(This is a character related post about my new character, Aram the Tree Devil. This character exists in Vic's new and upcoming campaign setting/world)
Aram the Tree Devil -
Who is Aram - Aram is an elf in a city that despises his race. He himself was born into the poor side of life, for the elves have no other way to live currently. During his youth he saw time pass for the world around him, however the elves didnt age, didnt mature, and didnt change. Things moved and revolved around them, but nothing changed for him, or his people. Aram began to see the truth. Seeing an illusion however, doesnt mean that its beaten. Others still percieve it, and still blindly hold onto it as reality. To help his people Aram would need more power than he currently had. He was a smart kid, and his parents did what they could to provide him with hand me down books, bits of lore, and scraps from old bardic tales. Aram absorbed this information, knew it was more knowledge that was needed for him to blossom to his full potential. Through what knowledge he garnered he began to dabble in very fundamental magics. Most elves only knew a smattering of magic, as it was frowned upon by many humans to have people in such squalor wielding any power. He learned what he could, but eventualy was at a wall, at least, until he met his little gnomish master. The gnome was an illusionist, not a very good wizard, or very powerful, but he knew illusions. Also, he was a very kind soul, and tried to provide Aram with all the tools he needed to become greater. With all the gnomes resources at his disposal, Aram began to master all the basics of wizardry, and eventually graduated from his masters needs, and began seeking adventure to compensate for his inate lack of income. Aside from sheer magical prowess, the poor elf needed coin, and a great deal of it, to bring any goals he might have to fruition. At the end of the day, Aram is a good person. He knows people tend to want to be good, but let prejudice and upbringing get in the way. The young elven wizard can be a handful from time to time, but he's wise enough to know when to quit, or at least when to hold back for a better time.
What Aram wants: Aram is an elf in a city that despises his race. His people suffer, and indeed, due to there long lifespan, have suffered longer than the humans have had there own freedom. Aram feels that the time for this to end is now. The elves grow accustomed to there horrible lives, and most have known only some manner of slavery and misery. Aram however, is above that. There state is a mere illusion, a reality that others have pulled over the eyes of his people, and one that he himself has seen through. His people are faster than the humans, deal with there martial skills more than the humans do, are more attentive, and tend to be both smarter and wiser than the humans. The sad truth is, Elves are better. They just dont know it. There past has been washed away in so much misery that they cant see beyond there suffering. Aram wants what the humans want, the elves dont need a human city, or even there home of a glorified past no one even remembers. Why have an enchanted forest when no elf knows what one does. It burnt down and time and memory let it stay that way. Its time that the elves forgerd there own destiny, create themselves as they see fit, not how the humans see them, or even there past dicates they become. Aram invisions a unified people, a people who believe in there own freedom and the freedom of others. With so few in numbers, only those that have the ability to manipulate the forces of magic will be of much help at the moment, but all of his people are important to him, and not all need to be on the frontlines of his quest. He wont drag the elves kicking and screaming to there destiny, he'll show them that what they want is real, and what they currently are is a shadow of something long gone. Once he pulls back the veil, they'll follow him to a future in which the elves can finally excell.
Arams stats and what they mean :
Strength - Aram isnt any stronger or weaker than any member of his race, or other races. He's about on average, giving into regular excercise to keep up a good state of health and physique. You wont see him on the frontlines of battle in metal armor hoisting big metal weapons, but he can hold a decent adventures pack and a few spare items here and there.
Dex - Elven breeding at its finest. He's not the most nimble member of his race, but he's pretty damn close. Dodging in and out of crowds, avoiding a blow from a local guard or disgruntle human. Sure he didnt hone these reflexes in the great outdoors, but his inherited reflexes remain as important as ever. He prides himself on his aim too, having to hunt for alot of there own food when there not begging, most elves are trained with the bow, and Aram is no exception. Even for a non combative wizard he's a fair shot, and when targeting magical rays and effects, he's something to behold.
Constitution - He's very healthy for his race. His family has always been a bit more hardy than the next elf, and he and his family rarely gets sick. Unfortunately, many of his family were enlisted into the military and died horrible deaths. Even with there great constitution elves arent great at straight on combat, and humans are usually too ignorant to explore there inherint abilities.
Intelligence - Aram is a tactical genius. As problems present themselves he can create alternatives or solutions within moments. All things have a natural logical conclusion, and seeing this allows him to prepare scenarious for most situations he can think of. Also, he has a nearly eidetic memory, something he has had to hone to help in his mastery of the arcane arts. Only his younger sister was on par with him, and she died of illness decades ago.
