one. Again, i'll post my ideas here, and please gimme some feedback on what you think.
Idea 1 - Shadowlord - Lupus - Ahroun /Name - Crows Eye -or- Eats Thunder
The background on this wolf is that the shadowlord had been breeding these wolves in the states to try and produce lupus offspring, for which the lords have only a few of these days. When the wolf was born under the full moon, they immiediately set out to get him placed within a pack, to test his might. By allowing him to gain glory they hope to create an inspirational and fearsome warrior that would garner the respect of other garou. More than likely he would have been groomed by the lords, and he wouldnt know his true purpose. I'd probably purchase some points in mentor, to show that he has been more or less escorted through the trials of his initial rites and growth. (This guy would probably be a frontline fighter, but being a shadowlord, he may have one dot in melee, as they attempted to show him klaive fighting. Also, being a lord he'd know his place as a defender of the pack, so i wouldnt necessarily grate that much against the silver fang) (names - I was going to say that during his rite of passage he was shot in the face by something, or perhaps something blew up in his face etc. Regardless of what it was, he survived and prevailed, and to honor his injury, he was named because of it.)
Idea 2 - Red Talon - Lupus - Ragabash /Name - Kills Time -
A curious wolf, I was going to say this lupus was always an excellent scout. Strong and swift, he was trained under wolf kinfolk to respect the pack, and always question the alpha. (This is not a bad thing, the primary duty of red talon ragabash is to question the alpha's, or any leaders, orders, thus possibly preventing the pack from being harmed. If the alpha gets agressive, the new moon would back down.) As far as being compatable with other packs, this character would be an excellent tracker, but i'd also gear him a bit more on the physical side than most ragabash. I see him being able to handle himself just as well as many warriors, but having a greater insight than most, especially since he would not only be new moon, but lupus breed as well. (This character was late for his rite of passage, and his initiation moot. His name represents his failing, though he carries it with pride, much like most of the new moon.)
Idea 3 - Uktena -lupus- Ragabash/
Yeah, I know, another uktena. bah to you I say! Raised from the uktena kinfolk, this character was later trained to understand at least a bit of the mystical. Like most ragabash he'd be an excellent scout, but even better, his nose could pick up more escoteric things as well. While not being able to necessarily do anything with what he found, he more than likely would be quite willing and able to get the pack into alot of trouble. This character would have light physical stats, having heavier mental stats, followed by social. I'd focus on sense based gifts and abilities, allowing him to track just about anything once he had a smell for it. Uktena ragabash are often more curious than the other auspice of there tribe, which can be extremely dangerous, but they also tend to be very resourceful when faced with a dire situation.
I'm sure i can come up with other ideas in a pinch, these were just ones i've been mulling over. Obviously the Ahroun isnt an option if steve wants it. Again, can come up with other stuff obviously, these are just the frontrunners. Looking to do lupus but its not a necessity. Ok, i'll post again soon!
Thursday, December 17, 2009
A noble quest
(This is some more details of our current 2nd edition campaign. These are all thoughts and notes from the perspective of my character.)
As promised, Anara came through on her word. She approached me about delivering the recently discovered relic of Gond to an important member of her order in a nearby village. I readily agreed. For several reasons really. First, I should note that a god seems to have his hand in the events, if only lightly, surrounding recent happenings. It would be unwise to heed these possible signs. However, more practical reasons are relevant as well. The coin could be used to better help my needed self sufficiencty, for although my family can accept the burden of my company, I would do well to find a place of my own, and help polish the good name of the silvershields. Also, I find the presence of Anara to be pleasing. She is hard working, and has a studied mind. No mere infatuation I assure you, but I can only hope to be working close to her in the days to come. In the future, should I achieve some distinction and power as a wizard, I would indeed like the support of at least a few churches. Azuth of course, but a god with so much renown such as Gond would certainly help my position as well. I must give some thought into my future dealings with the lady, but at least for now i must say I enjoy working with her on a professional level. My companion Rhyvael no doubt has goals of his own concerning the woman, though I doubt much thought has been put into the consequences or reaction that his advances might cause. Rhyvael of course, did not mind accompanying us on the trek to this village. The coin i think was his true motivation, though i'll not condemn him for his greed. Coin is a necessary and fundamental necessity, especially in my own case. Ferren also readily agreed to help us out, I believe that the four of us work quite well together, so us joining forces again would at least prove comfortable. Anara also recruited a new addition, a warrior named Ebin. Finding his motivation was easy enough. He constantly mentioned the necessity to do good. That helping Anara would be a benefit somehow. A good heart is easily swayed, and i confess, I thought him a bit naive. I also needed to know what kind of person he was, what my charm could accomplish if I needed to use it upon him. Seeing his gear, I offered him coin on the promise that he paid me back after recieving his cut of the payment. He refused. He thanked me for the offer, but wanted to prove his worth. Martyr's, is there nothing potentially more dangerous or wondrous in this world. People that would die for there beliefs can do incredible things. But they need to be directed and used correctly. Too many a martyr dies too soon, and too needlessly. I will keep an eye upon him if I can. After adding him to our contingent, we set off for the village. We tested ourselves fairly early into our trip, wandering into a group of goblins. The others seemed to do there part quite well, though Anara seems to insist on staying near the front lines. Ferren did a good job using bow and blade to thin the ranks. My own spells were able to pin down a small group of the goblins while the rest of the party mad short work of the goblins and hobgoblins. After taking care of them, we moved on, traveling unhindered for a few more days. One other encounter, a brush in with some giant hunting spiders proved trying, but we quickly overcame that as well. On a personal note, my spells were not as effective against these creatures. Though i managed to use them to effect, i'll need to hone better transmutation spells if i am to better aid those around me. After dispatching these creatures we reached the small village.
The village itself was a quaint farmtown. What bothered me was the lack of any form of nobility or royalty. With a known priest of gond here, i would have at least expected some lesser nobles or there cousins to have one or two decent river side estates near the mill, but such was not to be. Still, the village was friendly and welcoming, and although i was a bit out of place, i had to say I enjoyed the tranquility of the area. I did manage to get accomadations from the mayor, and they were quite hospitable. I do plan on mentioning them favorably to my uncle. At least so the mayor can gain face for acting respectably among the high class. The mayors wife was actually from a fairly well known and prolific noble family, and I was quite impressed with how educated and delightfuly her company was. Unfortunately I could not secure Anara's presence with me on that eve. Still, the evening was eventful, and delightful. On the unfortunate side of things, it appears we will be traveling to a possible nest of Hobgoblins and goblins nearby. I have heard the number is great, and i honestly am not sure if our troupe is capable of handling that many. We shall see, but I'll use this to guage the wisdom of Ebin. He knows of the risk, and i was sure to show my reluctance on the issue. Assuming the trek goes how I suspect it will, i'll be able to use this to my advantage at a later time.
(Ok, thats it! i'll have more real soon)
As promised, Anara came through on her word. She approached me about delivering the recently discovered relic of Gond to an important member of her order in a nearby village. I readily agreed. For several reasons really. First, I should note that a god seems to have his hand in the events, if only lightly, surrounding recent happenings. It would be unwise to heed these possible signs. However, more practical reasons are relevant as well. The coin could be used to better help my needed self sufficiencty, for although my family can accept the burden of my company, I would do well to find a place of my own, and help polish the good name of the silvershields. Also, I find the presence of Anara to be pleasing. She is hard working, and has a studied mind. No mere infatuation I assure you, but I can only hope to be working close to her in the days to come. In the future, should I achieve some distinction and power as a wizard, I would indeed like the support of at least a few churches. Azuth of course, but a god with so much renown such as Gond would certainly help my position as well. I must give some thought into my future dealings with the lady, but at least for now i must say I enjoy working with her on a professional level. My companion Rhyvael no doubt has goals of his own concerning the woman, though I doubt much thought has been put into the consequences or reaction that his advances might cause. Rhyvael of course, did not mind accompanying us on the trek to this village. The coin i think was his true motivation, though i'll not condemn him for his greed. Coin is a necessary and fundamental necessity, especially in my own case. Ferren also readily agreed to help us out, I believe that the four of us work quite well together, so us joining forces again would at least prove comfortable. Anara also recruited a new addition, a warrior named Ebin. Finding his motivation was easy enough. He constantly mentioned the necessity to do good. That helping Anara would be a benefit somehow. A good heart is easily swayed, and i confess, I thought him a bit naive. I also needed to know what kind of person he was, what my charm could accomplish if I needed to use it upon him. Seeing his gear, I offered him coin on the promise that he paid me back after recieving his cut of the payment. He refused. He thanked me for the offer, but wanted to prove his worth. Martyr's, is there nothing potentially more dangerous or wondrous in this world. People that would die for there beliefs can do incredible things. But they need to be directed and used correctly. Too many a martyr dies too soon, and too needlessly. I will keep an eye upon him if I can. After adding him to our contingent, we set off for the village. We tested ourselves fairly early into our trip, wandering into a group of goblins. The others seemed to do there part quite well, though Anara seems to insist on staying near the front lines. Ferren did a good job using bow and blade to thin the ranks. My own spells were able to pin down a small group of the goblins while the rest of the party mad short work of the goblins and hobgoblins. After taking care of them, we moved on, traveling unhindered for a few more days. One other encounter, a brush in with some giant hunting spiders proved trying, but we quickly overcame that as well. On a personal note, my spells were not as effective against these creatures. Though i managed to use them to effect, i'll need to hone better transmutation spells if i am to better aid those around me. After dispatching these creatures we reached the small village.
The village itself was a quaint farmtown. What bothered me was the lack of any form of nobility or royalty. With a known priest of gond here, i would have at least expected some lesser nobles or there cousins to have one or two decent river side estates near the mill, but such was not to be. Still, the village was friendly and welcoming, and although i was a bit out of place, i had to say I enjoyed the tranquility of the area. I did manage to get accomadations from the mayor, and they were quite hospitable. I do plan on mentioning them favorably to my uncle. At least so the mayor can gain face for acting respectably among the high class. The mayors wife was actually from a fairly well known and prolific noble family, and I was quite impressed with how educated and delightfuly her company was. Unfortunately I could not secure Anara's presence with me on that eve. Still, the evening was eventful, and delightful. On the unfortunate side of things, it appears we will be traveling to a possible nest of Hobgoblins and goblins nearby. I have heard the number is great, and i honestly am not sure if our troupe is capable of handling that many. We shall see, but I'll use this to guage the wisdom of Ebin. He knows of the risk, and i was sure to show my reluctance on the issue. Assuming the trek goes how I suspect it will, i'll be able to use this to my advantage at a later time.
(Ok, thats it! i'll have more real soon)
Saturday, December 12, 2009
Spell v.s. Spell
Another gaming related post, but this one is just a general little insight into the game.
So, I've been picking apart spells lately, as i always do when introduced or re-introduced to games with some form of magic system. 2nd edition spells are potent, and open to alot of interpretation. They often gain new abilities as casters gain levels, and there defeated by the opponent making a saving throw. Now, recently a good friend of mine started playing the Online D&D game, and he made a comment about 3rd edition spells being powerful. That got me thinking.
So, which is more balanced, more fun, and all around better. 2nd edition, or 3rd edition spells. Well, the first thing I decided to look at was...
Saving Throws! Now, as you gain levels in 2nd edition an enemy's saving throws are based on his hit die, much the same way that 3rd edition modifies there saves. The thing is, in second, the saving throw is a target the creature rolls. for example, a 10h.d. monster would have to roll an 11 or better to save v.s. a wizards spell. A third edition spell sets its dc based on the casters level. So a 1oth level caster casting at 1st level spell (assuming 18 int) would have a dc of 15, modified by the monsters adjustment, which would be around a +8 or so at that level. so the creature would have to roll a five or better to beat the spell. Also, higher level spells increase dc based on there level, and feats adjust the save dc as well. In all honesty, a wizard casting a 7-9th level spell while maxed out in stats and feats in third would have a slightly better chance at getting spells through, but his lower level spells will have just about no effect, seeing as the monsters adjustments to saves later on can get pretty ridiculous, espec. among dragons. So the saving throw thing is really a tie. I'll give 2nd a bit of a boost here, because its alot easier to get through the saving throw than it is in third. Theres just a roll, matching a number, and done. Not that i have anything against math and circumstantial bonuses, it just takes more time.
Spell resistance. Bane to all spellcasters! Which effects spells more often? 2nd or 3rd. Well, again, it is about the same. 2nd edition creatures have a fixed perc. stat. If the creature rolls the stat, it absorbs or negates the spell. Now in 3rd, the caster rolls a caster level check, adding in feat and other circumstantial bonuses, and the target is set by the monster. If he rolls over the monsters number, the spell goes through, otherwise, it fizzles. I'd have to say it seemed to be easier to beat out SR in 3rd, but most creatures had a meager stat in it, or had an outlandish stat in it. there was usually not a middle ground. 2nd was all over the place, from 5% SR to 90% SR. level was also never a factor. Again, 2nd edition was faster, and more easily decided.
Spell Balance - Which is more balanced. 2nd or 3rd. now, this is highly debatable, and the following is just my opinion on it. I'd have to say 3rd has more balance, simply because balance was added to 3rd edition spells. 2nd edition spells were scaleable based on the wizards level. For example, Chromatic orb is a 1st level spell that creates a small globe of light around the target after it deals its meager damage (d4 I believe)/ A 12th level wizard casting the same spell would force a saving throw v.s. the target or it would die. 1st level spell. Now in 3rd edition certain effects were allowed at certain levels. Death never really factored into a spell until 4th. (phantasmal killer) and even then it was difficult. Save or Die no nonsense spells came at 7th level. Damage stayed pretty much the same in both editions. Damage spells were based on the level of the spell caster, and scaled up as the casters level went up. In the end, it was easier to know where a spell went in 3rd edition. If you were creating one, it was easy to discern a level for it. 2nd edition wasnt so cut and dry, though i dont think that really took away from it. Spells were meant to be mystical after all.
Learning complications - Which was more complicated to learn, 3rd or 2nd. hands down, 2nd. You had a perc. chance to learn a spell, and if you screwed the roll you had to wait a level. Not only that, finding scrolls and enemy spell books was no easy task, so ending up with spells that you wanted to style your guy after was really hard. 3rd, spells were pretty much hand picked level by level, and adding captured scrolls or spells from spell books required the casting of a read magic spell. Easy. I think although harder to collect spells, it seemed like it was more realistic in 2nd. I loved the ease of third, but in 2nd, you had to research or search spells that you wanted to obtain, or just get lucky. That was half the fun. It was always nice in third getting that spell list that complimented your character, but it was always fun in second capturing scrolls and books, like finding a whole new kind of treasure.
Spells per day! - Wizards have always gotten there spells slowly, so who got more? Well, you're all going to say 3rd, and in a way, you are right. adding cantrips, a generalist wizard would end up with 40 spells a day he could memorize and cast. A 2nd edition generalist wizard could memorize and cast 37. Now, theres one big difference, the 2nd edition would actually probably cast most of his spells, while the 3rd, would not. Charm person cast from a 2nd edition wizard could get a level 20 fighter on your side for 3 days to 3 weeks depending on his int. A charm person cast from a 3rd edition wizard would never get so lucky on that high level of a character. The saving throw thing really kills 3rd here, and most of the cantrip to 2nd level spells will be overlooked unless there automatic. Even abjurations at that level tend to overlap with higher level abjurations.
