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Reply PORTFOLIO OF VILLAINOUS PROPORTIONS --- Character profiles
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Maran the Mad

PostPosted: Tue Oct 12, 2010 1:06 pm


Name: Maran Alheise (often known as Maran the Pious)

Race: Wood Elf

Age: 1,056

Job/Class: lvl 15 Mage, lvl 5 Archmage(3.5 Edition Rules)

Gender: Male (NOT A GIRL >: O)

Religion: Corellon Larethian, Adept Arcanus (rank in the Arcane aspect of the Clergy, rather low graduate from schooling.)

Appearance: Short, skinny and fair, and light blonde hair tied in a low ponytail. Maran is middle aged for a normal High Elf and possess an impressive intellect and curiosity unbecoming of most Elves. But recently he has found a way to look like his younger self, and now appears little past 250 years old.

Bio: Maran was born a scant few years after the collapse of Netheril, and grew up learning now long forgotten magics that still where in memory by his teachers. He has spent decades deep inside his masters tower in study, seeking to master all manner of Arcane theory. His home is called the Arcanis Torum, a great black smooth tower shaped like a Chess rook. With a tunnel dug into Undergaia, he often ventures into the depths to trade with the Drow and other denizens of the the Dark. He knows he is not trusted, but he doesn't hate or fear the Drow like other of his surface kin. He doesn't believe in their gods either, being a strict believer in Corellon Larethian; the former mate of Lolth and father of Eilistraee. Maran is a tad brash at times, but generally well mannered and cautious in his deals

Items:

-Grimoire Incantatum: Unlike a normal 100pg spellbook, this book creates a new page yet still appearing as small as 100 page book. No other special property...Given to him by his teacher...possibly Netherese of origin.

-Ring of the Adept: A signit ring that identifies him as student of the Arcana of Corellon. It's only ability is that it identifies other members.

-Maran's Robe: This royal blue robe is his most prized piece of clothing, and it holds deep value to him. Non-enchanted.

-A Bag of Holding: Holds all his assorted adventuring gear and other such equipment or oddly...random housewares and merchantwares. Typical of it's kind, and not too terribly uncommon.

-Arcanus Torum Keystone: Lets him return to his Master's Tower, it is required to enter the Torum and the proper magical spell is required to use the Keystone.

-Runes and Tattoos: He has several of these strange tattoos all over his body. He has had them from as long as he can remember, and not until he was a Journeyman Mage did he learn what they could do. They store a certain amount of Arcane energy and act as a buffer to allow him to swiftly cast a stored spell in cases such as an emergency. For the most part he stores typical spells an adventuring wizard might need, but does not have the memory for. The other tattoos are tribal, and serve no purpose beyond identifying him.

Weapons:

-Maran's Rod : He has carried this wooden staff ever since he found a stoat piece of oak as a youngling...it is likely older then he is, and very worn to his hands, polished by decades of fond usage as a weapon and walking stick. Useful for channeling spells. Non-enchanted, but well worn.

-Family Longsword: 1d8, Slashing. A family artifact Maran refuses to let anyone touch. No properties, though the blade is forged of Mithril, making it rather light and very hard...though still softer then Drow Adamantine.

-A small dart which seems to return to him. It isn't very dangerous and me mostly uses it as a component.

-x50 Darts: Used as Materials for certain spells (such as Flame Arrow). Non-enchanted
-Bag of Spell Materials

Powers & Skills

-Spellbook: Contains his spell repertoire. His ability to memorize magic is akin to his rank and power. Other then that it is improved by his genius level intellect...the reason he became a mage. HIS BOOK BEARS NO CONTEXT TO WHAT HE CAN CAST A DAY!

-Runes and Tattoos: These several tattoos and runes are able to store magic. (See above)

((I can provide Links to the spells if your curious or do not know them. I specifically used spells that are defaults, not my own creations.))

Combat Weakness: Being a Mage, he is extremely weak to close combat...should his defensive spells fail. However weak he may be, Maran is seasoned to combat, and even open war. Though not nearly as functional as true Battle Mages, he can adequately protect himself in tight spots.