Wisdom - All things come to an end, and new beginnings can only happen after careful consideration, planning, and forethought. Most elves dont like thinking about the future, because they have none, and so this attribute has dwindled over time among his race as a whole. Aram however posesses a keen wisdom and understanding of time, and what can be acomplished with the great life span the elves have been blessed with.
Charisma - He's charming, witty, crafty, and good looking, but he doesnt hone this attribute because he doens need to. Actions speak louder than words, and his deeds will cause his people to flock behind him, not some crafted aura of leadership. Still, he's no stranger to social situations, and can be diplomatic, humurous, and flighty as the situation dictates.
Skills - Learning his craft in the middle of a crowded tavern, or by studying tomes in a packed and noisy shanty, Aram knows how to concentrate. He could probably cast a spell with six inches of steel in his gut while on fire. He managed to learn spells from an absent minded gnome in the middle of a tavern after all. Also, for similar reasons, he can read just about anything put in front of him. Deciphering scripts is second nature to him, because most of his initial knowledge was piecemiel, and from various sources, not all in languages he could understand. Spellcraft and Arcana went hand in hand in his learning, and he picked both up rather quickly. He can understand spells and effects if he sees them, and read enough old tales, tomes, and lore to recognize the ins and outs of magical formula and history. Aram is a religious man, paying tribute to several gods, and so has studied on the various religious practices and what the practitioners actually do for there followers. Mostly, he's looking for a god that the elves can fall behind, but he's not too impressed so far. Still, he knows that by understanding the gods and his followers, things will be far easier in the long run. Nature, this is all second hand knowledge and from books that he's found, as well as overhearing tales from local rangers and druids. He absorbs this knowledge, because its a lost portion of his elven heritage. The woods are to be there new homeland someday, knowing everything about it couldnt hurt. Planes. He's picked up what knowledge he could about the planes, but in all honesty, its not much. There just isnt much of that knowledge out there, the past generations were too considered with all the conflict going on in the prime material plane to worry about the various planes of existence within the great wheel. History. Easy to come by, but not to his taste. Aram has studied a bit here and there about the lands past histories, but finding that most of it is about humans and there plight, stopped studying it as ferverntly. He still picks up info on the past from time to time, but only to humour his intellect.
Feats - Good Learning - Aram is on his own. No ones going to help him, so he's had to develope ways to use every scrap of information thats came his way, and through that arduous training, he gets more out of each level he achieves.
Spell Focus Illusion - He learned magic from a gnome. Illusions were going to be his main stay of spells. He had little choice, but needed none. Illusions would suit his purpose, since he understood the power of them all too well.
Class features and abilities - He can scribe scrolls, though he has no place to do so, he utilizes whatever means he can, usually compensating temples of yuri to allow him to use there communal labs or studies to do his scribing and spell crafting.
Imiediate figment - His mastery over illusions make him an elusive target to nail down. When pressed, he can conjure a double of himself to confuse his foes. This allows him a measure of defense at range, and even in close combat.
Master Specialist - No one knows illusions like Aram. He is the tree devil. Reality is a state of perception, and perception can be changed on a whim.
Religion - Rayzelan and Aeon are ok in his book, and he prays to them for guidance on creating a new future for his people, and overcoming the illusions and chaos his people are currently in. He prays to Leonius to protect his family and community, but not on aspects broader than his elven people. The only god he doesnt like much is Lucidious, for time and fate have been rather cruel to his people. He understands the gods role however, and knows its a very important god to a great many people.
(Ok, i'll have more later)
Wednesday, October 26, 2011
Saturday, October 22, 2011
Heavy Metal
(This is a profile about a character in my current 3.5 game)
Duhkell HammerHorn
Personality - Duhkell is honest, trustworthy, and straightforward. He comes from a long line of honest and hardworking dwarves, and it shows. He has the wisdom of a dwarf much older than himself, and is always the first to admonish, advise, or praise an ally or friend. Duhkell doesnt hide much, and he's fairly easy to read.
Religion - Duhkell worships Sheshensis. Normaly the godess is revered as the god of death, or secrets. Duhkell worships her as the god of earth and metal. Her true form is said to be a great serpent that lives far below the earth, her scales are representations of all the metals that can be found there. He worships her to gain the blessings of the underdark. Minerals, metals, ores, these are the things he seeks out, and the secrets to craft items from them. Although his clan is now mostly made up of surface dwarves, he still takes expeditions down to the underdarks to uncover its secrets. One day he hopes to craft items made from all the secret metals he uncovers on his many journeys.