Other - 3rd edition spells get some fun options, such as scribe scrolls, brew potions, and craft magic wands that really let the wizard get creative with his allotment of spells. A 2nd edition wizard is more piece meal. Theres more grit. Getting spells is harder, but they tend to be more powerful on many levels, and most never really lose there function. I can see a 20th level 2nd edition wizard being ok with going into a dragon fight with only 1st to 3rd level spells left. Thats suicide for a 3rd edition wizard.
Ending - I have to say that both are fun and have some really good points. I like 2nd edition spells better, because of the scaleable nature of magic to level. But third edition was alot of fun when mixed with a smart selection of feats. 2nd edition spells, like alot of things in 2nd, seemed to be faster to use and less complicated, and that always tends to add fun. 3rd got tangled in alot of rolls, and low level spells lost there umph as you made way for your high level spells.
Better in 2nd or 3rd
Abjuration - 3rd (I think theres eight abjuration spells in 2nd edition)
Conjuration - 2nd (Power words and Summon monster spells won the day for 2nd)
Divination - Tie (most of the spells are the same)
Enchantment/Charm - 2nd (hands down, charm is too hard to use in 3rd edition)
Evocation - Tie (3rd almost won, but 2nd had alot of clouds and walls, plus lim wish and wish)
Illusion - 1st!! (nothing beats the 1st level illusionist!)
Necromancy - 3rd (hands down, Necromancy magic never got on its feet until third)
Transmutation - 2nd (Yeah, with about a bazillion spells it won pretty easily)
(Feel free to comment! =)
So, I've been picking apart spells lately, as i always do when introduced or re-introduced to games with some form of magic system. 2nd edition spells are potent, and open to alot of interpretation. They often gain new abilities as casters gain levels, and there defeated by the opponent making a saving throw. Now, recently a good friend of mine started playing the Online D&D game, and he made a comment about 3rd edition spells being powerful. That got me thinking.
So, which is more balanced, more fun, and all around better. 2nd edition, or 3rd edition spells. Well, the first thing I decided to look at was...
Saving Throws! Now, as you gain levels in 2nd edition an enemy's saving throws are based on his hit die, much the same way that 3rd edition modifies there saves. The thing is, in second, the saving throw is a target the creature rolls. for example, a 10h.d. monster would have to roll an 11 or better to save v.s. a wizards spell. A third edition spell sets its dc based on the casters level. So a 1oth level caster casting at 1st level spell (assuming 18 int) would have a dc of 15, modified by the monsters adjustment, which would be around a +8 or so at that level. so the creature would have to roll a five or better to beat the spell. Also, higher level spells increase dc based on there level, and feats adjust the save dc as well. In all honesty, a wizard casting a 7-9th level spell while maxed out in stats and feats in third would have a slightly better chance at getting spells through, but his lower level spells will have just about no effect, seeing as the monsters adjustments to saves later on can get pretty ridiculous, espec. among dragons. So the saving throw thing is really a tie. I'll give 2nd a bit of a boost here, because its alot easier to get through the saving throw than it is in third. Theres just a roll, matching a number, and done. Not that i have anything against math and circumstantial bonuses, it just takes more time.
Spell resistance. Bane to all spellcasters! Which effects spells more often? 2nd or 3rd. Well, again, it is about the same. 2nd edition creatures have a fixed perc. stat. If the creature rolls the stat, it absorbs or negates the spell. Now in 3rd, the caster rolls a caster level check, adding in feat and other circumstantial bonuses, and the target is set by the monster. If he rolls over the monsters number, the spell goes through, otherwise, it fizzles. I'd have to say it seemed to be easier to beat out SR in 3rd, but most creatures had a meager stat in it, or had an outlandish stat in it. there was usually not a middle ground. 2nd was all over the place, from 5% SR to 90% SR. level was also never a factor. Again, 2nd edition was faster, and more easily decided.
Spell Balance - Which is more balanced. 2nd or 3rd. now, this is highly debatable, and the following is just my opinion on it. I'd have to say 3rd has more balance, simply because balance was added to 3rd edition spells. 2nd edition spells were scaleable based on the wizards level. For example, Chromatic orb is a 1st level spell that creates a small globe of light around the target after it deals its meager damage (d4 I believe)/ A 12th level wizard casting the same spell would force a saving throw v.s. the target or it would die. 1st level spell. Now in 3rd edition certain effects were allowed at certain levels. Death never really factored into a spell until 4th. (phantasmal killer) and even then it was difficult. Save or Die no nonsense spells came at 7th level. Damage stayed pretty much the same in both editions. Damage spells were based on the level of the spell caster, and scaled up as the casters level went up. In the end, it was easier to know where a spell went in 3rd edition. If you were creating one, it was easy to discern a level for it. 2nd edition wasnt so cut and dry, though i dont think that really took away from it. Spells were meant to be mystical after all.
Learning complications - Which was more complicated to learn, 3rd or 2nd. hands down, 2nd. You had a perc. chance to learn a spell, and if you screwed the roll you had to wait a level. Not only that, finding scrolls and enemy spell books was no easy task, so ending up with spells that you wanted to style your guy after was really hard. 3rd, spells were pretty much hand picked level by level, and adding captured scrolls or spells from spell books required the casting of a read magic spell. Easy. I think although harder to collect spells, it seemed like it was more realistic in 2nd. I loved the ease of third, but in 2nd, you had to research or search spells that you wanted to obtain, or just get lucky. That was half the fun. It was always nice in third getting that spell list that complimented your character, but it was always fun in second capturing scrolls and books, like finding a whole new kind of treasure.
Spells per day! - Wizards have always gotten there spells slowly, so who got more? Well, you're all going to say 3rd, and in a way, you are right. adding cantrips, a generalist wizard would end up with 40 spells a day he could memorize and cast. A 2nd edition generalist wizard could memorize and cast 37. Now, theres one big difference, the 2nd edition would actually probably cast most of his spells, while the 3rd, would not. Charm person cast from a 2nd edition wizard could get a level 20 fighter on your side for 3 days to 3 weeks depending on his int. A charm person cast from a 3rd edition wizard would never get so lucky on that high level of a character. The saving throw thing really kills 3rd here, and most of the cantrip to 2nd level spells will be overlooked unless there automatic. Even abjurations at that level tend to overlap with higher level abjurations.
Other - 3rd edition spells get some fun options, such as scribe scrolls, brew potions, and craft magic wands that really let the wizard get creative with his allotment of spells. A 2nd edition wizard is more piece meal. Theres more grit. Getting spells is harder, but they tend to be more powerful on many levels, and most never really lose there function. I can see a 20th level 2nd edition wizard being ok with going into a dragon fight with only 1st to 3rd level spells left. Thats suicide for a 3rd edition wizard.
Ending - I have to say that both are fun and have some really good points. I like 2nd edition spells better, because of the scaleable nature of magic to level. But third edition was alot of fun when mixed with a smart selection of feats. 2nd edition spells, like alot of things in 2nd, seemed to be faster to use and less complicated, and that always tends to add fun. 3rd got tangled in alot of rolls, and low level spells lost there umph as you made way for your high level spells.
Better in 2nd or 3rd
Abjuration - 3rd (I think theres eight abjuration spells in 2nd edition)
Conjuration - 2nd (Power words and Summon monster spells won the day for 2nd)
Divination - Tie (most of the spells are the same)
Enchantment/Charm - 2nd (hands down, charm is too hard to use in 3rd edition)
Evocation - Tie (3rd almost won, but 2nd had alot of clouds and walls, plus lim wish and wish)
Illusion - 1st!! (nothing beats the 1st level illusionist!)
Necromancy - 3rd (hands down, Necromancy magic never got on its feet until third)
Transmutation - 2nd (Yeah, with about a bazillion spells it won pretty easily)
(Feel free to comment! =)
Thursday, December 10, 2009
The bandit of Bear's Cave -Adv 1-
(This post is dedicated to our new Forgotten Realms campaign. This takes place using 2nd edition rules. =). The above name is not the adventures actual first name, simply my post name for the first adventure.)
Ones first assignment can be a task of great patience. Knowing what to look for, what to accept, and what may try learned skills to there fullest. Erelldin felt a growing anticipation as he waited in the elf song tavern. Many adventurers were present on a constant level, and finding suitable and available work seemed a test of patience.
The first adventure came in the form of an attractive, if simple woman named Annara, an acolyte priestess of Gond. She was moving through the elfsong tavern nervously, speaking with the tavern guests about a scroll she carried. The first to join the ranks of her troupe was an obvious baldurian, but not necessarily one that lived within the walls of the city. He was an outdoorsman to be sure, and more than likely included himself among the rangers. He offered his services to Annara, as well as a late introduction. The humans name was Ferren, and although simple and rustic, he seemed a competent traveler, as well as a practiced swordsman. As explained by Annara, the church of Gond had apparently had a relic stolen. The culprit was a possible thief who had been seen using magic to make his daring escape. I had but little choice to add my insight into the investigation at this point, and it was shortly thereafter that I joined Annara on her quest. The promise reward was 50 g.p upon completion of tracking down the thief and retrieving the relic. Shortly after hearing the promised reward, our third member offered his services to Annara. The half elf named Rhy'vael was, by his heraldic ring, a merchant or perhaps merchant's son. He was interested more in the gold mentioned than the probability of any other gain. When asked about the skills he could offer, he made cryptic and evasive comments. Not very Reassuring. Regardless, after announcing ourselves and our abilities to Annara, she formerly accepted us and had us meet on the outskirts of the east gate to investigate an Inn and Tavern where the thief may have visited upon fleeing.
Personal Notes - Ferren did not look kindly to my possessions. Specifically of my loyal friend Etherell. After berating the potential of my skills, he also seemed to disdain me owning a horse. The man was infuriating, perhaps more so than Rhy'vael, who at least knew how to interact sociably and gracefully. Regardless, navigating his veiled insults was easy enough. Though world wise, Ferren did not appear to be nearly as sharp as his blades.
The Inn was a disgusting den of drunks and thieves. Halflings scurried about the place like rats, and the other denizens were scarred, dirty, and repulsive. Luckily Rhy'vael seemed to know how to handle the patrons of the tavern, and indeed, manipulated them with a skill that must have been passed down from his training as a merchant. Using nothing but his social skills, Rhy'vael got some information from an otherwise stubborn barkeep. The thief's name was Vanith, and he had boasted to the barkeep about stealing one of the treasures from the Temple of Gond. He also spoke about a cave he had found where he was intending to stash the relic until he could find a buyer. Now armed with a name and direction, as well as recently purchased steeds, we were ready to head out and capture Vanith. Almost ready. Skill and know how get you only so far, sometimes a bit of extra strength and grit are needed over finesse. One such "person" was present. A half orc name Vrog. After pulling at his mind with a simple enchantment, it took only a matter of moments to get the mercenary like half orc in the mood to hunt down and capture the thief. Now, after purchasing the half orc a mount, we were truelly ready.
Personal Note - The spell of charm worked out much better than expected. Though it is far from controlling an individual, it makes general response and social interaction far easier. After having tried it on several commoners and labormen, it was an interesting test of skill to have it succeed on a seasoned fighter.
Tracking was left in the realm of Ferren's skill. His was not a boast about his competence on the road. He knew his way around the outskirts and could see signs the others of us could simply not pick up on. As we progressed we found ourselves needing to camp for the evening. It was right before bedding down that our combat skills were put to the test. A pack of wild and rabid dogs attacked us right before we were able to set up a proper camp, no doubt they had been roaming the outskirts looking for other dogs or rabits to take down, and it was simple bad fortune that lead them to us. Although victorious, several things became clear during the fighting of these mongrels. Vrog, our enscorcelled half orc, was taken down and killed early on in this fight, though to his merit he was able to kill at least one of the beasts, as well as delay them long enough for Ferren to kill several with his bow before taking melee to them. My own spell was used to effectively in this combat as well, a blast of light reeling the minds of two of the beasts, knocking them uncoscious and taking them out of the fight. Rhy'vael, though skilled in tongue, was not as skilled with a blade. Regardless, our might won out over the lesser beasts, and we were camping within the hour, resting ourselves for a larger test.
Personal Note - Color spray worked quite well in actual combat. Though directing the imposing blast of light is hard to control in the heat of battle, it is certain that the spell will be quite effective against several smaller foes.
The next day was quite productive. Ferren made good on his word to track Vanith to his lair, and he did just that. It was unfortunate on several levels of the nature of Vanith's lair, for it quickly became evident that Vanith had unwittingly scouted out a bears home for his secret hide out, and was made a meal of by the homes inhabitant. This fight was much more difficult than the fight with the dogs. Again, Rhy'vael simply did not have the martial skill to challenge such a fearesome opponent. Ferren used his twin blades to great effect against the enraged brown bear, but the beasts ferocity nearly was his undoing, and after two vicious bites, the ranger fell to his wounds. My spells helped the combat at least, leaving the beast blinded, and coated in slick grease, which helped hinder its combat effectiveness. After setting the bear aflame, it was Annara that used her mace to crush in the wretched animals skull. Having won the day, Annara used her magic to heal the wounds of Ferren and Rhy'vael, and then retrieved the stolen artifact of Gond. This adventure was at a close, and after only a short delay, we made haste back to the gate.
Personal Note - Grease is an effective if dangerous spell to cast in close areas. The spells component is luckily highly flammable, and can be used to great effect against those caught in the spell.
(Ok, this is my adventure post! i'll have more very soon!)
Ones first assignment can be a task of great patience. Knowing what to look for, what to accept, and what may try learned skills to there fullest. Erelldin felt a growing anticipation as he waited in the elf song tavern. Many adventurers were present on a constant level, and finding suitable and available work seemed a test of patience.
The first adventure came in the form of an attractive, if simple woman named Annara, an acolyte priestess of Gond. She was moving through the elfsong tavern nervously, speaking with the tavern guests about a scroll she carried. The first to join the ranks of her troupe was an obvious baldurian, but not necessarily one that lived within the walls of the city. He was an outdoorsman to be sure, and more than likely included himself among the rangers. He offered his services to Annara, as well as a late introduction. The humans name was Ferren, and although simple and rustic, he seemed a competent traveler, as well as a practiced swordsman. As explained by Annara, the church of Gond had apparently had a relic stolen. The culprit was a possible thief who had been seen using magic to make his daring escape. I had but little choice to add my insight into the investigation at this point, and it was shortly thereafter that I joined Annara on her quest. The promise reward was 50 g.p upon completion of tracking down the thief and retrieving the relic. Shortly after hearing the promised reward, our third member offered his services to Annara. The half elf named Rhy'vael was, by his heraldic ring, a merchant or perhaps merchant's son. He was interested more in the gold mentioned than the probability of any other gain. When asked about the skills he could offer, he made cryptic and evasive comments. Not very Reassuring. Regardless, after announcing ourselves and our abilities to Annara, she formerly accepted us and had us meet on the outskirts of the east gate to investigate an Inn and Tavern where the thief may have visited upon fleeing.
Personal Notes - Ferren did not look kindly to my possessions. Specifically of my loyal friend Etherell. After berating the potential of my skills, he also seemed to disdain me owning a horse. The man was infuriating, perhaps more so than Rhy'vael, who at least knew how to interact sociably and gracefully. Regardless, navigating his veiled insults was easy enough. Though world wise, Ferren did not appear to be nearly as sharp as his blades.