Other: Maran is very neutral to most things. He is unusual for an Elf because he desires to advance far beyond his master. Elves normally have a hard time competing with the rate of growth seen in human mages, because the race is extremely conservative and does not like to change. Maran is different, even with the Faith, he firmly believes the Dark Kin can be made peace with. At least to him, and while it may anger his God, he is determined to at least co-exist with the Drow.

((INFORMATION ON ARCHMAGES AND ARCHMAGE PRESTIGE ABILITIES))

If you doubt my info...friendly links ^^
http://www.d20srd.org/srd/prestigeClasses/archmage.htm

High Arcana
An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.

An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.

Arcane Fire (Su)
The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.

Arcane Reach (Su)
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.

Mastery of Counterspelling
When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.

Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.

Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.

Spell Power
This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.

Spell-Like Ability
An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.

The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.

The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.

If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.


((I hope you guys are happy with this mass overhaul))

((Edited...again. #3))
PostPosted: Tue Oct 12, 2010 1:48 pm


MAran





[Chosen of Corellon] [High Elf Archmage] [Moonwood ] [Descended of Netherese]

_______________________________________






_______________________________________

"Eh...WHO ARE YOU!?"



[align=center] [color=black][size=29]M[/size][/color][u][color=red][size=18]Aran[/size][/color][/u] [color=black][size=29][/size][/color][u][color=red][size=18][/size][/color][/u][/align]

[align=center][/align]


[align=center][color=red] [Chosen of Corellon] [/color] [High Elf Archmage] [color=red] [Moonwood ] [/color] [Descended of Netherese] [/align]
[align=center]_______________________________________[/align]

[align=center] [/align]



[align=center]_______________________________________
[/align]
[color=red][align=center]"Eh...WHO ARE YOU!?"[/align][/color]

Maran the Mad


Mr Lapus
Crew

PostPosted: Tue Oct 12, 2010 2:11 pm


No.

Level 73?

Own weave?

Just no.
PostPosted: Tue Oct 12, 2010 4:04 pm


First of.
The use of copyrighted art for character descriptions
As I'm quite suspicious of that image you are using.

Secondly, if you're still building his profile. Leave a note in the title saying "under construction" or something along the lines. If you're not, please tag it as "WFA". So the moderators can review it, and no one would be confused.

Third and final.
There are far too many things I do not like about this character in our comfortable little setting. I saw you mentioning that you would just mind your own business, but frankly I do not want to risk it by allowing such a powerful character into play. Hell, we've had demons and gods from other worlds that were less powerful than this.
Sorry, but no approval from me.

Bunilla Latte
Crew

Bunny


Veldrin the Shadow
Crew

Shadowy Rogue

17,075 Points
  • Battle: Rogue 100
  • Battle: KO 200
  • Battle: Counterstrike 150
PostPosted: Tue Oct 12, 2010 6:07 pm


Not "no", but "OH, HELL NO!!!"

LV 78? Is that even possible? Hell, I've got a half-demon eldritch theurge running around here that's nowhere near THAT powerful. To rack up that much XP, you'd need to be running the character CONTINUOUSLY for around 30 years or so, on a campaign of mass deicide.

Personal Weave? Not freakin' happening. It's absolutely impossible for a mortal to create their own personal weave, especially considering that the goddess of magic had to transform herself to create the weave in the first place, and is inextricably bound to her.

Magic items? Way too damn many, and way too damn powerful. We don't need a walking weapons platform around here.

There is absolutely no way that I could approve this character.
PostPosted: Tue Oct 12, 2010 7:09 pm


I can cut it into a third. Is lvl 30 okay? Personal weaves are developed by certain Epic lvl mages...but okay okay. I was drawing primarily off of my character sheet. If I had my scanner working...I would show you guys.

No need to flip a gasket ^^ Just a simple: No, fix x,y, and z would have sufficed. Lemme tweak this thing. Image issue...mkay, I can do that as well. Anyone in the Guild do decent artwork?

