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| Lleugh Gryfes, Seeker of the Winds; Might as well post mine | |
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| Tweet Topic Started: Aug 8 2011, 10:10 PM (151 Views) | |
| Tome | Aug 8 2011, 10:10 PM Post #1 |
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Seeker of the Winds
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Lleugh Gryfes, Seeker of the Winds - 455 Points Infantry Lleugh Gryfes was originally known under another name as a proficient, though hardly notable Wizard of the Jade Order. During his travels as an Apprentice, he observed many of the cruelties and injustices that the Empire inflicted upon it's people. His attempts to help were refused, violently in some cases, and he grew disenchanted and bitter. He could not stand to sit by and let this suffering continue, but so ingrained was it into the systems and governance of the lands that to oppose it would be to oppose the Empire itself. And that would take power he did not have. So much power, in fact, that he could see only one recourse to acquire it. Abandoning his former life, he fled to the north, venturing into the Chaos Wastes to seek power from the Chaos Gods. Swearing himself to Tzeentch, for who better to grant the power to change the world the world than the Changer of Ways, he threw himself against the challenges of the wastes. He lost his name when a Sorceress enslaved him an powerful enchantment, winning free by tricking her into giving him a new name, which he bears to this day. His spear he stole from the former warband of the Chaos Lord Keltair, who had met his fate when the spear's burning poison splashed into his own eyes in the midst of battle. He subdued the Dragon Fangrim in Tzeentch's name, offering it's broken body as a vessel for the creation of a new Chaos Dragon, for which Tzeentch gifted him with a limited invulnerability - wherever the dragon's blood had touched him when he battled it, no blow could harm him. Other Gifts were granted to him for other great deeds, including the services of the Warp Beast known as the Hound of Loss, but it is not yet enough, and so he leads his warband onwards in search of ever greater glory, hoping that Tzeentch will grant him the power he needs. And the Great Conspirator laughs at his struggles, amused by the actions of this deluded fool - it is this, and this alone, that has seen Lleugh to the success he has won thus far. M:4 WS:7 BS:3 S:5 T:4 W:3 I:6 A:4 Ld:8 Equipment: -Chaos Armour -Shield -Ruin of Keltair |-Attacks made with this magic spear benefit from the Flaming Attacks and Poisoned Attacks special rules. -Blood of the Dragon |-Grants a 4+ Ward Save. Special Rules: -The Will of Chaos -Eye of the Gods -Mark of Tzeentch -Whim of the Winds |-Lleugh is a Level 4 Wizard with the Mark of Tzeentch. Instead of using the Lore of Tzeentch, as he otherwise would, he instead knows all spells from a randomly determined Lore. The Lore used by Lleugh must be determined at the start of each turn by rolling on the following table:
Options: -May be accompanied by the Hound of Loss for 45 Points. OR -May instead be mounted upon the Hound of Loss for 45 Points. OR -May be mounted on Fangrim for 360 points, using the stats for a Chaos Dragon from the Warriors of Chaos army book. --------------------------------------------------------- The Hound of Loss Monstrous Beast M:8 WS:4 BS:0 S:5 T:5 W:2 I:4 A:2 Ld:7 Equipment: -Barding Special Rules: -The Will of Chaos -Fear -Regeneration -Scaly Skin (6+) -By His Side |-The Hound of Loss can never venture more than 12" from it's master, and will always move to keep pace with him. If some effect moves either Lleugh or the Hound so that the Hound is no longer within this radius, move the Hound the minimum distance required to place him within 12" of Lleugh again. If Lleugh joins a unit, the Hound of Loss will automatcially join the same unit, even if it would normally be unable to do so. The Hound will even accompany Lleugh into challenges, fighting alongside him. Any kills scored by the Hound of Loss are considered to have been made by Lleugh for the purposes of awarding rolls on the Eye of the Gods table, and the Hound shares the results of any rolls that Lleugh makes on said table. If Lleugh is slain, the Hound of Loss gains the Unstable Special rule as it begins to vanish back into the Warp. --------------------------------------------------------- Most of his stuff is drawn from Irish, Welsh and Norse mythology, with the names suitably bastardised to GW standards. The name in particular derives from Lleu Llaw Gyffes. He's primarily a caster, but can fight at a similar level to a properly kitted