The Inn was a disgusting den of drunks and thieves. Halflings scurried about the place like rats, and the other denizens were scarred, dirty, and repulsive. Luckily Rhy'vael seemed to know how to handle the patrons of the tavern, and indeed, manipulated them with a skill that must have been passed down from his training as a merchant. Using nothing but his social skills, Rhy'vael got some information from an otherwise stubborn barkeep. The thief's name was Vanith, and he had boasted to the barkeep about stealing one of the treasures from the Temple of Gond. He also spoke about a cave he had found where he was intending to stash the relic until he could find a buyer. Now armed with a name and direction, as well as recently purchased steeds, we were ready to head out and capture Vanith. Almost ready. Skill and know how get you only so far, sometimes a bit of extra strength and grit are needed over finesse. One such "person" was present. A half orc name Vrog. After pulling at his mind with a simple enchantment, it took only a matter of moments to get the mercenary like half orc in the mood to hunt down and capture the thief. Now, after purchasing the half orc a mount, we were truelly ready.
Personal Note - The spell of charm worked out much better than expected. Though it is far from controlling an individual, it makes general response and social interaction far easier. After having tried it on several commoners and labormen, it was an interesting test of skill to have it succeed on a seasoned fighter.
Tracking was left in the realm of Ferren's skill. His was not a boast about his competence on the road. He knew his way around the outskirts and could see signs the others of us could simply not pick up on. As we progressed we found ourselves needing to camp for the evening. It was right before bedding down that our combat skills were put to the test. A pack of wild and rabid dogs attacked us right before we were able to set up a proper camp, no doubt they had been roaming the outskirts looking for other dogs or rabits to take down, and it was simple bad fortune that lead them to us. Although victorious, several things became clear during the fighting of these mongrels. Vrog, our enscorcelled half orc, was taken down and killed early on in this fight, though to his merit he was able to kill at least one of the beasts, as well as delay them long enough for Ferren to kill several with his bow before taking melee to them. My own spell was used to effectively in this combat as well, a blast of light reeling the minds of two of the beasts, knocking them uncoscious and taking them out of the fight. Rhy'vael, though skilled in tongue, was not as skilled with a blade. Regardless, our might won out over the lesser beasts, and we were camping within the hour, resting ourselves for a larger test.
Personal Note - Color spray worked quite well in actual combat. Though directing the imposing blast of light is hard to control in the heat of battle, it is certain that the spell will be quite effective against several smaller foes.
The next day was quite productive. Ferren made good on his word to track Vanith to his lair, and he did just that. It was unfortunate on several levels of the nature of Vanith's lair, for it quickly became evident that Vanith had unwittingly scouted out a bears home for his secret hide out, and was made a meal of by the homes inhabitant. This fight was much more difficult than the fight with the dogs. Again, Rhy'vael simply did not have the martial skill to challenge such a fearesome opponent. Ferren used his twin blades to great effect against the enraged brown bear, but the beasts ferocity nearly was his undoing, and after two vicious bites, the ranger fell to his wounds. My spells helped the combat at least, leaving the beast blinded, and coated in slick grease, which helped hinder its combat effectiveness. After setting the bear aflame, it was Annara that used her mace to crush in the wretched animals skull. Having won the day, Annara used her magic to heal the wounds of Ferren and Rhy'vael, and then retrieved the stolen artifact of Gond. This adventure was at a close, and after only a short delay, we made haste back to the gate.
Personal Note - Grease is an effective if dangerous spell to cast in close areas. The spells component is luckily highly flammable, and can be used to great effect against those caught in the spell.
(Ok, this is my adventure post! i'll have more very soon!)
Thursday, December 3, 2009
Erreldin Silvershield -Transmuter-
(This post is dedicated to my new character Erreldin Silvershield, a wizard specializing in transmutation magic.)
Erreldin Silvershield stands a bit under 6' tall, and has a slight, but healthy frame. His black hair is long and well kept, but he keeps it practical and straight. His eyes are brown, a very dark brown, and his gaze is piercing and direct. He has a stern and intimidating demeanor at first, but he is easy to smile, and has a soft tone when he speaks. Socially, he is an intelligent creature, capable of holding almost any conversation, seeming wise or aloof as need be. Although attractive and fairly social for a wizard, he tends to keep relationships brief and quiet. No known serious relationship has cropped up during the last several years, and many assume he wont acquire a wife or family until much later in his career.
Background - Erreldin is the nephew of Entar Silvershield, one of the four seats of Baldurs Gate. Having noble status has affected a great many aspects of Erreldin's life. At a young age his magical talent was made apparent to his family. At the request of several family friends, Erreldin took on an apprentiship with a local and private wizard. Due in part to the private nature of his apprentiship, Erreldin was also close enough to family and friends to grow up amongst the nobles and blue bloods that his family had ties with. Aside from his political and magical ties, Erreldin took to worship of Azuth. Erreldin's mentor pushed worship of the god onto Erreldin, but the young mage quickly to accept the teachings of Azuth, and used the wisdom and dogma of the god to guide his way through his studies.
Political Learning - Growing up among nobles granted Erreldin several advantages. The young noble knows his way around political games, and those who play there parts in those games. Erreldin is learned on all manner of Baldurian ettiquette, and has studied other lands laws of ettiquette as well. When necessary Erreldin can be graceful, polite, charming, and proper. He knows when to back out of arguments, when to put forth questions, and when to politely disagree. This skill in ettiguette is learned from his many dealings with the nobles, family, and family friends. Unlike most, dealing with the upperclass is actually easier for him than dealing with more common folk, as he has had more time to train himself on the social graces of the upper class. Aside from simple ettiquette, he was instructed by many tutors on the ways of heraldry, not only Baldurian heraldry, but foreign heraldry as well. At a glance he knows many of the common merchant and noble houses, and can even pick up some escoteric or dead heraldic text given time. To ensure grace, and his willingness to serve and treat others respectfully, Erreldin was practiced in horse back riding and basic animal care as well. This was all done through several tutors and instructors. Some trained him on the ways of simply riding a beast, while others instructed on the beasts need, function, and how it was not just a mount or beast of burden, but friend and cohort that needed protection and care, just as would any friend. Many of his instructors were friends of his uncle and wanted to instill his uncles knowledge that serving others was often more beneficial than simply recieving servitude. These lessons were not lost on the young noble.
Escoteric Studies - Under his mentor's guidance Erreldin uncovered and mastered the basics of his craft. Aside from the magical aptitude he gained, he was also trained in several area's of knowledge by the mentor and by simply delving into his mentors vast libraries. Learning languages was a challenge his mentor would often lay upon his student. A language was a code to break, a set of variables and images that had to be put together to attain meaning. Even once understood on sight, they had to be formulated through sound to get the correct use out of them. The same was with magic, though on a more grand scale. His mentor taught him Elven first, a complex and vast language, both written and spoken. After mastering this language he let the young mage study the infernal, abyssal and celestial tongues. The ancient tongues, those that would be placed in lost or forgotten tomes. Mastering these other languages took a great deal of time and patience, even though some were not nearly as complex as the elven tongue, all had ideas and words that could not translate into the common tongues. Not only did he study ancient languages though, he also studied history, both recent and distant. Knowing how time worked on the surrounding land and people helped better discipline his mind. This knowledge of past events also gave him a better understanding of the grim nature of mistakes, especially those arcane. Aside from all of his more mundane studies however, nothing was as important as his magical aptitude and power. Erreldin's mind grasped the concept of almost all forms and schools of magic, though there were only a few real choices for his specialization. Controlling random forces, and reshaping events, creating law out of chaos, and understanding the nature of change to better allow for its passing. As a noble, Erreldin's mind works around control and law. Having an understanding of the workings of such things made it easier for his mind to grasp how to control and reshape the very elements of nature, and fundamentals of magic. Aside from the school of transmutation, Erreldin also utilizes enchanting and conjuring magics. He loathes necromancy, as it defies the laws of magic, rather than adhere to them, and disdains abjuration magics, for the shool works on destroying or dismanteling the laws of magic, instead of reashaping and reusing them. Magic to Erreldin is many things. It is a form of control, a means to create balance and peace if used wisely, and a great weapon to be wielded against his enemies. By wielding magic he hopes to better his family name, and better himself in the process. Only through discipline, hard work, and a crafty use of his art can he achieve the success that some members of his noble family have already achieved. It is important to note, he is loyal to his family, and would never use his magic or power or even mundane influence to slander there good name, or bring shame to his noble house.
Natural Skills - long days and nights outdoors has lead Erreldin into some fairly mundane but useful skills. On occasion the young noble would take trips to the farmlands to contemplate his lessons or simply his life. Often he would seek only to stretch the legs of his faithfull steed. Regardless, these simple excercises when paired with his studies granted him several innate abilities he is relatively unaware of. His sense of direction is uncanny, and in his life he has never felt lost, at least not for any significant amount of time. By simply attuning his mind to his surroundings he can take a few moments to remember the location of a nearby landmark, or remember in his mind where north would be. As a secondary talent, and one that is probably related to his sense of direction, is his ability to sense the oncoming weather. This is not him being close to the land, or nature, but simply a trained eye. Living on the coast, and being ever aware of storms and fast moving weather, the young mage has simply trained his senses to pick up the small signs of impending foul or fair weather. Though these two talents may be somewhat linked to his magical studies, they come from very mundane origins, though he would never say as much.
Private Studies - As part of his training, and part of his beginning studies of Azuth, Erreldin's mentor trained him also as a Limner and mapmaker. Patience and a steady hand goes into making fine papers and papyrus, putting poper measurement to maps, and making his crafts worthwhile to not only himself, but others that would pick them up. He found this study soothing and meditative, and often took to map crafting or tracing as a means to focus his mind. Though these studies were eventually abandoned once his mentor felt he had gained what he needed from them, Erreldin still took to the craft, utilizing it even today. At a glance he can easily tell poorly crafted from well crafted maps, and has a fairly good grasp on drawn, painted, or symbolized works of art as well. Both there monetary value, and there mundane worth.
Personal Studies - Sometimes an ordered mind needs an outlet. Erreldin is a crafted painter, and the sense and depth of his paintings is quite profound. Most of his paintings are violent, and sometimes chaotic pieces of work, and those knowing him would guess that he throws these thoughts from his well ordered and organized mind, trapping them forever on canvas. His personal study is often adorned with his own paintings. Paintings of lust, violence, and passion. By keeping these paintings close, he keeps these emotions at bay, but lets them be a reminder of where they were born. To this day he will take to painting when dealing with grief, sadness, depression, or anger. No one would know the wiser until they stepped foot into his personal quarters. Still, many nobles find his works quite pleasing and aesthetic, though the young mage has yet to sell such personal pieces of himself.
Personal Gear - All of Erreldin's gear is top quality. All of his leather goods are a soft almost white buckskin, such as his belt pouch, water skins, backpack and walking boots. His robes are highly decorated dark red robes, with gold embroidery. The family crest is embroidered in silver on the back of his robes, as well as being worked into some of the designs along the neck, sleeves, and bottom line of the robes. He also wears his family's signet ring proudly on his right hand. Those seeing him in his city robes would never doubt his family's origin. His weapon is a small and well polished dagger he keeps in a tight sheath on his belt. He also has a larger component pouch on the left side of his belt, and a small coin pouch on the right side of his belt.
(ok, thats it for now. i'll have more posts next week after our first adventure!)
Erreldin Silvershield stands a bit under 6' tall, and has a slight, but healthy frame. His black hair is long and well kept, but he keeps it practical and straight. His eyes are brown, a very dark brown, and his gaze is piercing and direct. He has a stern and intimidating demeanor at first, but he is easy to smile, and has a soft tone when he speaks. Socially, he is an intelligent creature, capable of holding almost any conversation, seeming wise or aloof as need be. Although attractive and fairly social for a wizard, he tends to keep relationships brief and quiet. No known serious relationship has cropped up during the last several years, and many assume he wont acquire a wife or family until much later in his career.
Background - Erreldin is the nephew of Entar Silvershield, one of the four seats of Baldurs Gate. Having noble status has affected a great many aspects of Erreldin's life. At a young age his magical talent was made apparent to his family. At the request of several family friends, Erreldin took on an apprentiship with a local and private wizard. Due in part to the private nature of his apprentiship, Erreldin was also close enough to family and friends to grow up amongst the nobles and blue bloods that his family had ties with. Aside from his political and magical ties, Erreldin took to worship of Azuth. Erreldin's mentor pushed worship of the god onto Erreldin, but the young mage quickly to accept the teachings of Azuth, and used the wisdom and dogma of the god to guide his way through his studies.
Political Learning - Growing up among nobles granted Erreldin several advantages. The young noble knows his way around political games, and those who play there parts in those games. Erreldin is learned on all manner of Baldurian ettiquette, and has studied other lands laws of ettiquette as well. When necessary Erreldin can be graceful, polite, charming, and proper. He knows when to back out of arguments, when to put forth questions, and when to politely disagree. This skill in ettiguette is learned from his many dealings with the nobles, family, and family friends. Unlike most, dealing with the upperclass is actually easier for him than dealing with more common folk, as he has had more time to train himself on the social graces of the upper class. Aside from simple ettiquette, he was instructed by many tutors on the ways of heraldry, not only Baldurian heraldry, but foreign heraldry as well. At a glance he knows many of the common merchant and noble houses, and can even pick up some escoteric or dead heraldic text given time. To ensure grace, and his willingness to serve and treat others respectfully, Erreldin was practiced in horse back riding and basic animal care as well. This was all done through several tutors and instructors. Some trained him on the ways of simply riding a beast, while others instructed on the beasts need, function, and how it was not just a mount or beast of burden, but friend and cohort that needed protection and care, just as would any friend. Many of his instructors were friends of his uncle and wanted to instill his uncles knowledge that serving others was often more beneficial than simply recieving servitude. These lessons were not lost on the young noble.
Escoteric Studies - Under his mentor's guidance Erreldin uncovered and mastered the basics of his craft. Aside from the magical aptitude he gained, he was also trained in several area's of knowledge by the mentor and by simply delving into his mentors vast libraries. Learning languages was a challenge his mentor would often lay upon his student. A language was a code to break, a set of variables and images that had to be put together to attain meaning. Even once understood on sight, they had to be formulated through sound to get the correct use out of them. The same was with magic, though on a more grand scale. His mentor taught him Elven first, a complex and vast language, both written and spoken. After mastering this language he let the young mage study the infernal, abyssal and celestial tongues. The ancient tongues, those that would be placed in lost or forgotten tomes. Mastering these other languages took a great deal of time and patience, even though some were not nearly as complex as the elven tongue, all had ideas and words that could not translate into the common tongues. Not only did he study ancient languages though, he also studied history, both recent and distant. Knowing how time worked on the surrounding land and people helped better discipline his mind. This knowledge of past events also gave him a better understanding of the grim nature of mistakes, especially those arcane. Aside from all of his more mundane studies however, nothing was as important as his magical aptitude and power. Erreldin's mind grasped the concept of almost all forms and schools of magic, though there were only a few real choices for his specialization. Controlling random forces, and reshaping events, creating law out of chaos, and understanding the nature of change to better allow for its passing. As a noble, Erreldin's mind works around control and law. Having an understanding of the workings of such things made it easier for his mind to grasp how to control and reshape the very elements of nature, and fundamentals of magic. Aside from the school of transmutation, Erreldin also utilizes enchanting and conjuring magics. He loathes necromancy, as it defies the laws of magic, rather than adhere to them, and disdains abjuration magics, for the shool works on destroying or dismanteling the laws of magic, instead of reashaping and reusing them. Magic to Erreldin is many things. It is a form of control, a means to create balance and peace if used wisely, and a great weapon to be wielded against his enemies. By wielding magic he hopes to better his family name, and better himself in the process. Only through discipline, hard work, and a crafty use of his art can he achieve the success that some members of his noble family have already achieved. It is important to note, he is loyal to his family, and would never use his magic or power or even mundane influence to slander there good name, or bring shame to his noble house.