Maran the Mad


Maran the Mad

PostPosted: Tue Oct 12, 2010 8:39 pm


Okay I heavily dimmed it down and put a ton more detail into it to give you a better clearer picture. If it's still too powerful...I can do more. But I kinda doubt he is above some of the norm now. I figure 35 total level is rather fitting for a 4,000 year old elf. Obviously his age is due to being the Chosen Champion of his God. I figure since Correllon is a surface God, I can get away with that razz It gives him nothing special beyond immortality as long as Corellon is satisfied with him. And being so old makes his senility more believable. And that is a HUGE factor in his character persona.
PostPosted: Thu Oct 14, 2010 3:43 pm


Maran the Mad
Okay I heavily dimmed it down and put a ton more detail into it to give you a better clearer picture. If it's still too powerful...I can do more. But I kinda doubt he is above some of the norm now. I figure 35 total level is rather fitting for a 4,000 year old elf. Obviously his age is due to being the Chosen Champion of his God. I figure since Correllon is a surface God, I can get away with that razz It gives him nothing special beyond immortality as long as Corellon is satisfied with him. And being so old makes his senility more believable. And that is a HUGE factor in his character persona.


I could get away with a lot of things, it doesn't make it a good idea. Corellon isn't the type to choose an ancient, senile weakling.

Way too many magic items.

Way too many spells.

Way too many levels.

Most importantly a senile mage is not something that tends to last particularly long - the mental discipline required to memorise spells is immense, and the damage caused to the brain by senility would make such strenuous mental efforts impossible. A senile ex-archmage who can no longer manage more than the most basic cantrips would be a fascinating character - one who can cast level 10 spells is not only less interesting, but just seems wrong.

Mr Lapus
Crew


Bunilla Latte
Crew

Bunny

PostPosted: Thu Oct 14, 2010 3:49 pm


I won't bother commenting on every little detail. Instead, I ask you this.
Why would you want to bring such a powerful character into UnderGaia? Specifically, since you said that you would just sit quietly and mind your own business.
Is it because you're quite attached to the character? If by any chance that is so, why don't you play him at his 'young stage', as he's still striving to become what you have written down for us here.
PostPosted: Thu Oct 14, 2010 7:59 pm


Aglo I
I won't bother commenting on every little detail. Instead, I ask you this.
Why would you want to bring such a powerful character into UnderGaia? Specifically, since you said that you would just sit quietly and mind your own business.
Is it because you're quite attached to the character? If by any chance that is so, why don't you play him at his 'young stage', as he's still striving to become what you have written down for us here.


I am very attached to Maran. I spent years (wasted to anyone not into D&D XD) developing him. I love how I made him into a senile old coot with really no other concern but his research. I know Drow hate surface elves, and Maran would be included at a younger age. However I know that Drow sometimes come to at least silently respect an old and powerful elf...especially mages. Even more if that mage has the wisdom to not let the blood feud between surfacers and Drow interfere with things.

The primary for keeping Maran as Maran is his senility makes for interesting interactions, and his age is wisdom, and wisdom makes him more functional in the dangers of the Underdark.

I hope this all makes sense.

Maran the Mad


Maran the Mad

PostPosted: Thu Oct 14, 2010 8:08 pm


Mr Lapus
Maran the Mad
Okay I heavily dimmed it down and put a ton more detail into it to give you a better clearer picture. If it's still too powerful...I can do more. But I kinda doubt he is above some of the norm now. I figure 35 total level is rather fitting for a 4,000 year old elf. Obviously his age is due to being the Chosen Champion of his God. I figure since Correllon is a surface God, I can get away with that razz It gives him nothing special beyond immortality as long as Corellon is satisfied with him. And being so old makes his senility more believable. And that is a HUGE factor in his character persona.


I could get away with a lot of things, it doesn't make it a good idea. Corellon isn't the type to choose an ancient, senile weakling.

Way too many magic items.

Way too many spells.

Way too many levels.

Most importantly a senile mage is not something that tends to last particularly long - the mental discipline required to memorise spells is immense, and the damage caused to the brain by senility would make such strenuous mental efforts impossible. A senile ex-archmage who can no longer manage more than the most basic cantrips would be a fascinating character - one who can cast level 10 spells is not only less interesting, but just seems wrong.


The senility us more or less lapses of memory. Sometimes he will simply forget where he is. Or he will preform a rather unplanned spell. It's sort of like Wild Magic. Where things are slightly random. That 'senile' state is sorta how I formulate and describe why random things happen around him.

