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Tales of Arnesia: Iron Heroes
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<blockquote data-quote="ShaggySpellsword" data-source="post: 4158330" data-attributes="member: 17626"><p>Maximalus "Max" Glamis</p><p></p><p>A human child, shipwrecked, found, and raised amongst High Elves, Glamis has never fit amongst any community of humans. Growing up hearing stories of ancient Gods, ancient magics, and the powers that once were weilded, Max started researching and asking questions of his parents. During his time amongst the elves, Max learned much...too much...and was eventually cast out for his questioning. Now, after years of wandering the world, seeking true magics, and adding to his own considerable abilities to draw safely on powers well beyond normal mortals, Max has found himself in Laehll, trying not to look too much like an insane sorcerer, and hoping to prove that not all of those in touch with the anceint ways will inevitable go crazy.</p><p></p><p>Concept: Berzerker 5. His berzerkiness=magic in his mind. Weather that is true or not is up to the DM to decide. His Berzerk tokens represent prayers and righteous rage he builds up on the battlefield, until he enters into one of his divine trances. He'll walk around in just sack-cloth robes (and Berzerker DR), carrying a simple quarterstaff. My talents will likely be Child of Faith (Fanatic) and Prodigy (Combat Instincts) and I will focus more on Wisdom to drive my attacks that Strength. FInally, I expect that my feat focus will be aorund combat instincts, Foehammer (useable with a quarterstaff), and Two-weapon fighting (for the quarterstaff's double weapon nature.)</p><p></p><p>Still working on character sheet.</p></blockquote><p></p>
[QUOTE="ShaggySpellsword, post: 4158330, member: 17626"] Maximalus "Max" Glamis A human child, shipwrecked, found, and raised amongst High Elves, Glamis has never fit amongst any community of humans. Growing up hearing stories of ancient Gods, ancient magics, and the powers that once were weilded, Max started researching and asking questions of his parents. During his time amongst the elves, Max learned much...too much...and was eventually cast out for his questioning. Now, after years of wandering the world, seeking true magics, and adding to his own considerable abilities to draw safely on powers well beyond normal mortals, Max has found himself in Laehll, trying not to look too much like an insane sorcerer, and hoping to prove that not all of those in touch with the anceint ways will inevitable go crazy. Concept: Berzerker 5. His berzerkiness=magic in his mind. Weather that is true or not is up to the DM to decide. His Berzerk tokens represent prayers and righteous rage he builds up on the battlefield, until he enters into one of his divine trances. He'll walk around in just sack-cloth robes (and Berzerker DR), carrying a simple quarterstaff. My talents will likely be Child of Faith (Fanatic) and Prodigy (Combat Instincts) and I will focus more on Wisdom to drive my attacks that Strength. FInally, I expect that my feat focus will be aorund combat instincts, Foehammer (useable with a quarterstaff), and Two-weapon fighting (for the quarterstaff's double weapon nature.) Still working on character sheet. [/QUOTE]
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