Natural Skills - long days and nights outdoors has lead Erreldin into some fairly mundane but useful skills. On occasion the young noble would take trips to the farmlands to contemplate his lessons or simply his life. Often he would seek only to stretch the legs of his faithfull steed. Regardless, these simple excercises when paired with his studies granted him several innate abilities he is relatively unaware of. His sense of direction is uncanny, and in his life he has never felt lost, at least not for any significant amount of time. By simply attuning his mind to his surroundings he can take a few moments to remember the location of a nearby landmark, or remember in his mind where north would be. As a secondary talent, and one that is probably related to his sense of direction, is his ability to sense the oncoming weather. This is not him being close to the land, or nature, but simply a trained eye. Living on the coast, and being ever aware of storms and fast moving weather, the young mage has simply trained his senses to pick up the small signs of impending foul or fair weather. Though these two talents may be somewhat linked to his magical studies, they come from very mundane origins, though he would never say as much.
Private Studies - As part of his training, and part of his beginning studies of Azuth, Erreldin's mentor trained him also as a Limner and mapmaker. Patience and a steady hand goes into making fine papers and papyrus, putting poper measurement to maps, and making his crafts worthwhile to not only himself, but others that would pick them up. He found this study soothing and meditative, and often took to map crafting or tracing as a means to focus his mind. Though these studies were eventually abandoned once his mentor felt he had gained what he needed from them, Erreldin still took to the craft, utilizing it even today. At a glance he can easily tell poorly crafted from well crafted maps, and has a fairly good grasp on drawn, painted, or symbolized works of art as well. Both there monetary value, and there mundane worth.
Personal Studies - Sometimes an ordered mind needs an outlet. Erreldin is a crafted painter, and the sense and depth of his paintings is quite profound. Most of his paintings are violent, and sometimes chaotic pieces of work, and those knowing him would guess that he throws these thoughts from his well ordered and organized mind, trapping them forever on canvas. His personal study is often adorned with his own paintings. Paintings of lust, violence, and passion. By keeping these paintings close, he keeps these emotions at bay, but lets them be a reminder of where they were born. To this day he will take to painting when dealing with grief, sadness, depression, or anger. No one would know the wiser until they stepped foot into his personal quarters. Still, many nobles find his works quite pleasing and aesthetic, though the young mage has yet to sell such personal pieces of himself.
Personal Gear - All of Erreldin's gear is top quality. All of his leather goods are a soft almost white buckskin, such as his belt pouch, water skins, backpack and walking boots. His robes are highly decorated dark red robes, with gold embroidery. The family crest is embroidered in silver on the back of his robes, as well as being worked into some of the designs along the neck, sleeves, and bottom line of the robes. He also wears his family's signet ring proudly on his right hand. Those seeing him in his city robes would never doubt his family's origin. His weapon is a small and well polished dagger he keeps in a tight sheath on his belt. He also has a larger component pouch on the left side of his belt, and a small coin pouch on the right side of his belt.
(ok, thats it for now. i'll have more posts next week after our first adventure!)
Saturday, November 28, 2009
An interesting prospect
Well, we may be going back and doing an older version of D&D. Matt and Steve, two of our newest members of the gaming group have pretty limited vision into the D&D universe. Myself and Jason, veteran players of the older editions had spent a great deal of time on 2nd, though I dont believe jason dabbled much before that.
2nd edition - Stuffed solid full of cryptic rules, from Thac0 to differing xp alotment per character. The edition where there was no real creature balance, it was simply up to the DM to discern if the party could survive, and up to the party to discern if they should flee or fight.
Classes - Much different than those classes of today. High attributes gave you xp bonuses. Races dictated the maximum level of your character as well as what you could multiclass as. Your other special skills were determined by your non weapon prof. and the weapons you could use were determined by your weapon prof. The amount of these proficiencies were all determined by your class.
Core Classes - Unlike later versions of the games, 1st and 2nd stuck true to the 4 cornerstone classes. Fighter - Rogue - Wizard - Cleric. The sub categories of these, the Paladin, Druid, Bard, and Ranger were also very playable, but the core classes always had that something to make them a bit more survivable. And surviving in the 1st two editions was no easy task.
Our players - Well, I have decided on wizard. My core class among the older versions of D&D, and Matt has taken up the rogue. Jason, a noted cleric player will more than likely assume that role again. He's matured a great deal in his character development and it will be interesting to see what he could bring to the table as a cleric. Assuming he decides to show. But i'll not berate him on that. He's a friend and an old player, if he wants out i'll not jibe him on it. Steve, our newest member will be playing a fighter type hopefully, at least thats what i'll push. He's going to miss alot of sessions coming up, another reason that a switch from our last chronicle is necessary, and a good reason for him to craft a fighter type, as they are easy to run, but still extremely important.
Over All - I definitely need this. 4th edition is not my edition. It's fun, but in the way video games are fun. It scratches the surface on what RPG's can really achieve, and i think its a great start in game for new gamers, or those who really dont have alot of time to plan or develope. I like the older systems because theres more of a real threat. Every encounter could be your last, and although theres not the team aspect that 4th has, the element exists, though not as defined. The wizard overcomes obstacles or makes them easier to overcome. The cleric has a number of problem solving spells, is a battery of healing energy, and can take a few round in melee. The rogue is the only thing that stands between deadly traps and the party, is the only thing that stands between ambush and a party, and is easily the most overlooked and useful member of a party. Fighters. Reliable damage dealers. They can use most of the weapons out there, can specialize (more damage!) and are extremely hard for the bad guys to take down. Dont forget fighters are the only onese who get the higher bonus for constitution and strength. (exceptional str!)
Fun Factor - I think it will be alot of fun, as well as educational for the new crew and still easy for the old to get into. Through all its many flaws, it was still a solid and fun system. Heres hoping we get a good game out of it =)
2nd edition - Stuffed solid full of cryptic rules, from Thac0 to differing xp alotment per character. The edition where there was no real creature balance, it was simply up to the DM to discern if the party could survive, and up to the party to discern if they should flee or fight.
Classes - Much different than those classes of today. High attributes gave you xp bonuses. Races dictated the maximum level of your character as well as what you could multiclass as. Your other special skills were determined by your non weapon prof. and the weapons you could use were determined by your weapon prof. The amount of these proficiencies were all determined by your class.
Core Classes - Unlike later versions of the games, 1st and 2nd stuck true to the 4 cornerstone classes. Fighter - Rogue - Wizard - Cleric. The sub categories of these, the Paladin, Druid, Bard, and Ranger were also very playable, but the core classes always had that something to make them a bit more survivable. And surviving in the 1st two editions was no easy task.
Our players - Well, I have decided on wizard. My core class among the older versions of D&D, and Matt has taken up the rogue. Jason, a noted cleric player will more than likely assume that role again. He's matured a great deal in his character development and it will be interesting to see what he could bring to the table as a cleric. Assuming he decides to show. But i'll not berate him on that. He's a friend and an old player, if he wants out i'll not jibe him on it. Steve, our newest member will be playing a fighter type hopefully, at least thats what i'll push. He's going to miss alot of sessions coming up, another reason that a switch from our last chronicle is necessary, and a good reason for him to craft a fighter type, as they are easy to run, but still extremely important.
Over All - I definitely need this. 4th edition is not my edition. It's fun, but in the way video games are fun. It scratches the surface on what RPG's can really achieve, and i think its a great start in game for new gamers, or those who really dont have alot of time to plan or develope. I like the older systems because theres more of a real threat. Every encounter could be your last, and although theres not the team aspect that 4th has, the element exists, though not as defined. The wizard overcomes obstacles or makes them easier to overcome. The cleric has a number of problem solving spells, is a battery of healing energy, and can take a few round in melee. The rogue is the only thing that stands between deadly traps and the party, is the only thing that stands between ambush and a party, and is easily the most overlooked and useful member of a party. Fighters. Reliable damage dealers. They can use most of the weapons out there, can specialize (more damage!) and are extremely hard for the bad guys to take down. Dont forget fighters are the only onese who get the higher bonus for constitution and strength. (exceptional str!)
Fun Factor - I think it will be alot of fun, as well as educational for the new crew and still easy for the old to get into. Through all its many flaws, it was still a solid and fun system. Heres hoping we get a good game out of it =)
Friday, November 6, 2009
Moving on
(This is a post about our current D&D chronicle. This is from Kharask torn flames perspective, my dragonborn warlord. Enjoy!)
The time for the Two Scars has arrived. During there two month wait for the waters to thaw, the members of the two scars went about there own personal business. All had come so far, and yet, had an incredible distance to travel before there goal was accomplished.
Erantaelik - Kharask cannot pretend to imagine the confusion the drow had to fight off during his withdraw from his underdark home. His motives have came into question to be sure, for his methods often reflect the dark nature of his people. In his defense, the drow has always been honest, sometimes brutally so, to the members of the two scar. His powers have always been formidable, but now with the training he acquired at GreyStar, the drow seems nearly unstoppable. Like dalanor his spells strike out with the elements at nearby foes, and Kharask has witnessed him twist the air into dense crystaline ice with a small motion of his sword, or cast unshakable fire onto his foes. With the right patterns mixed in with his swordplay, the drow can rip holes in space at a moments notice, taking the battlefield and shaping it to his will, and using it against his foes. His attacks become more powerful, his tactics more predictable but never losing effectiveness. His attitude is the one thing that refuses to change much. He still views the world with cynicism, and sees the weakness in people before viewing there strength. His enemies are nothing but obstacles, and his goal seems to be nearly as linear as Kharask's, though the drow would never admit it. Kharask fears he may never be able to shake all the darkness and evil that lurks in the drows blood, but he knows that Erantaelik is loyal, and willing to do what he is told, if only to keep the momentum of the Two Scars focused on the destruction of there mutual enemy. As the days go by and the Two Scars become more of a recognizable name within Caran'Has, Erantaelik becomes more comfortable, and more confident. Will he ever truelly take heart in his accomplishments within the Two Scars, or will he remain ever aloof, so when all is accomplished and done, he may once again fade into the deepest darkness of his home, the underdark.
Dalanor - Dalanor started as an arrogant Silver Elf full of pride and confidence. He used his elemental magic to destroy his foes, and used fey charms to twist the minds of his enemies. He was hard making friends, and used Kharask's influence to get close to people. He's come a great distance since rescuing Vadrier from a group of goblins. His powers are on a grander scale, replacing a great deal of his Elemental magic with more traditional fey magics. These days he seems to be more confident, and easier at talking to people, though he still has made only a few noteable friends. He has several places of interest he visits, mainly Vadrier's alchemical shop, and the vile wizard Volnik's tower. He spends only a little time helping Kharask maintain the two scars, but the dragonborn knows that time has always been a precious comodity to wizards, and accepts the Silver Elf's absence for what it is. The paths that Dalanor have taken allowed him to uncover many of his lost memories, and with that, a great deal of his lost power. His personality has not changed much, which lends some credibility to Dalanor's claims about being resistant to the mind altering effects of the ring. He is still ambitious, and still full of pride and confidence in his accomplishemnts. Kharask believes he is striving for good, and hopes he can hold onto the pain that the ring has caused him and his people, and use that to maintain discipline and honor in the face of future corruption. Dalanor, like the rest of the troupe, has lost something important to him because of tiamat, and kharask hopes that the death of his wife, and the full memories of her that he has recently recieved, will act as a catalyst and allow him to use focus and determination in the defeat of there common enemy. His path is laid out clearly for him, and he has only to follow it. It is unfortunate that fate seems content in putting up walls and obstacles for him to overcome. It is possible that he may yet come forth as a hero for his people, if he can only overcome the darkness that has clouded his past.
Merric - A bloodthirsty and cut throat adventurer from the start, Merric has at least been fairly loyal to the two scars. His methods might be less than honorable, but his combat effectiveness grows daily. For his small size his combat powers rival any member in the two scars, and in a one on one fight its fair to say that he'd be next to impossible to take down. He's sly, street savvy, and capable of turning a heartening smile into a twisting dagger. Kharask envy's the halflings accomplishments. Having saved his people from slavery, and taken justice out against some of the very creatures to put them into those circumstances. Merric is similar to Zepora in that regards, having taken hatred to such a level that it clouds all reason. He could have remained with his people, and given up adventuring altogether, but instead he's determined to see final justice brought upon the souls of every creature that had anything to do with the enslavement of his people. His is a deep, but directable hatred. What kharask worries about is the halflings end. Will he be satiated once the last foe has been killed, or will he leave the two scars and his race behind, to seek out more death.
(Ok, i'll do a write up on Kharask, Zepora, and Vershalk at a later time)
The time for the Two Scars has arrived. During there two month wait for the waters to thaw, the members of the two scars went about there own personal business. All had come so far, and yet, had an incredible distance to travel before there goal was accomplished.
Erantaelik - Kharask cannot pretend to imagine the confusion the drow had to fight off during his withdraw from his underdark home. His motives have came into question to be sure, for his methods often reflect the dark nature of his people. In his defense, the drow has always been honest, sometimes brutally so, to the members of the two scar. His powers have always been formidable, but now with the training he acquired at GreyStar, the drow seems nearly unstoppable. Like dalanor his spells strike out with the elements at nearby foes, and Kharask has witnessed him twist the air into dense crystaline ice with a small motion of his sword, or cast unshakable fire onto his foes. With the right patterns mixed in with his swordplay, the drow can rip holes in space at a moments notice, taking the battlefield and shaping it to his will, and using it against his foes. His attacks become more powerful, his tactics more predictable but never losing effectiveness. His attitude is the one thing that refuses to change much. He still views the world with cynicism, and sees the weakness in people before viewing there strength. His enemies are nothing but obstacles, and his goal seems to be nearly as linear as Kharask's, though the drow would never admit it. Kharask fears he may never be able to shake all the darkness and evil that lurks in the drows blood, but he knows that Erantaelik is loyal, and willing to do what he is told, if only to keep the momentum of the Two Scars focused on the destruction of there mutual enemy. As the days go by and the Two Scars become more of a recognizable name within Caran'Has, Erantaelik becomes more comfortable, and more confident. Will he ever truelly take heart in his accomplishments within the Two Scars, or will he remain ever aloof, so when all is accomplished and done, he may once again fade into the deepest darkness of his home, the underdark.
Dalanor - Dalanor started as an arrogant Silver Elf full of pride and confidence. He used his elemental magic to destroy his foes, and used fey charms to twist the minds of his enemies. He was hard making friends, and used Kharask's influence to get close to people. He's come a great distance since rescuing Vadrier from a group of goblins. His powers are on a grander scale, replacing a great deal of his Elemental magic with more traditional fey magics. These days he seems to be more confident, and easier at talking to people, though he still has made only a few noteable friends. He has several places of interest he visits, mainly Vadrier's alchemical shop, and the vile wizard Volnik's tower. He spends only a little time helping Kharask maintain the two scars, but the dragonborn knows that time has always been a precious comodity to wizards, and accepts the Silver Elf's absence for what it is. The paths that Dalanor have taken allowed him to uncover many of his lost memories, and with that, a great deal of his lost power. His personality has not changed much, which lends some credibility to Dalanor's claims about being resistant to the mind altering effects of the ring. He is still ambitious, and still full of pride and confidence in his accomplishemnts. Kharask believes he is striving for good, and hopes he can hold onto the pain that the ring has caused him and his people, and use that to maintain discipline and honor in the face of future corruption. Dalanor, like the rest of the troupe, has lost something important to him because of tiamat, and kharask hopes that the death of his wife, and the full memories of her that he has recently recieved, will act as a catalyst and allow him to use focus and determination in the defeat of there common enemy. His path is laid out clearly for him, and he has only to follow it. It is unfortunate that fate seems content in putting up walls and obstacles for him to overcome. It is possible that he may yet come forth as a hero for his people, if he can only overcome the darkness that has clouded his past.