Spells, Items, I looked at other profiles. The slices I did to his profile while excruciatingly detailed, his items alone pale to a few others. And is it not typical for wizards to posses unique artifacts?

And if you want his level cut...how far? I more then halved his actual level on my CS. And I have crippled his power by more then 80%. I really can't do much more and still keep a functional character that would be logical for a surface elf in the Underdark. If you want the word 'senile' (which is for humorous effect mainly) changed to 'slightly touched' then fine. But he is still more mentally stable then extremely powerful (And at this point only 5lvlls lower) wizards such as Halastor Blackcloak (lvl 25 Wizard, 5 Archmage). IF I made his total level 30, would that be better? Which magic items do you dislike the most? And the next poster Aglo I is right...too detailed.
PostPosted: Thu Oct 14, 2010 11:58 pm


Maran the Mad
The senility us more or less lapses of memory. Sometimes he will simply forget where he is. Or he will preform a rather unplanned spell. It's sort of like Wild Magic. Where things are slightly random. That 'senile' state is sorta how I formulate and describe why random things happen around him.


Lapses of memory are not all that is involved in senility - and they still wouldn't cause a wizard to perform unplanned spells. Given that the memorisation of spells must be 'just so' casting one by accident isn't really an option.

Quote:
Spells, Items, I looked at other profiles. The slices I did to his profile while excruciatingly detailed, his items alone pale to a few others. And is it not typical for wizards to posses unique artifacts?


We're not talking about other profiles, we're talking about this one. As a general rule your first character in a RP should not be an insanely powerful archmage - just a guideline there.

I realise that you may be very attached to this character, and that you may not understand why you can't bring him in as he's well-established and has a lot of history, but he is incredibly powerful. Even since you've cut him down he's still very powerful.

Magic items then, let's see shall we?

A spellbook with unlimited capacity and easy to carry, every wizard's dream.

Ring of the Chosen - I'd still dispute whether Corellon would choose someone like this, living with Drow is hardly embodying the highest ideals of the High Elves.

No detail about his robe. What can it do?

A private pocket plane? Really? Why?

I'll carry this on later, as I have to get to work. But the simple fact is it's not about your rules or info, it's about character balance and how they'll fit in to the game.

Mr Lapus
Crew


Maran the Mad

PostPosted: Fri Oct 15, 2010 12:22 am


The book I see as rather simple. It's not as if he is casting from the book. Tis a place to copy the spells for later memorization, as compared to hauling a library around.

The ring has no properties beyond the ability to sense the clergy of Corellon. Oh and signing letters.

The pocket plane...he doesn't LIVE in the Underdark, just visits for trade and to nab little critters for experiments. And he simply doesn't care what the Drow do...not anymore anyway. He has killed his fair share to please his God, just as any follower of Corellon should do.

The Plane is his home. It is where he does his work where it can't harm the Prime Material Plane, or anyone else.

His robe...nothing really. Wouldn't you expect a 3500 year old robe to be a little sparkly or somthing from being constantly exposed to magic? That's about it. The description is just a description, if it held actual powers I would have listed them. But I removed them.

But I may take Aglo I's advice and whack him down to maybe lvl 20 and about 1000 or so years old. Back to when he did haul about the Underdark for odd reasons.

Is 20 more acceptable?
PostPosted: Fri Oct 15, 2010 12:53 am


I cut the Plane, revamped some of the descriptions again, and I sliced his age down by 3000 and his level down to a point where it is actually behind what his age is. A 1000 year old elf should be about 20-22 total level...I think and I may be wrong, and I can't remember which sourcebook that might be in. But I really am trying to make him acceptable. >.<

Maran the Mad


Bunilla Latte
Crew

Bunny

PostPosted: Fri Oct 15, 2010 2:48 am


Well that is a much nicer edit.
I have no problems with this one.
He is still quite powerful, and could probably take on some of our matrons or patrons. But I trust you'll play him wisely. And may geese peck me to death if you don't.

Approved.
Reply
PORTFOLIO OF VILLAINOUS PROPORTIONS --- Character profiles

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