Veor: Difference between revisions

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With these words, he took ship and traveled the long journey to the Guild, therein beginning his career with a seemingly simple task for a minor noble on plane.<br>
With these words, he took ship and traveled the long journey to the Guild, therein beginning his career with a seemingly simple task for a minor noble on plane.<br>
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*817: Autumn [[Through A Mirror Darkly]]
*816: Summer [[Gypsy_Smugglers_Wanted]]
*816: Summer [[Gypsy_Smugglers_Wanted]]
*815: Summer [[Vun_Enchanted_Evening]]
*815: Summer [[Vun_Enchanted_Evening]]

Revision as of 20:43, 8 June 2017

Levels Breakdown

Overall: Medium-High
Warrior: Medium
Mage: Medium-High
Utility: Some
Specials: Baby

Main play style

In Combat

Veor operates as a combat mage most of the time. Typically starting before the combat begins if possible with Snowfall, Wall of Ice & Ice Construction capable of shaping the battlefield for the parties advantage. Then Sacrifice, Snowball & Ice Bolt can be cast shortly before combat on either himself or others for use during the fight, leaving him free to cast Rays of Cold & Ice Projectiles during the fight. If need be he can step into the front line, but he is not equipped as a warrior despite being quite effective with a Quarter-staff having a number of Warrior abilities relating to it.

Out of Combat

Buff Magic tends to be Resist Cold & Greater Heart Rune, other options are Ice Armour, Rune Shield & Rune of Truth but normally people have better. He is a skilled Herbalist & Ranger with some supporting skills. He is not a Healer but here his Rune Magic allows him to replicate some of what a Healer can do as long as the target is alive. Travel Magic he normally uses Iceberg or Ice Traversal, with a castable Rune Portal as well but only over shorter distances meaning other travel magic is normally more use anyway.

Description

Veor Damarez.
Veor has undergoing a change recently, transforming into a 5'10" tall woman with a respectable build. Still blonde with flowing hair to just below the shoulder and piercing snow blue eyes that gaze out at the world with chill. She dresses in fine chain under good travelling leathers while at the guild, sometimes changing to plate while on adventure, avoiding showing flesh that would suggest anything.
In the odd occasion she appears at a court function she favours blue free moving dresses.
Most of the time the visible weapons are a re-curve bow & a true silvered battle-axe, with a shaman like quarterstaff and war club rounding the weapons out. A large shield also rests on her back.
When in armour a tabard over the top indicates that she is a member of the Pasifikan order of the wandering warrior to those familiar with Alusian heraldry.

Background & History

5th Son of a Nordic Gentleman, taught the Ice College at home in accordance with the long family tradition, Veor was sent the long distance to the Guild to, according to what his father told him, 'See the world, and learn your magic so when you come home, you're a man of knowledge and experience'.
With these words, he took ship and traveled the long journey to the Guild, therein beginning his career with a seemingly simple task for a minor noble on plane.

Skills

Professional Skills

Navigator: Apprentice Level.
Ranger: Skilled, specializing in Spirit Realms.
Merchant: Journeyman level. specialising in Equines
Warrior: Skilled Level. specialising in Shortsword & Quarterstaff
Philosopher: Journeyman Level. specialising in Runes & Magic.
Herbalist: Master.

Weaponry

Veor has trained a wide range of weapons now as a seasoned adventurer, however he specialises in Quarterstaff & Shortsword. On adventure he normally travels with a Battleaxe, Runic Quarterstaff and a Short Recurve bow now as his primary weapons.

Artisan Skills

Cook: Apprentice Level, near completing his apprenticeship.
Bone Carver: Apprentice Level, his former trade before being sent to the guild.
Sculptor: Journeyman Level. Focusing on snow sculpting.

Languages

Expert: Folksprach (Literate), Minotaur (No written form)
Skilled: Common (Literate), Elvish (Literate), Silent Tongue
Adequate: Troll, Sho-Ji

Adventuring Skills

Climbing: Master
Horsemanship: Master
Flying: Master
Stealth: Skilled
Swimming: Skilled

Magic

Veor is an Ice Shaman, with Skill in Ice Magic and Runic magic. Below are listed the primary magics he normally uses on adventure. He has plenty of spells other than these, with the entire Ice College learnt & more than half the Rune specials learnt to castable levels, but a lot of the time the rest simply don't come up.

Primary Magics

Standard Ice

Standard Ice Generals (Rk 10+) - Utility use
Resist Cold (Rk 20) - Usual don't freeze use
Armour of Ice (Rk 20) - Handy for waking up when not on watch, situations one leaves armour behind for, and caster armour.
All Ice spells at 6 or better.

Modified Ice

Snowball (Rk 9) - No damage but distracting and keeps going for ages. Moves with Veor.
Ice Projectiles (Rk 13) - Low powered attack spell with periodic devastating spec grevs. Resist half but Armour normally applies. Can stun as Physical damage.
Ray of Cold (Rk 12) - Multiple rays, at higher ranks will penetrate through first target into additional targets.
Ice Bolt (Rk 10) - Creates a number of physical Ice Bolts that travel with Veor, than then can be fired one at a time like a Heavy Crossbow.

Rune

Standard Rune Generals (Rk 8+) - Normal utility uses.
Lesser Healing Rune (Rk 14) - Small healing for a general, Minute cast, great when invested. Greater Heart Rune (Rk 10) - Long Duration Contingency, Triggers on taking EN damage.
Ritual of Rune Healing (Rk 16) - 30 Min ritual, Heals loads, and counts as a Healer for Repair Damage type Spec Grevs.
Rune Weapon (Rk 10) - Creates a magical poison on a weapon (So will go on an enchanted weapon, but not stack with a normal poison), or creates a Rk 0 weapon that can hit insubstantial creatures.

Other

Enhance/Dim Animal Mind. (Rk 12) - Allows Veor to harness the powers of the Mammoth in his head, granting him certain abilities.
Elemental Warding (Rk 6) - Blocks creatures from nominated planes, normally Elemental planes, from entering an area/structure/wall.
Clear Vision (Rk 16) - As illusionists, can see invisibles & illusions.
Aerial Affinity. (Rk 18 effective) Dragon-Troll Shape-changer. - Still single hex creature, but flies and some other special effects.

Other Stuff

Major Items

Sword of Slaying: A legacy sword from before the war of tears, this sword has now fulfilled the prophecy made about it, and brought about the doom of a pair of elvish greater vampire twins. It possesses an extraordinary edge & tip, finding critical locations with ease.
Elemental Mana Amulet: Attuned to Ice, makes casting of any Ice Magic spells significantly easier and more likely to double or triple.
Staff of Controlling Undead: Used for binding undead for easier killing.
Amulet of Knowledge; Allows learning of languages via flesh, text or spirit guides.

Major Oddities

Is an official adult Troll, with a Troll Club to prove it.
Uncapped Fatigue. One per adventure.
Turns into a Minotaur occasionally.
Turns into a horrible Troll/Dragon like Hybrid occasionally. Shape-changer regeneration.