Merric - A bloodthirsty and cut throat adventurer from the start, Merric has at least been fairly loyal to the two scars. His methods might be less than honorable, but his combat effectiveness grows daily. For his small size his combat powers rival any member in the two scars, and in a one on one fight its fair to say that he'd be next to impossible to take down. He's sly, street savvy, and capable of turning a heartening smile into a twisting dagger. Kharask envy's the halflings accomplishments. Having saved his people from slavery, and taken justice out against some of the very creatures to put them into those circumstances. Merric is similar to Zepora in that regards, having taken hatred to such a level that it clouds all reason. He could have remained with his people, and given up adventuring altogether, but instead he's determined to see final justice brought upon the souls of every creature that had anything to do with the enslavement of his people. His is a deep, but directable hatred. What kharask worries about is the halflings end. Will he be satiated once the last foe has been killed, or will he leave the two scars and his race behind, to seek out more death.
(Ok, i'll do a write up on Kharask, Zepora, and Vershalk at a later time)
Saturday, October 31, 2009
Old Friends
(Character related post. This post is about Kharask, my dragonborn warlord.)
Tulvet was his name. Thought dead on that fateful day so many years ago. When the tribe found him he was not breathing, so they went about there ceremonies, honored the dead with many words and stories, and created a great fire pit to put there honored dead to rest. When tulvet was thrown into the fire many of the elders and warriors were not suprised when he crawled back out. The members of his clan and family had been adopted into the current tribe. Tulvets clan was known for there fearless attitude in battle, and there unwillingness to die. They were not very big for dragonborn, most of them never reaching 6 feet in height, but they made up for there size in tenacity and savagery in battle. Tulvet, like most from his family, had a dragon lung full of deadly acid. Tulvet was never the best warrior in his training squad. He was smaller, less strong, less agile, and less accurate. When the warlords were given warriors to control, they were given a squad of three. One of the warriors was either extremely gifted with a particular weapon, or a known defender, using shield and manuevers to protect his comrades. This was not tulvet. The second warrior was one who had a broad range of skills. One who could use javelins and other thrown weapons with accuracy, was a good melee fighter, and was good at tactical skirmishing. This was not Tulvet. The third member in the squad was handpicked from the remaining warriors by the warlords themselves. These last warriors had no real discernable skill in battle, but were willing to die for there leaders none the less. They were used as shock troops or fodder by there leaders. Kharask picked Tulvet, and there was no hesitation. Kharask was not looking for fodder, he was looking for a squad of able and durable fighters, and the warlord knew of Tulvets family. Where other saw the weakness in Tulvet, kharask saw strength, where others saw a liability, kharask saw an asset. But there was one trait that many others did not know of Tulvet or his family, not even Kharask. Loyalty. After resting most of his wounds away, Tulvet gathered what gear he could, taking a war axe and some simple scaled armor. He learned from the elders that Kharask had banished himself, and wandered into human lands. Not having coin for a boat, Tulvet gathered a few more mundane supplies and headed in the direction of Almory. His duties were not fulfilled, his obligations not upheld. Kharask's chosen warriors were supposed to be with him until death. The elders never specified how many deaths, and tulvet only had died three times so far. He would rejoin his appointed warlord. Besides, they still had one other member of there original squad to deal with.
(ok, thats just a little intro. Mr. dm, change and alter any of the above as much as you like. just a little flavor stuff to get into the feel of him)
Tulvet was his name. Thought dead on that fateful day so many years ago. When the tribe found him he was not breathing, so they went about there ceremonies, honored the dead with many words and stories, and created a great fire pit to put there honored dead to rest. When tulvet was thrown into the fire many of the elders and warriors were not suprised when he crawled back out. The members of his clan and family had been adopted into the current tribe. Tulvets clan was known for there fearless attitude in battle, and there unwillingness to die. They were not very big for dragonborn, most of them never reaching 6 feet in height, but they made up for there size in tenacity and savagery in battle. Tulvet, like most from his family, had a dragon lung full of deadly acid. Tulvet was never the best warrior in his training squad. He was smaller, less strong, less agile, and less accurate. When the warlords were given warriors to control, they were given a squad of three. One of the warriors was either extremely gifted with a particular weapon, or a known defender, using shield and manuevers to protect his comrades. This was not tulvet. The second warrior was one who had a broad range of skills. One who could use javelins and other thrown weapons with accuracy, was a good melee fighter, and was good at tactical skirmishing. This was not Tulvet. The third member in the squad was handpicked from the remaining warriors by the warlords themselves. These last warriors had no real discernable skill in battle, but were willing to die for there leaders none the less. They were used as shock troops or fodder by there leaders. Kharask picked Tulvet, and there was no hesitation. Kharask was not looking for fodder, he was looking for a squad of able and durable fighters, and the warlord knew of Tulvets family. Where other saw the weakness in Tulvet, kharask saw strength, where others saw a liability, kharask saw an asset. But there was one trait that many others did not know of Tulvet or his family, not even Kharask. Loyalty. After resting most of his wounds away, Tulvet gathered what gear he could, taking a war axe and some simple scaled armor. He learned from the elders that Kharask had banished himself, and wandered into human lands. Not having coin for a boat, Tulvet gathered a few more mundane supplies and headed in the direction of Almory. His duties were not fulfilled, his obligations not upheld. Kharask's chosen warriors were supposed to be with him until death. The elders never specified how many deaths, and tulvet only had died three times so far. He would rejoin his appointed warlord. Besides, they still had one other member of there original squad to deal with.
(ok, thats just a little intro. Mr. dm, change and alter any of the above as much as you like. just a little flavor stuff to get into the feel of him)
Thursday, October 29, 2009
Temptations and Victory
(Character related post about our current D&D chronicle. This is mostly under the perspective of Kharask Torn Flames, my dragonborn warlord.)
The Two Scars emerged from the wizards tower victorious. As they had all assumed, those defending the tower were the Order of the white owl, now turned to the side of tiamat. The eladrin were powerful, and there defenses were impressive, but the two scars had gotten all too accustomed to the trickery and strengths of its many enemies. Eladrin sword mages were blasted by Dalanors elemental energies, sapped of strength and frozen in place. There wizards were full of suprises, but when pinned down by the very mobile merric and azriel, there magics failed them. The eladrin also had elemental guardians summoned to do there bidding, but the magic of Erantaelik bound them in place, confused them, gathered them, and ultimately set them up for there destruction. Even there strongest guardians, a naga and its basilisk pets, were destroyed with haste and precision by the resourcefull troupe. The true danger was the only enemy that never directly attacked. A small, heavy blue ring. Azonin (sp). The power of the blue dragon coursed through it, its presence was heavy, alluring, and ultimately the deadliest force the two scars had faced yet. Dalanor, for all his discipline and will, had been falling apart ever since moving into the fey wild. As they closed on the ring, his actions became more driven, but his focus was constantly failing. It was Kharask himself who picked up the ring. It spoke to him. In a sense. It showed him visions of what the dragonborn could be, should be. A perfect soldier, a perfect combination of dragon and dragonborn. His vision quickly switched to her, he saw her form. That was perfection. Tiamat and Bahamut had crafted the dragonborn long ago. They were void of there fathers natural tendency to good, and there mothers natural tendency to evil. They were made to walk among the land of men, to understand and interact with them. Tiamat wanted to change the race, not perfect it. He understood the ring. He understood why it had called out to Dalanor, at least in part. It was desperate too. It had no power without an owner, without something to control and corrupt. Azonin was theres, captured until it could be destroyed or sealed away. If tiamat had been taking them lightly before, her focus would be upon the two scars now. They had to become stronger, to become more powerful. They had won a major victory on this day, but the road ahead was long and dangerous. It was time to make plans and preperation, to begin drawing allies and looking for advantages. Tiamat would have to make a move eventually, and the two scars had no choice but to make themselves ready.
(I'll have more soon!)
The Two Scars emerged from the wizards tower victorious. As they had all assumed, those defending the tower were the Order of the white owl, now turned to the side of tiamat. The eladrin were powerful, and there defenses were impressive, but the two scars had gotten all too accustomed to the trickery and strengths of its many enemies. Eladrin sword mages were blasted by Dalanors elemental energies, sapped of strength and frozen in place. There wizards were full of suprises, but when pinned down by the very mobile merric and azriel, there magics failed them. The eladrin also had elemental guardians summoned to do there bidding, but the magic of Erantaelik bound them in place, confused them, gathered them, and ultimately set them up for there destruction. Even there strongest guardians, a naga and its basilisk pets, were destroyed with haste and precision by the resourcefull troupe. The true danger was the only enemy that never directly attacked. A small, heavy blue ring. Azonin (sp). The power of the blue dragon coursed through it, its presence was heavy, alluring, and ultimately the deadliest force the two scars had faced yet. Dalanor, for all his discipline and will, had been falling apart ever since moving into the fey wild. As they closed on the ring, his actions became more driven, but his focus was constantly failing. It was Kharask himself who picked up the ring. It spoke to him. In a sense. It showed him visions of what the dragonborn could be, should be. A perfect soldier, a perfect combination of dragon and dragonborn. His vision quickly switched to her, he saw her form. That was perfection. Tiamat and Bahamut had crafted the dragonborn long ago. They were void of there fathers natural tendency to good, and there mothers natural tendency to evil. They were made to walk among the land of men, to understand and interact with them. Tiamat wanted to change the race, not perfect it. He understood the ring. He understood why it had called out to Dalanor, at least in part. It was desperate too. It had no power without an owner, without something to control and corrupt. Azonin was theres, captured until it could be destroyed or sealed away. If tiamat had been taking them lightly before, her focus would be upon the two scars now. They had to become stronger, to become more powerful. They had won a major victory on this day, but the road ahead was long and dangerous. It was time to make plans and preperation, to begin drawing allies and looking for advantages. Tiamat would have to make a move eventually, and the two scars had no choice but to make themselves ready.
(I'll have more soon!)
Lets do the time warp again
(Character related post!)
Mr. Dm, this is more or less a quick idea drop for you. I know you think that the Gift of Chronepsis is a bit over the top for our level. Agreed. I thought i'd share on some of my ideas, even though you have your own no doubt!
I figure that since we went into the fey wild, the time magic may have dwindled significantly, which would justify us losing the gift. Perhaps using the time altering effects in the fey wild used up all the dragons borrowed magic. So, if nothing else you have easy justification to why it would fade away.
I was also thinking you could weaken the effect. Instead of a reroll for anything, we could get a daily that let us re roll a single skill check we are trained in. It could be like a quick reversal of time to get things right, or make things worse. This way you'd stay away from saves and attack rolls, since thats a little over the top for our level. It would still be useful too, especially on skill challenges that we are familiar with. So though it wouldnt give us a hand in most battles, it would give us a hand in situations we are already familiar with.
I was also thinking it could be a daily that effected initiative, since thats the most time related variable we have. Basically as a daily reaction to rolling initiative for allies (before enemies roll) you could use the gift of Chronepsis to effect your initiative die roll by one point, either plus or minus. This would allow players that rolled a tie on there initiative to save there result. you could not use this effect to tie a result so both people could reroll. (I know someone would try it).
Ok, thought i'd just drop those your way since i was thinking about it last night.
Mr. Dm, this is more or less a quick idea drop for you. I know you think that the Gift of Chronepsis is a bit over the top for our level. Agreed. I thought i'd share on some of my ideas, even though you have your own no doubt!
I figure that since we went into the fey wild, the time magic may have dwindled significantly, which would justify us losing the gift. Perhaps using the time altering effects in the fey wild used up all the dragons borrowed magic. So, if nothing else you have easy justification to why it would fade away.
I was also thinking you could weaken the effect. Instead of a reroll for anything, we could get a daily that let us re roll a single skill check we are trained in. It could be like a quick reversal of time to get things right, or make things worse. This way you'd stay away from saves and attack rolls, since thats a little over the top for our level. It would still be useful too, especially on skill challenges that we are familiar with. So though it wouldnt give us a hand in most battles, it would give us a hand in situations we are already familiar with.
I was also thinking it could be a daily that effected initiative, since thats the most time related variable we have. Basically as a daily reaction to rolling initiative for allies (before enemies roll) you could use the gift of Chronepsis to effect your initiative die roll by one point, either plus or minus. This would allow players that rolled a tie on there initiative to save there result. you could not use this effect to tie a result so both people could reroll. (I know someone would try it).
Ok, thought i'd just drop those your way since i was thinking about it last night.
Monday, October 26, 2009
Finding the Path
(This is a character related post about my current D&D character Kharask torn flames. This post deals with a past event in Kharask's training.)
Kharask moved further into the sandstorm. His guide, Khel'keth, was a wise elder among a nearby tribe. He would come to Kharask's tribe during the warlord training, to impart his wisdom with the individual recruits. Khel'keth was in his autumn scales, and the tone of his scales were a deep earthy brown with no highlights or shades among even the thicker scales. The elder led Kharask into the sandstorm for close to an hour, both dragonborn were used to enduring the sandstorms as were most warriors, for the Thri-Kreen would use the sandstorms to raid smaller villages or caravans while the dragonborn senses were overwhelmed. Khel'Keth stopped after a few more minutes of weathering the storm. "This area here will be far enough." The elder paused and spoke again, the dragonborns voice was easily more powerful and commanding than the storm around them. "Kharask Torn Flames, you must now tell me what you see." Kharask focused for a moment, but his sight could not fixate on anything except the moving sand and darkness swirling about them. The elder must be speaking about something else, something far less visible, but something that should be more noticeable. Kharask did not speak, so the elder spoke. "We live as small tribes and villages among the wastes Kharask. Our people prosper only to be diminished by natural predators, old enemies, and new ones. We do not abide the law of one warlord, king, or emperor, but create law among each village. We are a people seperated, a people broken. We all know this, and we all strive to become what we once were." Khel'keth paused a moment, slowly taking in what available air was around him. "Young and old among our tribes and villages grow desperate to return to our former glory. Many agree this is why more blue scales appear in the wastes as the years draw on. Our kind are turning from what we were created as, to twisted forms, wiling to serve dark masters for the overwhelming need for unity." The elder gathererd more air as he gazed headlong into the storm. "Our path is ahead of us Kharask. It lies always in our sight. It is the resurrection of our people, not its destruction. Our people will fade into existence, or we will finally burst from near extinction, to rise again as just lords and kings of vast lands." Kharask took in the elders words as Khel'Keth paused again. "Elder Khel'Keth. When I look for a path within the twisted sands I see one. I have always seen this path. Enemies and allies both lay broken upon it, and far ahead, at the edge of my imagining is a land that would be turned into a kingdom." Kharask finished, and the elder began speaking. "The path you see is the one that all dragonborn should see. As a warlord and leader you must inspire those around you to see the hope that the future can bring. Destruction and death are just small parts of honor. If we would die following this path, our blood would mark the trail for others behind us." The elder turned and began heading back, and Kharask followed. Khel'Keth spoke a few minutes into there departure. "Leave ambition behind you. Leave arrogance behind you. Take only yourself, and the vision of this path. Sacrifice, sorrow, and pain will mark your trails. Enemies will block your path, and allies will seek to forge new routes. Stay true to yourself and your vision, and know that all of these obstacles only prove the very existence of what you seek. It is attainable. We will be reborn." Kharask took in the power of his elders words and there emotion. It was obvious that Khel'keth had suffered greatly following this path. But his words were confusing to kharask. He spoke of the dragonborn as if they were the only race in peril, the only one in trouble. These were trying times for all races. Kharasks vision showed him a kingdom that would strengthen not just the dragonborn, but all those in need of there protection. It would show the right course for others to follow. If the dragonborn were so desperate that even the elders were losing clarity in there visions, then it was time indeed for the younger warlords to take the mantle, and find the direction they needed. Strength must be allowed to flow back in to rimoria. Kharask was not so arrogant as to believe he could do this, but he did know that he would follow the path, never lose it, and sacrifice whatever he had to, if only to make the way clearer for those in line. Kharask forged these thoughts in his mind, focusing on that simple goal, knowing that finding the path was just as easy as losing it. He would not let his people down. He would not let her down. He rested his entire soul on those words. To be damned if he would fail.