Adventuring - Duhkell adventures to cover his monetary needs. Most of his expeditions also take him in to old mines, caverns, and underground temples and buildings, these allow him the chance to uncover more secrets of the underdark.
Combat - Duhkell is fairly straightforward. He moves towards his enemy to attack, he uses masterwork warhammer to pummel his foes, and uses his heavy plate armor and great shield to allow him to withstand his foes assault. When needed, he unleashes prayers from his goddess, but usually reserves that energy to heal his comrades.
Description - Duhkell is fairly large for a dwarf, being just over five feet in height. He has dark red hair and brown eyes. If out of his armor he dresses in sturdy brown leather clothing, usually consisting of breeches, a vest, and a white cloth shirt. When armored he can be seen in a set of dark full plate armor, with a steel shield strapped to his left hand. He wears a simple helmet to cover up his head, but it has no face plate, as he like showing off his single braided red beard. He's not one for jewerly or ornaments, but wears a wooden holy symbol of his god around his neck, the center of it decorated with various plates of metal to resemble a coiled serpent.
Goals - Aside from wanting to adventure in the underdark more, and to create glory for his clan, his wants, goals, likes and dislikes are fairly uknown. He's not one to brag about himself, though can be caught bragging about his clanmates from time to time.
(ok, that wraps up the dwarf for now)
Duhkell HammerHorn
Personality - Duhkell is honest, trustworthy, and straightforward. He comes from a long line of honest and hardworking dwarves, and it shows. He has the wisdom of a dwarf much older than himself, and is always the first to admonish, advise, or praise an ally or friend. Duhkell doesnt hide much, and he's fairly easy to read.
Religion - Duhkell worships Sheshensis. Normaly the godess is revered as the god of death, or secrets. Duhkell worships her as the god of earth and metal. Her true form is said to be a great serpent that lives far below the earth, her scales are representations of all the metals that can be found there. He worships her to gain the blessings of the underdark. Minerals, metals, ores, these are the things he seeks out, and the secrets to craft items from them. Although his clan is now mostly made up of surface dwarves, he still takes expeditions down to the underdarks to uncover its secrets. One day he hopes to craft items made from all the secret metals he uncovers on his many journeys.
Adventuring - Duhkell adventures to cover his monetary needs. Most of his expeditions also take him in to old mines, caverns, and underground temples and buildings, these allow him the chance to uncover more secrets of the underdark.
Combat - Duhkell is fairly straightforward. He moves towards his enemy to attack, he uses masterwork warhammer to pummel his foes, and uses his heavy plate armor and great shield to allow him to withstand his foes assault. When needed, he unleashes prayers from his goddess, but usually reserves that energy to heal his comrades.
Description - Duhkell is fairly large for a dwarf, being just over five feet in height. He has dark red hair and brown eyes. If out of his armor he dresses in sturdy brown leather clothing, usually consisting of breeches, a vest, and a white cloth shirt. When armored he can be seen in a set of dark full plate armor, with a steel shield strapped to his left hand. He wears a simple helmet to cover up his head, but it has no face plate, as he like showing off his single braided red beard. He's not one for jewerly or ornaments, but wears a wooden holy symbol of his god around his neck, the center of it decorated with various plates of metal to resemble a coiled serpent.
Goals - Aside from wanting to adventure in the underdark more, and to create glory for his clan, his wants, goals, likes and dislikes are fairly uknown. He's not one to brag about himself, though can be caught bragging about his clanmates from time to time.
(ok, that wraps up the dwarf for now)
A damned profile
(This is a gaming related post about the game I am currently running. 3.5.)
Character Profile -
Indeera - Imp familiar -
Personality: so far Indeera has been pleasant, kind, insightful, and earnest in her efforts to serve her new master. Its apparent she's an imp, but none have seen her in her true form, which leads the party to believe she doesnt care much for it. Most of the time she likes assuming her humanoid form, a beautiful red headed half elf. The only noticeable trait is that she likes people to take what is in front of them. If an oppurtunity presents itself, its a waste to let it slip by, for it might not appear again. She seems to have a tactical mind and keen intellect. Her ambition is also apparent. She doesnt want to waste away, she wants to use her newfound freedom to create more for herself. Its possible that her ambition could put her at odds with the party, but so far she has worked happily alongside them.
