PDA

View Full Version : [Portrait] Atar Hrívë (done)



Vaynor
2005-12-10, 12:50 AM
As you see the strange shape ahead, you realize taking a shortcut through the Iceridge Tundra was not the best idea. As you see it's shape coming closer, you deeply regret choosing the path of evil. You also might be willing to change paths, as an icy axe of justice slices through your warm coat. As you lay on the cold hard snow, you wish you hadn't done may things, for Atar Hrívë, has spoken...

Atar never really grew up. He was more, shall we say, found. Taken in by a lonely hermit, seeking to have this strange boy he had found, incased in solid ice, to be an honest, trustworthy man. To the man, it seemed that the boy might even be ice, if not ice-like, for the boy, which he named Atar, seemed to emulate cold. When found, Atar seemed to be about 7-10 years old, though it was quite hard to tell, Atar being almost translucent.

After just one month after being taken in, the old man died after a cave was collapsed by a troop of frost trolls while mining a silver vein he had spotted. He never even learned the man's name. Instead he took on the name he had been given, adding on a surname, meaning "cold". He had no place to live because the trolls had destroyed his home, so dug a hole in the snow, furnishing it with trinkets he found in the tundra. Soon it a fully-fledged home, reinforced with branches and ice-furniture he made.

As he grew to be around 15 years old, he found he had very strange talents. He didn't know how they worked, but just how they were used. His world, full of cold, now opened with bright possibilities. He could manipulate ice, snow, and all forms of cold to his every whim. He used these newfound powers to ward off enemies, and make his home better. After a lonely ice dragon came to investigate his home, probably in search of a little more than knowledge, he made an axe out of it's talons. Using it's scales, he made daggers. Now, he was fully equipped to handle any situation.

After about twenty years of living on his own, he decided to venture into the closest city, though close isn't really a good word for 213 miles. He used the trinkets he had collected, now realizing they were money in this world, and bought many things to aid him in his journeys. Storing this in a handy Bag, he made the long trek back home.

At his arrival, he took all items he owned that were useful, and went off to explore the many treasures of the tundra. He soon realized, during his travels, that the evil he had experienced, was nothing compared to the evil of the world. He swore to abolish all evil that defiled his homeland, and defend the creatures of it.
From this day forward, and forever on, into the ages of my cold eternity...

Atar Hrívë (CR 20)
Half-Ice Mephit Sorcerer Level 17
Chaotic Neutral; Medium; Air, Cold, Extraplanar, Humanoid
Init - +9
Senses – Darkvision 60 feet, Listen +6, Spot +6
Aura - Cold Aura (All creatures within 5 feet take on 1d3 nonlethal cold damage upon failed Will save of DC 11, if he touches someone, this amount raises to 1d4 lethal and DC 13)
Languages - Common, Auran

AC – 40 (+4 Mage Armor, +4 natural, +5 Dex, +4 Force Rings, +7 Leather Armor, +6 Bracers of Armor), Touch 33, Flat-footed 35
Hp - 147 (20 HD)
Immune – Cold
DR – 5/Magic
Fort +12, Ref +13, Will +15
Weakness - Vulnerability to Fire

Speed - 30 ft. (6 squares); Fly 50 ft. (perfect, 10 squares)
Melee Ice Talon (+3 frost great axe, +16, 1d12+1d6+3, within 5 feet –100 , endure elements to wielder CL 10, no balance checks on ice, no movement mods. on ice or snow), Frost Shard Dagger x5 (+2 dagger, +14, 3d6 within 5 feet, Ref DC 17 for half)
Base Atk - +8/+3; Grp - +11/+6
Attack Options – Attack- Ice Talon (+3 frost great axe, +16, 1d12+1d6+3, within 5 feet –100 , endure elements to wielder CL 10, no balance checks on ice, no movement mods. on ice or snow) or Frost Shard Dagger x5 (+2 dagger, +14, 3d6 within 5 feet, Ref DC 17 for half) or Claw (+11 melee, 1d3 + 1d4 cold + 1d4 cold aura +3); Full Attack- 2 claws (+11 melee, 1d3 + 1d4 cold + 1d4 cold aura + 3), Ice Talon (+3 frost great axe, +16, 1d12+1d6+3, within 5 feet –100 , endure elements to wielder CL 10, no balance checks on ice, no movement mods. on ice or snow)
Special Actions - Breath Weapon (Cold, 10 ft. cone of ice shards, 1d4 damage, -4 AC and –2 atk for three rounds)