(Ok, a little seasoning on kharasks motives. hope you enjoyed!)
Kharask moved further into the sandstorm. His guide, Khel'keth, was a wise elder among a nearby tribe. He would come to Kharask's tribe during the warlord training, to impart his wisdom with the individual recruits. Khel'keth was in his autumn scales, and the tone of his scales were a deep earthy brown with no highlights or shades among even the thicker scales. The elder led Kharask into the sandstorm for close to an hour, both dragonborn were used to enduring the sandstorms as were most warriors, for the Thri-Kreen would use the sandstorms to raid smaller villages or caravans while the dragonborn senses were overwhelmed. Khel'Keth stopped after a few more minutes of weathering the storm. "This area here will be far enough." The elder paused and spoke again, the dragonborns voice was easily more powerful and commanding than the storm around them. "Kharask Torn Flames, you must now tell me what you see." Kharask focused for a moment, but his sight could not fixate on anything except the moving sand and darkness swirling about them. The elder must be speaking about something else, something far less visible, but something that should be more noticeable. Kharask did not speak, so the elder spoke. "We live as small tribes and villages among the wastes Kharask. Our people prosper only to be diminished by natural predators, old enemies, and new ones. We do not abide the law of one warlord, king, or emperor, but create law among each village. We are a people seperated, a people broken. We all know this, and we all strive to become what we once were." Khel'keth paused a moment, slowly taking in what available air was around him. "Young and old among our tribes and villages grow desperate to return to our former glory. Many agree this is why more blue scales appear in the wastes as the years draw on. Our kind are turning from what we were created as, to twisted forms, wiling to serve dark masters for the overwhelming need for unity." The elder gathererd more air as he gazed headlong into the storm. "Our path is ahead of us Kharask. It lies always in our sight. It is the resurrection of our people, not its destruction. Our people will fade into existence, or we will finally burst from near extinction, to rise again as just lords and kings of vast lands." Kharask took in the elders words as Khel'Keth paused again. "Elder Khel'Keth. When I look for a path within the twisted sands I see one. I have always seen this path. Enemies and allies both lay broken upon it, and far ahead, at the edge of my imagining is a land that would be turned into a kingdom." Kharask finished, and the elder began speaking. "The path you see is the one that all dragonborn should see. As a warlord and leader you must inspire those around you to see the hope that the future can bring. Destruction and death are just small parts of honor. If we would die following this path, our blood would mark the trail for others behind us." The elder turned and began heading back, and Kharask followed. Khel'Keth spoke a few minutes into there departure. "Leave ambition behind you. Leave arrogance behind you. Take only yourself, and the vision of this path. Sacrifice, sorrow, and pain will mark your trails. Enemies will block your path, and allies will seek to forge new routes. Stay true to yourself and your vision, and know that all of these obstacles only prove the very existence of what you seek. It is attainable. We will be reborn." Kharask took in the power of his elders words and there emotion. It was obvious that Khel'keth had suffered greatly following this path. But his words were confusing to kharask. He spoke of the dragonborn as if they were the only race in peril, the only one in trouble. These were trying times for all races. Kharasks vision showed him a kingdom that would strengthen not just the dragonborn, but all those in need of there protection. It would show the right course for others to follow. If the dragonborn were so desperate that even the elders were losing clarity in there visions, then it was time indeed for the younger warlords to take the mantle, and find the direction they needed. Strength must be allowed to flow back in to rimoria. Kharask was not so arrogant as to believe he could do this, but he did know that he would follow the path, never lose it, and sacrifice whatever he had to, if only to make the way clearer for those in line. Kharask forged these thoughts in his mind, focusing on that simple goal, knowing that finding the path was just as easy as losing it. He would not let his people down. He would not let her down. He rested his entire soul on those words. To be damned if he would fail.
(Ok, a little seasoning on kharasks motives. hope you enjoyed!)
Sunday, October 25, 2009
Wish List !!
(This is a character related post about my current D&D warlord, Kharask Torn Flames)
Mr. DM! this is a revised wish list and items update about what Kharask has, and stuff i'd be interested in. If you already have the perfect item lined up, like that sweet ass ring, then use your ideas over any presented here.
Primary Weapon - Mauling Maul +2 - Structural Damage always appeals to me. The weapons is really cool, but i'm not thinking it to be carreer based. If it is, theres no problem. Higher versions of the weapon that had the potential to affect the artifact rings would be something i'd go in for. Damage is what his weapons there for, and his weapon daily's dont matter much. I'd look for crit effect stuff and properties on weapons. Kharask doesnt mess around with weapons much, they are there to put hurt onto things.
Secondary Weapons - Javelin +2 skyrender - I like this is a primary ranged weapon. Javelins and throwing hammers would be there as good secondary weapon drops, but i'd just leave alot of that to us buying them. Kharask uses the skyrender about once an adventure, so it isnt a priority.
Armor - Exalted Chainmail +2 - Unless you get some better idea, i'd like that to be career. I dont know what you'd do about the armor material type though. Kharask's armor is abysmal, but i dont want it to fall that far behind. Still, i'd rather keep the daily power over the armor type.
Feet slot Item - Currently dont have any. Looking for movement enhancement. I leave alot of the ideas for this slot to you. Movement is not really a priority for me at this point. The battle tends to come to us, and he usually moves after the enemies, so he doesnt always have that far to go. If you have an idea, like some strange dragonborn specific footwear that appears later on, then save the drop for that item, no need to force a drop on something i wouldnt use much, or could by myself in a few levels.
Arm Slot Item - Iron Armbands of Power - There useless, gonna melt them down into magic dust and save that for a later item. My new ring tops the bonus they give. Dont really know many arm items that may be useful. If you see something that lets me aid or protect my allies, or gives bonuses or abilities that would help my healing or warlord powers then go for that. I'm pretty much covered on damage bonuses for a while.
Hand Slot Item - Currently dont have any. Not looking for anything that gives item bonus to damage, because my super crazy ring would more than likely top it. Again, no ideas for this off the top of my head. If you see something that screams warlord or Kharask, just use that.
Head Slot Item - Helm of Heroes- I like this item, and will more than likely keep it unless you come up with or find something better. This gives a +2 save v.s. fear, and the daily lets me turn a basic attack i grant into an at will or encounter attack.
Neck slot item - Brooch of no regrets +2 - Lets me give a save to an ally with a +2 bonus if they fail it. Not bad, and it is in line with what i want out of daily abilities as far as helping allies out. If you see something that you think would be better, and along the same lines, then drop away.
Ring slot Item - Ring of the Dragon Emperor - yeah.. career. i dont want to lose it. in fact, i'd like to find out about its history and make it a permanent item, maybe upgrading it with a parcel at epic levels. Even if it doesnt get upgraded, i'd career it in a heartbeat.
Ring slot item - Other one is empty - Kharask will be trying to find hints about getting ahold of one or two of the metallic rings, so the party can fight the other ring wielders on equal footing. (and prevent possible character corruption). If that doesnt happen, a ring that gives daily's to help allies, or help healing would be great. Some kind of defense ring might not be bad, since Kharask's AC may be horrendous at higher levels.
Waist - Balderick of Tactical positioning - Good idea, just doesnt tend to work out much with the dynamics of the group. Not bad, i just never get a chance to use its property, so any thing you replace it with would work. Not looking for anything specific, something along the same line might work, as far as an item i can use for support of allies, or help my warlord abilities be more effective.
Other - Battle Standard - Yeah.. Artifact standard will be my career one of those.
Strange or misc - The lion is cool, shame they did not give upgraded versions of those. Save alot of the odd stuff for the magic wielding characters, though if something screams Kharask or warlord, drop away.
Ok, thats it. Obviously i'm focusing on his ability to aid allies first. Combat effectiveness is important, but really only on the damaging end. I dont really need to bolster his defense much, because azriel and erantaelik, even merric, have alot of ways to make attacks not happen, or happen on them. Inspirational items would be fine too. I could see using items that added enhancements to diplomacy or charisma based checks, or other items that had qualities that would seem more regal, or commanding. Kharask is a beast on his own, but his real strength is making his comrades unstoppable, so anything that helps me keep them on there feet would be great.
(Thats it. I'll have more stuff soon!)
Mr. DM! this is a revised wish list and items update about what Kharask has, and stuff i'd be interested in. If you already have the perfect item lined up, like that sweet ass ring, then use your ideas over any presented here.
Primary Weapon - Mauling Maul +2 - Structural Damage always appeals to me. The weapons is really cool, but i'm not thinking it to be carreer based. If it is, theres no problem. Higher versions of the weapon that had the potential to affect the artifact rings would be something i'd go in for. Damage is what his weapons there for, and his weapon daily's dont matter much. I'd look for crit effect stuff and properties on weapons. Kharask doesnt mess around with weapons much, they are there to put hurt onto things.
Secondary Weapons - Javelin +2 skyrender - I like this is a primary ranged weapon. Javelins and throwing hammers would be there as good secondary weapon drops, but i'd just leave alot of that to us buying them. Kharask uses the skyrender about once an adventure, so it isnt a priority.
Armor - Exalted Chainmail +2 - Unless you get some better idea, i'd like that to be career. I dont know what you'd do about the armor material type though. Kharask's armor is abysmal, but i dont want it to fall that far behind. Still, i'd rather keep the daily power over the armor type.
Feet slot Item - Currently dont have any. Looking for movement enhancement. I leave alot of the ideas for this slot to you. Movement is not really a priority for me at this point. The battle tends to come to us, and he usually moves after the enemies, so he doesnt always have that far to go. If you have an idea, like some strange dragonborn specific footwear that appears later on, then save the drop for that item, no need to force a drop on something i wouldnt use much, or could by myself in a few levels.
Arm Slot Item - Iron Armbands of Power - There useless, gonna melt them down into magic dust and save that for a later item. My new ring tops the bonus they give. Dont really know many arm items that may be useful. If you see something that lets me aid or protect my allies, or gives bonuses or abilities that would help my healing or warlord powers then go for that. I'm pretty much covered on damage bonuses for a while.
Hand Slot Item - Currently dont have any. Not looking for anything that gives item bonus to damage, because my super crazy ring would more than likely top it. Again, no ideas for this off the top of my head. If you see something that screams warlord or Kharask, just use that.
Head Slot Item - Helm of Heroes- I like this item, and will more than likely keep it unless you come up with or find something better. This gives a +2 save v.s. fear, and the daily lets me turn a basic attack i grant into an at will or encounter attack.
Neck slot item - Brooch of no regrets +2 - Lets me give a save to an ally with a +2 bonus if they fail it. Not bad, and it is in line with what i want out of daily abilities as far as helping allies out. If you see something that you think would be better, and along the same lines, then drop away.
Ring slot Item - Ring of the Dragon Emperor - yeah.. career. i dont want to lose it. in fact, i'd like to find out about its history and make it a permanent item, maybe upgrading it with a parcel at epic levels. Even if it doesnt get upgraded, i'd career it in a heartbeat.
Ring slot item - Other one is empty - Kharask will be trying to find hints about getting ahold of one or two of the metallic rings, so the party can fight the other ring wielders on equal footing. (and prevent possible character corruption). If that doesnt happen, a ring that gives daily's to help allies, or help healing would be great. Some kind of defense ring might not be bad, since Kharask's AC may be horrendous at higher levels.
Waist - Balderick of Tactical positioning - Good idea, just doesnt tend to work out much with the dynamics of the group. Not bad, i just never get a chance to use its property, so any thing you replace it with would work. Not looking for anything specific, something along the same line might work, as far as an item i can use for support of allies, or help my warlord abilities be more effective.
Other - Battle Standard - Yeah.. Artifact standard will be my career one of those.
Strange or misc - The lion is cool, shame they did not give upgraded versions of those. Save alot of the odd stuff for the magic wielding characters, though if something screams Kharask or warlord, drop away.
Ok, thats it. Obviously i'm focusing on his ability to aid allies first. Combat effectiveness is important, but really only on the damaging end. I dont really need to bolster his defense much, because azriel and erantaelik, even merric, have alot of ways to make attacks not happen, or happen on them. Inspirational items would be fine too. I could see using items that added enhancements to diplomacy or charisma based checks, or other items that had qualities that would seem more regal, or commanding. Kharask is a beast on his own, but his real strength is making his comrades unstoppable, so anything that helps me keep them on there feet would be great.
(Thats it. I'll have more stuff soon!)
Friday, October 23, 2009
Dancing with Destiny
(Gaming related post. The following is dealing with my 4th E. Character, Kharask Torn-Flames.)
Kharask picked the small reed flute from among the grass and blood. The fey creatures around the battlefield had nearly dissolved, as if the fey wild around them were absorbing there presence, or perhaps preserving there grace somehow. The dragonborn followed the scent of blood, and his vision became fixed on the dead unicorn, its pure black horn, violet coat, and dark blood were all that remained of the once majestic and powerful beast of the feywild. What had it said to the elf speakers before the attack, what had Dalanor said back to it to prompt its attack. Did the strange dancing fey creatures need to die, or were they simply wanting to perform, to see there music come to life in the course of battle. Being dragon born, many regarded Kharask as a blood thirsty killer, so intent on completing his goal that all other life had little meaning. It was a misconception. Kharask cared greatly for the life around him. He knew all the races had become distant from one another, some had become savage, some had become hated and vile creatures. This was not entirely the fault of the individual races, but a fault of a few beings tampering with rimoria. All the order the gods put into the world had been stripped away a thousand years ago, and chaos had reigned since. In confusion, the weak are easy to manipulate, enslave, and control. Evil had wormed its way into dominance, and Rimoria was suffering. The great Arkhosian empire had died two ages ago, but other empires were gone now as well. In fact there were no empires, kingdoms, or even cities of any great worth that had stood for long in the face of the new age. Tiamat would seek to use the weakness in the world to establish a new dominant kingdom, a new rule. Kharask could not let this happen. The many headed dragon had corrupted or killed much of the Dragonborn people. Humans, Dwarves, Halflings, Elves, and even the Eladrin had been touched by the gods great reach. The plot of Tiamat must be stopped, the threat of an evil kingdom coming into existence must be erased. Kharask's goals were not for him, or even his people, but for the betterment of all of Rimoria. Kharask wasnt looking to be a king, a hero, or even noted in history. His goal would help everyone. The peoples of all races would be given time to build and grow, to expand and blossom. Looking around at the death of the fey creatures made him second guess his allies. Could they not see a direction in there lives, or feel a connection with what they were all doing.