Wants and Needs : Indeera likes pretty things, expensive things. If she is pleased, she will be more likely to lend her magical powers to that of her master and allies. If left to her own devices, she will use her powers of persuasion and charm to get what she wants. She seems attracted to social settings, and likes the feel of the market place of fetter hill, where she can shop and mingle as her whims dictate. Its apparent that she also desires other things, but her true wants are yet to be found out by any member of the party.
Combat - She is not bound to aid in combat, but realizes that if her master dies she must go back to her home plane, or be trapped in that dungeon yet again. If she so chooses to fight, she will do so at a distance, using her magic and spells to misdirect or hinder her foes. if given magic items, she will be more likely to take on a support roll, or use ranged magic items when her help is truelly needed.
Aligned Stance - All devils are Lawful Evil. Although she seems to be kind and attentive, there is no doubt she does what she does to keep her station. Ambition is the key to most lowly devils, and she probably hopes her master can become powerful enough to increase her station within the ranks of hell. Increasing her personal power, and remaining on her masters good side will allow her to remain on the prime material plane and create a better existence for her self.
Goals - Her master needs more power. He doesnt seem to know what to do with it, but she does. She looks constantly for ways to allow him to attain more power. The greater he becomes, the greater she becomes.
Appearance (humanoid) - Indeera is a 5'5 beautiful half elven woman. She has long flowing red hair, beautiful and enchanting green eyes, and an extremely catching physique. She usually dresses in a combination of white or green clothing, but she also looks beautiful in darker colors, especially black. She always wears a golden necklace with two golden orbs attached, and carries a belt that has several small vials attached, as well as a simple ivory scroll case. She usually carries a spell component pouch on her hip, and stashes her small spell book in there as well. any new jewelry is always worn, though as she gets more expensive jewelry she'll stop wearing the shoddier pieces, even if they have sentimental value.
(ok, thats it on indeera for now.)
Character Profile -
Indeera - Imp familiar -
Personality: so far Indeera has been pleasant, kind, insightful, and earnest in her efforts to serve her new master. Its apparent she's an imp, but none have seen her in her true form, which leads the party to believe she doesnt care much for it. Most of the time she likes assuming her humanoid form, a beautiful red headed half elf. The only noticeable trait is that she likes people to take what is in front of them. If an oppurtunity presents itself, its a waste to let it slip by, for it might not appear again. She seems to have a tactical mind and keen intellect. Her ambition is also apparent. She doesnt want to waste away, she wants to use her newfound freedom to create more for herself. Its possible that her ambition could put her at odds with the party, but so far she has worked happily alongside them.
Wants and Needs : Indeera likes pretty things, expensive things. If she is pleased, she will be more likely to lend her magical powers to that of her master and allies. If left to her own devices, she will use her powers of persuasion and charm to get what she wants. She seems attracted to social settings, and likes the feel of the market place of fetter hill, where she can shop and mingle as her whims dictate. Its apparent that she also desires other things, but her true wants are yet to be found out by any member of the party.
Combat - She is not bound to aid in combat, but realizes that if her master dies she must go back to her home plane, or be trapped in that dungeon yet again. If she so chooses to fight, she will do so at a distance, using her magic and spells to misdirect or hinder her foes. if given magic items, she will be more likely to take on a support roll, or use ranged magic items when her help is truelly needed.
Aligned Stance - All devils are Lawful Evil. Although she seems to be kind and attentive, there is no doubt she does what she does to keep her station. Ambition is the key to most lowly devils, and she probably hopes her master can become powerful enough to increase her station within the ranks of hell. Increasing her personal power, and remaining on her masters good side will allow her to remain on the prime material plane and create a better existence for her self.
Goals - Her master needs more power. He doesnt seem to know what to do with it, but she does. She looks constantly for ways to allow him to attain more power. The greater he becomes, the greater she becomes.
Appearance (humanoid) - Indeera is a 5'5 beautiful half elven woman. She has long flowing red hair, beautiful and enchanting green eyes, and an extremely catching physique. She usually dresses in a combination of white or green clothing, but she also looks beautiful in darker colors, especially black. She always wears a golden necklace with two golden orbs attached, and carries a belt that has several small vials attached, as well as a simple ivory scroll case. She usually carries a spell component pouch on her hip, and stashes her small spell book in there as well. any new jewelry is always worn, though as she gets more expensive jewelry she'll stop wearing the shoddier pieces, even if they have sentimental value.
(ok, thats it on indeera for now.)
First Post
Ok all. This is going to be my brand spanking new gaming post-a-ma-place. I'll leave posts up occasionally. Make sure to check them out. =)
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