Spells Known - CL 17,

8th- Polar Ray (75 ft. range, 17d6 cold damage, no saving throw), Summon Monster VIII (summon 1 8th, 1d3 7th, or 1d4+1 from 1st-6th; lasts 17 rounds, 65 ft. range);

7th- Greater Teleport (As with Teleport but with no miss chance and no range limit), Control Weather (2 mile radius, 10 min. casting time, lasts 4d12 hours), Statue (17 hour duration, gains hardness 8, Special: turns into ice instead of stone, hardness turns to ten in cold weather and gains Reg. 1);

6th- Otiluke’s Freezing Sphere (15d6 cold damage, 1080 foot range, freezes 1700 sq. ft. of water, lasts 17 rounds), Stone to Flesh (restore ice statue (see Flesh to stone) within 270 feet), Flesh to Stone (270 foot range, Special: makes ice statue);

5th- Cone of Cold (60 foot cone, deals 15d6 cold damage, Ref save for half dam.), Wall of Force (170 square ft., lasts 17 rounds, 65 ft. range), Persistent Image (makes an image that can include visual, auditory, olfactory, and thermal components and can talk as directed by caster), Baleful Polymorph (65 ft. range, Fort negates, Will to keep special abilities, permanent);

4th- Wall of Ice (270 ft. range, 170 square ft., lasts 17 min), Ice Storm (1080 ft. range, 20 ft. radius, 3d6 bludgeoning + 2d6 cold every round, lasts 1 round), Shape Stone (27 sq. ft., Special: forms ice), Charm Monster (creature believes it is your ally for 17 days);

3rd- Leomund’s Tiny Hut (creates 20 ft. hemisphere hut for 34 hours), Protection from Energy (absorb up to 204 damage from chosen energy), Tongues (speak in any language for 170 min), Sleet Storm (1080 ft. range, 40 ft. radius, lasts 17 rounds);

2nd- Gust of Wind (blows out small fires, makes Med creatures unable to move, knocks back Small creatures), Fog Cloud (270 ft. range, 20 ft. radius, lasts 170 min), Arcane Lock (creates magical lock), Protection from Arrows (17 hours, DR 10/Magic against ranged weapons, after absorbing 100 dam., it is discharged), Shatter (shatters crystalline objects, 65 ft. range);

1st- Mage Armor (+4 AC for 17 hours), Enlarge Person (doubles size, gain benefits as normal), Reduce Person (half size, gain benefits as normal), Magic Missile (5 missiles deal 1d4+1 damg. up to 270 ft. away), Obscuring Mist (20 ft. radius around you, obscures vision), Chill Touch (17 touches deal 1d6 + 1 str if fails Fort save);

0-Level- Ray of Frost (65 ft. range, 1d3 dam.), Mage Hand (5 lb tele. within 65 ft.), Prestidigitation (minor tricks), Dancing Lights (4 270 ft. ranged light for 1 min), Ghost Sound (figments sounds, 65 ft., 17 rounds), Message (whispered conversation for 170 min, up to 270 ft.), Open/Close (up to 30 lb object opens/closes within 65 ft.), Mending (makes minor mending on an of up to 5 lbs), Arcane Mark (puts mark of caster on targeted place).

Spells Prepared - CL 17,

8th- Polar Ray (75 ft. range, 17d6 cold damage, no saving throw)x3, Summon Monster VIII (summon 1 8th, 1d3 7th, or 1d4+1 from 1st-6th; lasts 17 rounds, 65 ft. range);

7th- Greater Teleport (As with Teleport but with no miss chance and no range limit)x4, Statue (17 hour duration, gains hardness 8, Special: turns into ice instead of stone, hardness turns to ten in cold weather and gains Reg. 1 (cast every morning)), Control Weather (2 mile radius, 10 min. casting time, lasts 4d12 hours);

6th- Flesh to Stone (270 foot range, Special: makes ice statue)x2, Stone to Flesh (restore ice statue (see Flesh to stone) within 270 feet), Otiluke’s Freezing Sphere (15d6 cold damage, 1080 foot range, freezes 1700 sq. ft. of water, lasts 17 rounds)x3;

5th- Wall of Force (170 square ft., lasts 17 rounds, 65 ft. range), Persistent Image (makes an image that can include visual, auditory, olfactory, and thermal components and can talk as directed by caster), Cone of Cold (60 foot cone, deals 15d6 cold damage, Ref save for half dam.), Baleful Polymorph (65 ft. range, Fort negates, Will to keep special abilities, permanent)x3;