Dalanor had professed that he would not aid the Two Scars against his fey brothers, but he was all too ready to slaughter the dancing fey and the sacred unicorn when faced with an obstacle. If Dalanor had utilized diplomacy or restraint in the face of the encounter things may have been different, perhaps they would have had more allies among the rarer, and more wild of the fey kind. Would he do the same when faced with other creatures of other races? It is true he did not like Vershalk, but his reasons were the type of power that the Vrell posessed. Would it be the same for other races the Two Scars would meet. Hate, indifference, and impatience were growing within the Silver Elf wizard. His people were being influenced by the ring to be sure, and Dalanor believes that he has shaken off the rings corrupting influence. Kharask does not believe this. Perhaps he has fought off some of the rings effects, but the Silver Elf still clings to dark thoughts and ambitions. And the question hangs on Kharasks mind. Why does the silver elf wish to stop tiamat. He has good in him to be sure, but the fey seems to be more interested in his ambitions and personal power. Maybe Dalanor never overcame the rings effects, maybe Tiamat has simply loosened the hold the ring had on him, and now that he is more powerful and useful, is simply drawing him back into the fold. The glyphs of arcane that burn off of Dalanors skin should give the silver elf some insight into just what he was coming back too. He was outcast by his people, why would he believe that he would be welcomed again. He professes that he is worried of his daughter, but this is obviously a lie. Why would the silver elf come back to a potential execution. His death could not help her situation, and indeed, could put the girl in an embarassing or dangerous political event. Kharask does not understand the ways of the silver elves however, and realizes that what he see's as dark and potentially threatening habbits, may simply be the ways of the fey.
The others he can understand a bit more. Erantaelik's people do not celebrate or value life like many of the other races do. To the drow the unicorn was simply another trophy, the fey simply more adversaries. Erantaelik was on a quest very similar to Kharasks. The drow was looking for ways to aid his people, looking for a means or weapons to allow him to overcome whatever enemies had invaded his homeland. It was very likely that Erantaeliks people would not prosper as much from a victory against tiamat, or at least not in the same way, but Kharask had a need for the drows unique arcane powers, and the two had a similar determination to get there goal accomplished. The paths, well, the paths they took would be much different indeed.
Azriel is much the same. He is an honest and good elf, and has little use for lies and deciet. More than likely he is staying with the two scars for the simple purpose of aiding them.
As for the halfling, he becomes more bloodthirsty as the days go on. He talks about killing and murder as if it is second nature to him. His goals are similar to Kharasks own, but he would take vengeance to a dark and dangerous place. It is possible that Merric knows little about mercy or the value of life, simply due to how he suffered in the past. It was always said to Kharask, how creatures could take tragedies to dark places. He himself could have followed the same path, but there is much to be gained by reinforcing your goals with the experiences that have pained you. Kharasks very destiny was carved from tragedy, and perhaps this new destiny was the one he was always supposed to have.
Kharask knows all too well that sacrifice and death will be all around them. He also knows the two scars needs the support and alliance of all the races in order to be fully prepared for the destiny that awaits them. If he can keep the darker aspects of his troupe in check long enough to achieve there greatest goal, then it would be enough. As for the dead fey. Lost allies perhaps, or perhaps a necessary sacrifice. Kharask believes it was avoidable, and holds this combat as yet another regret in a long career of conflict. Let the strange fey dance to there mad tunes in the afterlife, and let the black unicorn watch over and protect them. They died in battle, so perhaps Tovik owes them this one small favor.
(I'll have a more detailed post about the adventure after we climb the tower and get our first ring! Oh yeah, Kharask has one of those flutes by the by. I know you said the fey faded, but i figured the flutes were still around.)
Kharask picked the small reed flute from among the grass and blood. The fey creatures around the battlefield had nearly dissolved, as if the fey wild around them were absorbing there presence, or perhaps preserving there grace somehow. The dragonborn followed the scent of blood, and his vision became fixed on the dead unicorn, its pure black horn, violet coat, and dark blood were all that remained of the once majestic and powerful beast of the feywild. What had it said to the elf speakers before the attack, what had Dalanor said back to it to prompt its attack. Did the strange dancing fey creatures need to die, or were they simply wanting to perform, to see there music come to life in the course of battle. Being dragon born, many regarded Kharask as a blood thirsty killer, so intent on completing his goal that all other life had little meaning. It was a misconception. Kharask cared greatly for the life around him. He knew all the races had become distant from one another, some had become savage, some had become hated and vile creatures. This was not entirely the fault of the individual races, but a fault of a few beings tampering with rimoria. All the order the gods put into the world had been stripped away a thousand years ago, and chaos had reigned since. In confusion, the weak are easy to manipulate, enslave, and control. Evil had wormed its way into dominance, and Rimoria was suffering. The great Arkhosian empire had died two ages ago, but other empires were gone now as well. In fact there were no empires, kingdoms, or even cities of any great worth that had stood for long in the face of the new age. Tiamat would seek to use the weakness in the world to establish a new dominant kingdom, a new rule. Kharask could not let this happen. The many headed dragon had corrupted or killed much of the Dragonborn people. Humans, Dwarves, Halflings, Elves, and even the Eladrin had been touched by the gods great reach. The plot of Tiamat must be stopped, the threat of an evil kingdom coming into existence must be erased. Kharask's goals were not for him, or even his people, but for the betterment of all of Rimoria. Kharask wasnt looking to be a king, a hero, or even noted in history. His goal would help everyone. The peoples of all races would be given time to build and grow, to expand and blossom. Looking around at the death of the fey creatures made him second guess his allies. Could they not see a direction in there lives, or feel a connection with what they were all doing.
Dalanor had professed that he would not aid the Two Scars against his fey brothers, but he was all too ready to slaughter the dancing fey and the sacred unicorn when faced with an obstacle. If Dalanor had utilized diplomacy or restraint in the face of the encounter things may have been different, perhaps they would have had more allies among the rarer, and more wild of the fey kind. Would he do the same when faced with other creatures of other races? It is true he did not like Vershalk, but his reasons were the type of power that the Vrell posessed. Would it be the same for other races the Two Scars would meet. Hate, indifference, and impatience were growing within the Silver Elf wizard. His people were being influenced by the ring to be sure, and Dalanor believes that he has shaken off the rings corrupting influence. Kharask does not believe this. Perhaps he has fought off some of the rings effects, but the Silver Elf still clings to dark thoughts and ambitions. And the question hangs on Kharasks mind. Why does the silver elf wish to stop tiamat. He has good in him to be sure, but the fey seems to be more interested in his ambitions and personal power. Maybe Dalanor never overcame the rings effects, maybe Tiamat has simply loosened the hold the ring had on him, and now that he is more powerful and useful, is simply drawing him back into the fold. The glyphs of arcane that burn off of Dalanors skin should give the silver elf some insight into just what he was coming back too. He was outcast by his people, why would he believe that he would be welcomed again. He professes that he is worried of his daughter, but this is obviously a lie. Why would the silver elf come back to a potential execution. His death could not help her situation, and indeed, could put the girl in an embarassing or dangerous political event. Kharask does not understand the ways of the silver elves however, and realizes that what he see's as dark and potentially threatening habbits, may simply be the ways of the fey.
The others he can understand a bit more. Erantaelik's people do not celebrate or value life like many of the other races do. To the drow the unicorn was simply another trophy, the fey simply more adversaries. Erantaelik was on a quest very similar to Kharasks. The drow was looking for ways to aid his people, looking for a means or weapons to allow him to overcome whatever enemies had invaded his homeland. It was very likely that Erantaeliks people would not prosper as much from a victory against tiamat, or at least not in the same way, but Kharask had a need for the drows unique arcane powers, and the two had a similar determination to get there goal accomplished. The paths, well, the paths they took would be much different indeed.
Azriel is much the same. He is an honest and good elf, and has little use for lies and deciet. More than likely he is staying with the two scars for the simple purpose of aiding them.
As for the halfling, he becomes more bloodthirsty as the days go on. He talks about killing and murder as if it is second nature to him. His goals are similar to Kharasks own, but he would take vengeance to a dark and dangerous place. It is possible that Merric knows little about mercy or the value of life, simply due to how he suffered in the past. It was always said to Kharask, how creatures could take tragedies to dark places. He himself could have followed the same path, but there is much to be gained by reinforcing your goals with the experiences that have pained you. Kharasks very destiny was carved from tragedy, and perhaps this new destiny was the one he was always supposed to have.
Kharask knows all too well that sacrifice and death will be all around them. He also knows the two scars needs the support and alliance of all the races in order to be fully prepared for the destiny that awaits them. If he can keep the darker aspects of his troupe in check long enough to achieve there greatest goal, then it would be enough. As for the dead fey. Lost allies perhaps, or perhaps a necessary sacrifice. Kharask believes it was avoidable, and holds this combat as yet another regret in a long career of conflict. Let the strange fey dance to there mad tunes in the afterlife, and let the black unicorn watch over and protect them. They died in battle, so perhaps Tovik owes them this one small favor.
(I'll have a more detailed post about the adventure after we climb the tower and get our first ring! Oh yeah, Kharask has one of those flutes by the by. I know you said the fey faded, but i figured the flutes were still around.)
Monday, October 19, 2009
Kharask - Battle Lord-
(Another character related post. this tells about his abilities, current feats, and paragon features.)
At paragon levels, Kharask's abilities to inspire and command his allies becomes even greater. Since the change takes place gradually, I'll explain below how his abilities now manifest, and how his new powers and abilities function.
Paragon Level Abilities
- Tempestuous Inspiration - Kharask never backs down, gives up, or gives in to desperation. His goals are permanent fixtures within his life, his actions simply time spent achieving his goals. His single minded dedication to what he believes as important can be frustrating to many, but his belief in his self, and in the determination of his actions is hard to ignore. When he commands his comrades above and beyond what they are capable of, they now feel this determination, this sometimes reckless dedication to his actions, and he imparts this to them. As the strength comes back into there limbs, they feel a mental comand, driving them to perfection, driving them to succeed. -Game terms : Ally gets a +2 to hit, and +6 dmg until end of next turn, as well as the regular benefits of his inspiring word. If the first attack the ally makes misses the target, then the target grants combat advantage to all enemies until the end of his next turn. -
- Mighty Action - When Kharask gets going, there is very little that can stop him. He may be slow to take immiediate action, but once he invests himself in something it is nearly impossible to make him stop. Seeing him put all of his energies into a combat further inspires his allies, letting them know that this battle will not be lost, but more importantly, to dig deep and pull up all reserves, for if the battle is enough to make Kharask take such measures, then it is a battle to be taken very seriously. -Game terms : Allies get a +1 to hit and damage rolls until the end of Kharask's next turn when he spends an action point -
- Improved Breath Weapon - Kharask's flames were usually seen in combat, but these days the flame flickering from his mouth is more obvious, and more active. As he roars his commands small licks of fire are known to erupt around his mouth and nostrils, and in the cold weather a constant cloud of steam can be seen around his location. The flames that he erupts for combat purposes are also far more deadly. His head rocks back violently when he lets loose heavy blasts of fire which detonate spectacularly, searing the ground and incinerating his foes.
-Tempest Strike - A recently developed technique, though its fundamentals are very much in line with Kharask's tactics. By striking a weak foe and killing it, he creates a momentum that he passed on to a nearby ally, urging him to strike out at the closest enemy, which then passes on to another nearby ally. This is yet another example of how Kharask immerses both himself, and the two scars into each and every battle, making it not just a fight against individuals, but against a well trained, and deadly foe. -1w damage + str + cha mod. if you kill the creature with the hit, an ally within 5 sq. makes a basic attack with cha. mod on the dmg roll. if the target dies, then an ally within 5 sq. makes the same attack, until either a monster is missed or doesnt die, or all available allies have made attacks. -
- Blood Designation - This new technique is a vicious way to mark an enemy to be dealt with first. Kharask follows a powerful swing with either a bite, or swiping claw attack. It is nearly impossible to dodge all of this attack, and enemies are left with at least a bleeding wound. The ferocity of this attack puts the enemies focus completely onto Kharask, and this allows the dragonborns allies to take advantage of the targets single minded focus. - 2w damage + str mod on a hit , no damage on a miss. Target takes ongoing 10 damage (save ends) while taking the ongoing damage the target grants combat advantage to all allies. -
-Brash Strike - This is a new technique, developed alongside Tempest Strike. Kharask uses the momentum of his own attack to set himself up for a counterattack, if the target takes the oppurtunity he sets himself up for a counterattack from a nearby ally. -1w damage +str mod damage. The attacker grants combat advantage to the target, and provokes an attack of oppurtunity, if the target takes the attack, an ally within 5 sq can make a basic attack against the target as a free action with combat advantage.
(ok, those are some of the changes that i've made to Kharask recently. I'll do a personal Kharask post soon, as well as an adventure update after wed.)
At paragon levels, Kharask's abilities to inspire and command his allies becomes even greater. Since the change takes place gradually, I'll explain below how his abilities now manifest, and how his new powers and abilities function.
Paragon Level Abilities
- Tempestuous Inspiration - Kharask never backs down, gives up, or gives in to desperation. His goals are permanent fixtures within his life, his actions simply time spent achieving his goals. His single minded dedication to what he believes as important can be frustrating to many, but his belief in his self, and in the determination of his actions is hard to ignore. When he commands his comrades above and beyond what they are capable of, they now feel this determination, this sometimes reckless dedication to his actions, and he imparts this to them. As the strength comes back into there limbs, they feel a mental comand, driving them to perfection, driving them to succeed. -Game terms : Ally gets a +2 to hit, and +6 dmg until end of next turn, as well as the regular benefits of his inspiring word. If the first attack the ally makes misses the target, then the target grants combat advantage to all enemies until the end of his next turn. -
- Mighty Action - When Kharask gets going, there is very little that can stop him. He may be slow to take immiediate action, but once he invests himself in something it is nearly impossible to make him stop. Seeing him put all of his energies into a combat further inspires his allies, letting them know that this battle will not be lost, but more importantly, to dig deep and pull up all reserves, for if the battle is enough to make Kharask take such measures, then it is a battle to be taken very seriously. -Game terms : Allies get a +1 to hit and damage rolls until the end of Kharask's next turn when he spends an action point -
- Improved Breath Weapon - Kharask's flames were usually seen in combat, but these days the flame flickering from his mouth is more obvious, and more active. As he roars his commands small licks of fire are known to erupt around his mouth and nostrils, and in the cold weather a constant cloud of steam can be seen around his location. The flames that he erupts for combat purposes are also far more deadly. His head rocks back violently when he lets loose heavy blasts of fire which detonate spectacularly, searing the ground and incinerating his foes.