out Exalted Hero. His real draw is his randomly determined Lore. His stats use an Exalted Hero as a starting point, he just gets an extra Wound to bring him up to the Lord level Wound total. This also puts him at +2WS, +1S, +1I and +1A over a normal Sorcerer Lord. His weapon is based on the Lúin of Celtchar, a spear from Irish mythology. Poisoned and Flaming attacks give him a chance against monsters, but aren't an instant win. Most other opponents won't even notice. The Dragon's Blood item is drawn from the myth of Sigurd, from Norse mythology, becoming invincible by bathing in the blood of the dragon Fafnir. In LLeugh's case, it's a Gift he received after slaying a Chaos Dragon and bathing in it's blood. The Whim of Winds rule is my main reason for giving him custom rules instead of just sticking with a properly kitted out Sorcerer Lord. I like a bit of randomness, though this doesn't actually make him any stronger. Can you imagine rolling Metal when facing off against Chaos Demons? The Hound of Loss is derived from the Hound of Lugh (Irish mythology again here). Also, from the fact that I've made an awesome Canis Wolfborn conversion to use for it. :P |
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| Samael | Aug 9 2011, 03:47 AM Post #2 |
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The Chosen
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What about if you roll each turn for his lore? That will ensure that any really bad lores don't ruin you for the entire game. Just a turn (or 5 if you are me). |
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| Blood-Spattered Angel | Aug 9 2011, 03:45 PM Post #3 |
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The Chosen
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I'd have to agree with Samael that the random lore is a bit of a kick in the teeth for you if you roll the wrong one, and loremaster means that it's a kick in the teeth for your opponent if it's the right one. In fact it seems a bit too much like a game being decided by a pre-game dice roll. That said, I like the idea of a Tzeentchian character with alternate random lores. As a suggestion (bound to be shot down by someone who has put more than 5 minutes thought into this):
One other comment: if a special character has equipment/steed options then they're not exactly special characters. |
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| Destandor | Aug 9 2011, 05:30 PM Post #4 |
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Jailor of Hated Magic
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Don't say that - malekith can chose to ride on a dragon, chariot or cold one, and Morathi can chose whether she ants a lance or a sword. Otherwise I like this. Fun with switching lores. Seems a bit fun too that he is the seeker of the winds, while Destandor also is in a way, but with a completely different purpose. |
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| Tome | Aug 10 2011, 01:44 AM Post #5 |
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Seeker of the Winds
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Yeah, that's probably a good idea. That ought to make sure there are no "Roll Metal versus WoC, win before the game even begins" situations. It's no fun for anyone if the game is already decided by a single dice roll before the game even begins.
Exactly, there's actually a fair few precedents for special characters with the option for a mount. The Seeker of the Winds bit is twofold actually. He's seeking the winds of change, metaphorically, and seeking greater control over the winds of magic, literally. Or something like that. :P
Tzeentch's sacred number is 9. The reasons for the Lore of Tzeentch showing up on a die roll of 9 should be obvious. :D The Lores for the most common results are all the Lores that he'd have access to normally, save Death, which gets shunted to 4 for the whole "4 is Death" thing. If I could think a decent numerical association for any of the other Lores I'd have used those as well. But yeah, this guy is a caster first and foremost. Paying 455 points for a Level 3 Tzeentch Wizard with Hero level combat stats? No thanks, I'll stick with my 375 point Level 4 Heavens Wizard carrying the Infernal Puppet instead, he's a much better caster. Or, hell, I'll just use Villitch instead - he's a Level 4 with Loremaster, a unique and powerful Arcane Item and hero level combat stats. The drop from Level 4 to Level 3 is fairly noticeable, and just having a random spell from another Lore tacked onto Tzeentch is pretty indistinct from just playing a Tzeentch with a Bound Spell. |
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10:46 PM Jul 11