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Posted: Fri Mar 12, 2010 2:28 pm
Name: Aunae (death dancer) Age: 90 D.O.B: 15th of Mirtul, 1282 DR The Year of the Many Mists Race: Drow Class: Mage Religion: Lolth
Appearance: Her height is 5’3” or 161.3 cm. Her skin is a glossy obsidian shade with small scar marks on her hands and upper arms. She hides these scars with elaborate sleeves and gloves; often they are not connected to her main dress. Her darkred eyes seem to twinkle with some hidden joy. Her hair is summer cloud white, 5 feet (or 152.4 cm) and is put up into complicated and beautiful designs.
Background History: Aunae’s family were trade people, shady people. Her grandmother once said that they were descendants of a noble family's third daughter. It was with those thoughts of returning to glory that her grandmother had started and what became the most powerful merchants group in the City. Her grandmother became weak and was disposed of by Aunae’s weakling of a mother when Aunae was 25. Aunae was sent to school and decided on becoming a mage who would rule her merchants with power and fear, but the merchant house started to collapse. Before Aunae could dispose of her disgusting mother. Lolth stepped in and destroyed the entire merchant house. Soon the debt collectors came and created an empty shadow of their former glory. In these shadows Aunae had allowed her hatred of her mother to grow. They had become simple commoners, with no way for her to continue towards her goal of becoming advanced. She had to take up mundane task, learning how sow and started to train as a lady’s maid. Sick of being looked down on, she learned just how useful needles were. She experimented with them on her mother and others who remained inside the failed merchant house. Eventually, she gathered enough diverse skills to be of use to a house and decided to join one to start from scratch.
Combat:Some crossbows skills. Weaponry: Needles: For hairpins and paralyzing tools. One large crossbow: Visible on her hip, she is not fully trained in the art of crossbow use.
Skills or Powers: Magical Abilities Globe of Darkness Faerie fire Darkvision Daze:An enchantment clouds the mind of a humanoid creature. Charm Person:A charm makes a humanoid creature regard you as its trusted friend and ally Hypnotism:causes them to stop and stare blankly at me. Sleep:A sleep spell causes a magical slumber to come upon creatures. Daze Monster:This enchantment clouds the mind of a living creatures. Hideous Laughter:The subject will have uncontrollable laughter. Deep Slumber:A sleep spell causes a deeper magical slumber. Hold Person:The subject becomes paralyzed and freezes in place. Suggestion:Compels subject to follow stated course of action. Detect Poison biggrin etects poison in one creature or small object. Detect Magic biggrin etects spells and magic items within 60 ft. Detect Thoughts:Allows “listening” to surface thoughts. Locate Object:Senses direction toward object (specific or type). See Invisibility:Reveals invisible creatures or objects. Arcane Sight: Magical auras become visible to you. Dancing lights:Creates torches or other lights. Flare biggrin azzles one creature. Light:Object shines like a torch. Ray of Frost:A ray of freezing air and ice projects from my pointing finger. Burning Hands:A cone of searing flame shoots from my fingertips. Floating Disk:A circular plane of force that follows me about and carries loads for me. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold about 100 pounds of weight. Magic Missile:A missile of magical energy darts forth from your fingertip and strikes its target. Shocking Grasp:This delivers a electrical jolt. Continual Flame:Makes a permanent, heatless torch. Darkness:20-ft. radius of supernatural shadow. Flaming Sphere:Creates rolling ball of fire. Gust of Wind:Blows away or knocks down smaller creatures. Scorching Ray:You blast your enemies with fiery rays. Fireball:20-ft. radius giant ball of fire. Lightning Bolt:Electricity deals that damage. Tiny Hut:Creates shelter for ten creatures. Wind Wall biggrin eflects arrows, smaller creatures, and gases. Resistance:You imbue the subject with magical energy that protects it from harm. Shield:Create a barrier. Alarm:Wards an area for 2 hours Endure Elements:Exist comfortably in hot or cold environments. Hold Portal:Holds door shut. Arcane Lock:Magically locks a portal or chest. Obscure Object:Masks object against scrying. Protection from Arrows:Subject immune to most ranged attacks. Acid Arrow:A magical arrow of acid springs from my hand and speeds to its target. Fog Cloud: Fog obscures vision. Glitterdust: Blinds creatures, outlines invisible creatures.