4th- Wall of Ice (270 ft. range, 170 square ft., lasts 17 min), Ice Storm (1080 ft. range, 20 ft. radius, 3d6 bludgeoning + 2d6 cold every round, lasts 1 round), Shape Stone (27 sq. ft., Special: forms ice)x2, Charm Monster (creature believes it is your ally for 17 days)x2;

3rd- Leomund’s Tiny Hut (creates 20 ft. hemisphere hut for 34 hours), Protection from Energy (absorb up to 204 damage from chosen energy), Tongues (speak in any language for 170 min), Sleet Storm (1080 ft. range, 40 ft. radius, lasts 17 rounds)x3;

2nd- Gust of Wind (blows out small fires, makes Med creatures unable to move, knocks back Small creatures), Fog Cloud (270 ft. range, 20 ft. radius, lasts 170 min)x2, Arcane Lock (creates magical lock), Protection from Arrows (17 hours, DR 10/Magic against ranged weapons, after absorbing 100 dam., it is discharged (cast every morning)), Shatter (shatters crystalline objects, 65 ft. range);

1st- Mage Armor (+4 AC for 17 hours), Enlarge Person (doubles size, gain benefits as normal), Reduce Person (half size, gain benefits as normal), Magic Missile (5 missiles deal 1d4+1 damg. up to 270 ft. away), Obscuring Mist (20 ft. radius around you, obscures vision), Chill Touch (17 touches deal 1d6 + 1 str if fails Fort save);

0-level- Mage Hand (5 lb tele. within 65 ft.), Prestidigitation (minor tricks), Dancing Lights (4 270 ft. ranged light for 1 min), Mending (makes minor mending on an of up to 5 lbs), Open/Close (up to 30 lb object opens/closes within 65 ft.), Ray of Frost (65 ft. range, 1d3 dam.).

Deity - Fharlanghn
Spell-Like Abilities - 1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma based.

Abilities - Str 17, Dex 23, Con 18, Int 10, Wis 15, Cha 25
Special Qualities - Fast Healing 2 (Only if he is touching ice or temp. is 320 F or below)
Feats - Polar Chill (1/day, 20 foot icy ground)(B), Eschew Materials, Combat Casting, Improved Initiative, Weapon Focus (Great Axe), Endurance, Diehard
Skills – Concentration +9 (+13 if for def. casting), Knowledge (Arcana) +7, Spellcraft +20
Possessions – Force Armor rings (+4 AC, 1d4 if touched), Everfull Mug (Can be filled with water 3/day), Phylactery of Change (Polymorph self 1/day for one form, new one each day, can switch from normal to new whenever needed), +5 Leather Armor of Fire Resistance (resists first ten fire damage), Staff of Frost (Ice Storm (1), Wall of Ice (1), Cone of Cold (2)), Bracers of Armor +6, Bag of Holding Type III (Murlynd’s Spoon (creates food of enough per day to feed 4 humanoids), Antitoxin x5, Acid x5, Flask x10, Noble’s Outfit, Flint and Steel, Bedroll, Winter Blanket, Miner’s Pick, Silk Rope (500 ft.), Sack x5, Sledge, Shovel, Spyglass, Tent, Whetstone, Healer’s Kit, Climbing Kit, Grappling Hook, Small Magnet, Ice Axe), Cold Weather Outfit, Snow Goggles.


Woot!! Finally done!!

Vaynor
2005-12-10, 12:50 AM
And here is my awesome portrait, as you can tell my skills are unmatched. Sadly, I don't think I'll win any Art awards. :P

http://i25.photobucket.com/albums/c83/Vaynor/snowguy.jpg

Criticisms are great, any improvements that can be made would really help.

I'm going for:
Best Stick Figure Art
Best Computer Rendered Art
Best Other Art
Best Ally
Best Adversary
Best Character Bio
Best High Level Character (ECL 16-20)
Best Overall
Gorby’s Seal of Approval
Best Realistic/Comic Art

And anything else you think is eligible.

Vaynor
2005-12-31, 02:50 AM
All done now, please criticize, any are appreciated.

Phasm
2006-01-01, 05:32 PM
Very nice... I want to see a battle between Atar Hrive and my version of the Snow Queen now! ;D

I don't recognize some of the spells and items though; are you using Frostburn or something? What does the Polar Chill feat do, for example, and what are the prerequisites (if any)? What do snow goggles do for you?

I thought we were supposed to stick as close to the SRD as possible. (Which is kind of cramping my style, since I really wanted to give the Queen a dominated asperi mount, ice paraelemental servants, and a greater choker of eloquence, but I know not everyone is willing or able to shell out the bucks for extra books.)