-Tempest Strike - A recently developed technique, though its fundamentals are very much in line with Kharask's tactics. By striking a weak foe and killing it, he creates a momentum that he passed on to a nearby ally, urging him to strike out at the closest enemy, which then passes on to another nearby ally. This is yet another example of how Kharask immerses both himself, and the two scars into each and every battle, making it not just a fight against individuals, but against a well trained, and deadly foe. -1w damage + str + cha mod. if you kill the creature with the hit, an ally within 5 sq. makes a basic attack with cha. mod on the dmg roll. if the target dies, then an ally within 5 sq. makes the same attack, until either a monster is missed or doesnt die, or all available allies have made attacks. -
- Blood Designation - This new technique is a vicious way to mark an enemy to be dealt with first. Kharask follows a powerful swing with either a bite, or swiping claw attack. It is nearly impossible to dodge all of this attack, and enemies are left with at least a bleeding wound. The ferocity of this attack puts the enemies focus completely onto Kharask, and this allows the dragonborns allies to take advantage of the targets single minded focus. - 2w damage + str mod on a hit , no damage on a miss. Target takes ongoing 10 damage (save ends) while taking the ongoing damage the target grants combat advantage to all allies. -
-Brash Strike - This is a new technique, developed alongside Tempest Strike. Kharask uses the momentum of his own attack to set himself up for a counterattack, if the target takes the oppurtunity he sets himself up for a counterattack from a nearby ally. -1w damage +str mod damage. The attacker grants combat advantage to the target, and provokes an attack of oppurtunity, if the target takes the attack, an ally within 5 sq can make a basic attack against the target as a free action with combat advantage.
(ok, those are some of the changes that i've made to Kharask recently. I'll do a personal Kharask post soon, as well as an adventure update after wed.)
Friday, October 16, 2009
New Adventures -Paragon-
(Well, we've finally made paragon level, and have started our first adventure, traveling into woodlands to get to Greystar, the Silver Elf city. This is a character related post)
All members of the two scars had much to dwell on as they returned triumphant to Caran-has. There voyage had been succesful, but there progress as always, had come at great costs. All of them had been touched by the ancient dragon Chronepsis, and with this mark Kharask had knowledge that his goals and desires to see an end to the evil of Tiamat was a real possibility. He could reunite his people in strength, recreate a city that would give strength to the land around it, and bolster the dimming spirit of the people of rimoria. The world had suffered oppression constantly since the great collapse, all peoples and races had suffered, and with this new knowleged, Kharask has a means to give hope back to all the races of Rimoria. There was much to do, for it was obvious Tiamat was forming an army, and already had a host of devils and minions at her command, not to mention those that she had been conquering and enslaving, or turning to her side, such as the various tribes of the dragonborn. Tiamat wanted to be the first god put her full power back into the world, she was amassing powerful artifacts and allies to do just that, and once she had her plans fulfilled, she would enslave and conquer all civilized lands, putting it under her control. Many failed to see this threat, or simply did not know of such a threat. The dragonborn knew of the oncoming war, this was more than likely why Tiamat had invested such time and energy into crippling his people. Kharask now was sworn to find the Great Banner of Arkhosia, and by gaining this he could rally his people, and could reclaim a new city, perhaps even greater than the fallen Bodak. He would find these rings that had been corrupting the world, find a way to destroy them, or lock them away, and he would find allies to aid him in destroying the many legions and allies of tiamat. He would do these things, all of them, and then he would find his way to his great, dark mother, and force her from this world for an eternity. The time for darkness reigning over the weak was over, the land needed strength, kingdoms, rulership, and a will to fight back the opressing forces that had been amassing for a millinieum. If Kharask could accomplish even a fraction of his goal, he would, no matter what the cost, no matter what the sacrifice, there was simply too much at stake.
The other members of the Two Scars were not as invested in his overall goals, but they were helping him none the less. Merric was on board since the recent enslavement of his people, and then the liberation by his own hands. Being reunited with his family had done the halfling much good, but seeing what the followers of Tiamat were willing to do truelly must have opened Merrics eyes. There would be no place for his people in a future ruled by the dragon queen. Azriel, the elf seemed to be on board. He was not as interested in what was going, so much as having decided that the Two Scars were his friends and family. Kharask liked the elf, and he liked the elfs strength. He would need his skills and talents in the future, for there journeys would undoubtedly take them all over Rimoria. Also, he knew a great deal about fear, but also knew about putting it aside, about knowing what was important, and what was worth fighting for. His powers would doubly needed, now that Baerd was no longer with the Two Scars. Erantaelik, the drow. He was becoming a bit unstable, Kharask knew of the drows desires to fight against tiamat, but the dragonborn was still unconvinced that the drow simply wasnt another petty villain, biding his time until his peoples obscacles were out of the way, and then the drow would simply slip right back into his shadowed habits. He needed the drows abilities, as the drow was a capable arcanist as well as a noted warriors. Erantaelik had his purposes, and Kharask just hoped the drow would overcome his nature, though in all honesty, the dragonborn did not believe in this. The drow was loyal, and the drow was a steadfast defender of the Two Scars. But the drow had no other choice. One thing the dragonborn saw in all of the drows actions, especially of late, was the desperation in the shadow elfs actions. He had his own goals, and Kharask was certain that at some point in the future, him and the drow would come to a crossroad. Dalanor, the silver elf. His power grew constantly, and with that, his confidence grew as well. With the return of his memories, the mages ego could be unbearable at times. His way was always correct, his words always the most important, the most profound. Kharask had dealt with those of his nature before, but believe that dalanor was at least trying to find a correct path in his life. Kharask's only worry, was that the silver elf would choose the wrong way. Ego, ambition, confidence. These could be useful, but to an undisciplined mind, they could corrupt one completely. Though he would never say so, Kharask truelly believes that for all his talk, Dalanor's will was not as strong as he professed. He believes Dalanor is on shakey, ever changing ground, and hopes that the silver elf finds some footing, using examples of his recent past, and his darker past, to show him what mistakes to avoid in his future. The future of rimoria may be in the hands of the Two Scars. Kharask believes that they will have some part in its reshaping, but the hands it has been placed in, those that must secure it, these are mortal hands, corruptable, and everchanging. The Two Scars must be vigilante against evil, and against self corruption, or all will be lost.
(Ok, i'll have more posts soon =)
All members of the two scars had much to dwell on as they returned triumphant to Caran-has. There voyage had been succesful, but there progress as always, had come at great costs. All of them had been touched by the ancient dragon Chronepsis, and with this mark Kharask had knowledge that his goals and desires to see an end to the evil of Tiamat was a real possibility. He could reunite his people in strength, recreate a city that would give strength to the land around it, and bolster the dimming spirit of the people of rimoria. The world had suffered oppression constantly since the great collapse, all peoples and races had suffered, and with this new knowleged, Kharask has a means to give hope back to all the races of Rimoria. There was much to do, for it was obvious Tiamat was forming an army, and already had a host of devils and minions at her command, not to mention those that she had been conquering and enslaving, or turning to her side, such as the various tribes of the dragonborn. Tiamat wanted to be the first god put her full power back into the world, she was amassing powerful artifacts and allies to do just that, and once she had her plans fulfilled, she would enslave and conquer all civilized lands, putting it under her control. Many failed to see this threat, or simply did not know of such a threat. The dragonborn knew of the oncoming war, this was more than likely why Tiamat had invested such time and energy into crippling his people. Kharask now was sworn to find the Great Banner of Arkhosia, and by gaining this he could rally his people, and could reclaim a new city, perhaps even greater than the fallen Bodak. He would find these rings that had been corrupting the world, find a way to destroy them, or lock them away, and he would find allies to aid him in destroying the many legions and allies of tiamat. He would do these things, all of them, and then he would find his way to his great, dark mother, and force her from this world for an eternity. The time for darkness reigning over the weak was over, the land needed strength, kingdoms, rulership, and a will to fight back the opressing forces that had been amassing for a millinieum. If Kharask could accomplish even a fraction of his goal, he would, no matter what the cost, no matter what the sacrifice, there was simply too much at stake.
The other members of the Two Scars were not as invested in his overall goals, but they were helping him none the less. Merric was on board since the recent enslavement of his people, and then the liberation by his own hands. Being reunited with his family had done the halfling much good, but seeing what the followers of Tiamat were willing to do truelly must have opened Merrics eyes. There would be no place for his people in a future ruled by the dragon queen. Azriel, the elf seemed to be on board. He was not as interested in what was going, so much as having decided that the Two Scars were his friends and family. Kharask liked the elf, and he liked the elfs strength. He would need his skills and talents in the future, for there journeys would undoubtedly take them all over Rimoria. Also, he knew a great deal about fear, but also knew about putting it aside, about knowing what was important, and what was worth fighting for. His powers would doubly needed, now that Baerd was no longer with the Two Scars. Erantaelik, the drow. He was becoming a bit unstable, Kharask knew of the drows desires to fight against tiamat, but the dragonborn was still unconvinced that the drow simply wasnt another petty villain, biding his time until his peoples obscacles were out of the way, and then the drow would simply slip right back into his shadowed habits. He needed the drows abilities, as the drow was a capable arcanist as well as a noted warriors. Erantaelik had his purposes, and Kharask just hoped the drow would overcome his nature, though in all honesty, the dragonborn did not believe in this. The drow was loyal, and the drow was a steadfast defender of the Two Scars. But the drow had no other choice. One thing the dragonborn saw in all of the drows actions, especially of late, was the desperation in the shadow elfs actions. He had his own goals, and Kharask was certain that at some point in the future, him and the drow would come to a crossroad. Dalanor, the silver elf. His power grew constantly, and with that, his confidence grew as well. With the return of his memories, the mages ego could be unbearable at times. His way was always correct, his words always the most important, the most profound. Kharask had dealt with those of his nature before, but believe that dalanor was at least trying to find a correct path in his life. Kharask's only worry, was that the silver elf would choose the wrong way. Ego, ambition, confidence. These could be useful, but to an undisciplined mind, they could corrupt one completely. Though he would never say so, Kharask truelly believes that for all his talk, Dalanor's will was not as strong as he professed. He believes Dalanor is on shakey, ever changing ground, and hopes that the silver elf finds some footing, using examples of his recent past, and his darker past, to show him what mistakes to avoid in his future. The future of rimoria may be in the hands of the Two Scars. Kharask believes that they will have some part in its reshaping, but the hands it has been placed in, those that must secure it, these are mortal hands, corruptable, and everchanging. The Two Scars must be vigilante against evil, and against self corruption, or all will be lost.
(Ok, i'll have more posts soon =)
Saturday, October 10, 2009
Kharask - Character Profile and Update-
(This is a character related post regarding Kharask Torn Flames, my Dragonborn Inspiring Warlord)
Kharask is tall and powerfully built, even for a dragonborn. He stands nearly seven feet tall, and weighs just over 300 pounds. The scales that cover most of his body are a dull rust color, with the thicker scales that cover his fore arms, shins, upper back, neck and top of his head being a dark scarlett in color. Thick black horns hang from the back of his head in typical dragonborn fashion, and his eyes are small, blood red beads, barely visible due to the similar colored scales. If seen without gear, onlookers will take note of several deep groves over Kharasks bodies, these grooves are actually deep scars that the warlord has recieved during his past. One particularly deep scar is in the upper portion of his left shoulder, and to this day those that know Kharask are aware that he has limited mobility with that arm. There are also small blackened grooves along the backs of his neck, these grooves vent blasts of flame behind him when he uses his powerful lungs to send balls of fire deep into enemy lines. The scales around his mouth are blackened by the flames the Dragonborn uses, but the dragonborns teeth maintain a menacing polish to them. The dragonborns claws on his arms and legs sport long, black talons that he uses more for climbing than for combat. Kharask sports many items in combat and while on adventures, here is a current list. As far as armor goes, the Dragonborn don's a finely crafted suit of enchanted chainmail, the very chains themselves look crafted out of the most highly polished of silvers, and never seem to diminish or become tarnished. The armor is mostly a sleeveless coat, though there are side flaps that trail to the sides of the dragonborns thighs. His main weapon these days is a gigantic warhammer, the handle being crafted out of heavy black iron, and the weapons head being crafted from a larger crafted piece of black iron. A wave of force distorts the hammers head, and those not used to wielding such a weapon find it difficult and heavy to wield. On his arms he carries heavy black iron bracers that help protect his arms from enemy attacks, but better still, are enchanted to enhance the dragonborns momentum of every swing, allowing him to do even more damaging blows with his great hammer. Around his neck he wears a simple metal diamond shaped pendant, in the center of this pendant is a dull red stone. When battle begins, the stone slowly becomes brighter, and when an ally is in danger, it shines its brightest, the magic light flying forth to help aid an ally in trouble. On his back he always carries his two scars banner, a large banner which is red in color, and notched with two black scars. The banner has a slight enchantment, bolstering nearby allies with battle vigor. Fastening his armor is a simple leather, and black iron belt. The enchantments on this item allow him to move faster in response to his foes, and anticipate there movements with great alacrity. He's known to carry several other items of interest as well, such as a golden lion that can transform into a real beast on command. Also he supposedly has an enchanted javelin that can soar great distances, and bring down fliers to the dragonborns level.
Regardless of his gear, the dragonborn is a fearesome opponent that is hard to ignore.
(ok, i'll have more posts soon!)
Kharask is tall and powerfully built, even for a dragonborn. He stands nearly seven feet tall, and weighs just over 300 pounds. The scales that cover most of his body are a dull rust color, with the thicker scales that cover his fore arms, shins, upper back, neck and top of his head being a dark scarlett in color. Thick black horns hang from the back of his head in typical dragonborn fashion, and his eyes are small, blood red beads, barely visible due to the similar colored scales. If seen without gear, onlookers will take note of several deep groves over Kharasks bodies, these grooves are actually deep scars that the warlord has recieved during his past. One particularly deep scar is in the upper portion of his left shoulder, and to this day those that know Kharask are aware that he has limited mobility with that arm. There are also small blackened grooves along the backs of his neck, these grooves vent blasts of flame behind him when he uses his powerful lungs to send balls of fire deep into enemy lines. The scales around his mouth are blackened by the flames the Dragonborn uses, but the dragonborns teeth maintain a menacing polish to them. The dragonborns claws on his arms and legs sport long, black talons that he uses more for climbing than for combat. Kharask sports many items in combat and while on adventures, here is a current list. As far as armor goes, the Dragonborn don's a finely crafted suit of enchanted chainmail, the very chains themselves look crafted out of the most highly polished of silvers, and never seem to diminish or become tarnished. The armor is mostly a sleeveless coat, though there are side flaps that trail to the sides of the dragonborns thighs. His main weapon these days is a gigantic warhammer, the handle being crafted out of heavy black iron, and the weapons head being crafted from a larger crafted piece of black iron. A wave of force distorts the hammers head, and those not used to wielding such a weapon find it difficult and heavy to wield. On his arms he carries heavy black iron bracers that help protect his arms from enemy attacks, but better still, are enchanted to enhance the dragonborns momentum of every swing, allowing him to do even more damaging blows with his great hammer. Around his neck he wears a simple metal diamond shaped pendant, in the center of this pendant is a dull red stone. When battle begins, the stone slowly becomes brighter, and when an ally is in danger, it shines its brightest, the magic light flying forth to help aid an ally in trouble. On his back he always carries his two scars banner, a large banner which is red in color, and notched with two black scars. The banner has a slight enchantment, bolstering nearby allies with battle vigor. Fastening his armor is a simple leather, and black iron belt. The enchantments on this item allow him to move faster in response to his foes, and anticipate there movements with great alacrity. He's known to carry several other items of interest as well, such as a golden lion that can transform into a real beast on command. Also he supposedly has an enchanted javelin that can soar great distances, and bring down fliers to the dragonborns level.
Regardless of his gear, the dragonborn is a fearesome opponent that is hard to ignore.
(ok, i'll have more posts soon!)
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