Language: Undercommon (Abyssal, Common, Draconic, Goblin from her merchant house days) Drow Sigh Language
Physical Weakness: Aunae isn’t much of a fighter. She can run quickly and she is rather strong. She just never put much work into her fighting skills when she was in school. She also goes through periods of breakdowns, but she has learned to managed those episodes. #990033
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Posted: Sat Mar 13, 2010 6:27 am
So I'm ready to be poke and prodded. Just don't use needles please. They scare me.
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Posted: Sat Mar 13, 2010 8:02 am
No real problems with the concept or character, but a few things I'd like you to review before I give my approval.
The wanting to be a sorcerer thing - sorcerers are born rather than trained. You can train and learn to be a mage, but to be a sorcerer you need the innate magical ability. Currently she seems to be an assassin, we have a lot of assassins. Are you planning to develop her into a magic-user instead, or just have this as an eventual goal for her?
The Discipline of Spider's Wrath is a very, very specialised drow martial art. Saying that she knows this but isn't much of a fighter is a bit of a contradiction in terms. She's basically a Western cowboy gunslinger, including the rate of fire, but with crossbows. There's no mention of how she learned this or when she spent several years mastering the arts of crossbow sniping and reloading a crossbow in a split second. Please review this.
Other than that a good character.
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Posted: Sat Mar 13, 2010 9:01 am
I'll change the wording to mage then since I want her to develop into a magic user. As for the assassin bit, I need to find a way for her to survive despite only having some magical training. As for the combat, there are very few choices. I can't really put basic combat disciple because no one would know what that is. There aren't many choice. Almost everyone use the twin blades route. And those that don't name another specific training that only happens if your a noble. Maybe I should put that she uses crossbows instead, but there aren't many choices open to those who are. 1) As young as she is. 2) Hasn't much training in any fighting disciple. 3) Focus more on magic. Though I admit when I choose it, I knew I was stepping into dangerous territory. But I need something, that will clear that she doesn't do melee combat. Rather she stays on higher ground and kills enemies from afar. I really wish there some basic fighting moves that drows learn at an early age, but nope. I get to choice from setting specialized for adults and those of advanced training.
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Posted: Sat Mar 13, 2010 2:37 pm
A crossbow is not hard to use. It is quite possible for a character not to be trained in a highly complex, specialized and overpowered martial art and still survive. You don't need to have any sort of combat discipline in fact.
The martial art you selected is, in fact, a crossbow based martial art. I would recommend dropping it entirely, and going with just weapon proficiency. You don't need anything more. If you're trying to suggest that the character does not have much combat training, saying that they're fully trained in a martial art is not the way to do it. That actually suggests a lot of combat training.
Not all drow learn combat. And if you want to look at basic moves, that's what general weapon proficiency is for. You do not need a specialist style.
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Posted: Sat Mar 13, 2010 3:01 pm
Strange, but alright. I had thought that I need to be trained in something to use something. But now that I know that, I'll remember that in the future if I create another character.
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Posted: Sat Mar 13, 2010 5:04 pm
Alykacha Strange, but alright. I had thought that I need to be trained in something to use something. But now that I know that, I'll remember that in the future if I create another character. There are various levels of expertise with weapons in D&D. You have non-proficiency. That's no training, no knowledge, nada. This is what happens when you pick up a sword for the first time. You can probably work out where to put the pointy end, and use it well enough against another untrained opponent, but against someone who has the slightest clue what they're doing you're at a substantial disadvantage. There is nothing wrong with being non-proficient with a weapon at all. Surprisingly enough, not everyone spends months in training learning how to handle an entire class of weaponry. Some people actually have better things to do with their lives. Non-proficiency is not the level you've gone for. Then you have proficiency. You've been taught which end is which, and some basic moves. That's it, all you really need to know not to be at a disadvantage. Your standard soldiers will have this level of training and no more. This is also not the level you have gone for. You have a bit of flexibility on the next level, but basically its specialization/focus. Its not a huge improvement over proficiency, the main difference being that you're concentrating on one particular weapon rather than a class of weapon. This might be the level that a semi-famous gladiator achieves with his signature weapon, or a slightly famous archer hits with a bow. Again, this is not the level you have gone for. Above that you have the advanced stuff. Martial arts, as described for the drow, are part of this. A substantial part of your life and time would need to be dedicated to learning these. Frankly with the character described the way you have, you've built a fighter, and a very highly trained and specialist fighter at that. You're way above the level of a soldier, a general, and so on. We're talking about a very, very long time spent training on nothing more than crossbows. I do understand where you're coming from, but it seems that the character you want, and the one you've been describing in follow-up posts, isn't the character you've written. No interest in magic, or developing into a mage, is mentioned anywhere other than class, and all of her current skills are either assassin or advanced fighter. You may want to have a think about what character you want, and where you want to take her, then take another look at the profile and change some of the things which appear. In particular I'd suggest stripping out a lot of the unnecessary fighter skills, and if you want her to be a starting mage maybe give her a cantrip book and a few of the cantrips, and a goal of finding someone to help train her.
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Posted: Sat Mar 13, 2010 6:02 pm
I understand, that she doesn't have the making of a mage, but she is suppose to develop into one. I can't make her one right off the bat. It was would be hard to play a training mage when she is already one. All my characters here are meant to develop. To have a transition, I'll change it so that her assassin abilities are dulled down. However, I'm keeping her as a training mage. I'm also keeping the needles. I'm learned quite a lot about needles and the body. They also play into how she manages her "moments".
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Posted: Sun Mar 14, 2010 12:53 am
Alykacha I understand, that she doesn't have the making of a mage, but she is suppose to develop into one. I can't make her one right off the bat. It was would be hard to play a training mage when she is already one. All my characters here are meant to develop. To have a transition, I'll change it so that her assassin abilities are dulled down. However, I'm keeping her as a training mage. I'm also keeping the needles. I'm learned quite a lot about needles and the body. They also play into how she manages her "moments". This is the bit I'm confused about. You've said that she has full spells, but that she's in training. If she's in training then she'd be practicing cantrips instead. If she's a full mage then she'd know spells, as she seems to. Currently she's a mage/assassin, with full abilities of both. There's nothing for her to train there as she can already cast spells.
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Posted: Sun Mar 14, 2010 7:37 am
Then we're both confused. I put the word Basic in front of the spells, even if I don't know what kinds of spells she would have. I place that she has a crossbows and needles, but can only use them so much. I'm not sure how to represent basic, in a way that fits your standards. I'm not even sure if what you think is not basic, could truly be called advanced. So, instead of telling me again that putting the word Basic on my page and that even with out the discipline in there she still seems to be an advance assassin/mage. Then show me. I'm new to the drow world and only know what websites tell me. I've raced around trying to find basic spells and end up with D&D statistics. Which I know isn't accepted. Please, instead of saying I don't have basics. Show me where I don't have them. Give me examples of the spells that would qualify as basic. Show me how to make her range fight without putting in statistics in and without making her advanced. Because with out that, I won't know what you mean and you will continue to repeat the same. And I'd rather not have this entire topic filled with misunderstanding.
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Posted: Sun Mar 14, 2010 11:23 am
Okay, basic spells are 1st to 3rd level. The trainee spells are what're called cantrips, and are essentially 0th level. Looks like we've just got a minor miscommunication.
An example cantrip is something like Dust, they're essentially household spells for cleaning, warming food, little card tricks. Useful and practical, but not damage-causing or person-affecting (or rather they can be, but you have to use imagination, I've seen tie used on boot ribbons to great effect).
As to the crossbows, you could just say that she knows how to use a crossbow. There's no need to say that she's a disciple of a martial art based entirely around crossbows. In statistics terms that'd be proficiency.
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Posted: Sun Mar 14, 2010 3:27 pm
Um..Is it possible you could get me a list of those level 1 to 3 abilities? It could be that I'm search under the wrong search words, but I haven't found a list of level 1 to 3 spells. Also should I add weapon proficiency to my skills list. I'm read it in one of the profiles, when I was searching, but I'm not sure if I should do the same. Thank you for helping me.
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Posted: Sun Mar 14, 2010 3:51 pm
http://www.dandwiki.com/wiki/SRD:Sorcerer/Wizard_Spell_List
There you go.
As for proficiency, you don't really need it, you can just say that your character can use a weapon and people will read it as proficiency.
Remember though that if you have even first level spells, you are a fully trained wizard - the hard part is done. Cantrips are the actual training phase.
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Posted: Sun Mar 14, 2010 4:29 pm
Thank you, this information is very helpful. Thank you. Oh, what is a Cantrip?
And thanks for clarify that. So if I want to have some spells, but I want don't want to be advanced. How would I decide that?
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Posted: Sun Mar 14, 2010 6:21 pm
he already did... Mr Lapus Okay, basic spells are 1st to 3rd level. The trainee spells are what're called cantrips, and are essentially 0th level. Looks like we've just got a minor miscommunication. An example cantrip is something like Dust, they're essentially household spells for cleaning, warming food, little card tricks. Useful and practical, but not damage-causing or person-affecting (or rather they can be, but you have to use imagination, I've seen tie used on boot ribbons to great effect).
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