New character idea
#15
Here's some character description if it was added to D2, as blizzard descriptionish as I can make it.

Unknown to the rest of the magic world, one sect of the priests of Rathma long ago split from the major group. These sorcerers were not interested in the studies of life and death, prefering the study of beings from other realms. When demons came into the world, they naturally attracted the attention of the enchanters who sought to understand and control demonic forces. Long before the vizjerei wars of Bartuc and Horazon, these enchanters fought their own secret, smaller scale battles between the corrupted ones and those still under their own control. Each side learned to control demonic forces in its quest for control of the group. However, the corrupted ones quickly got too ambitious, taking their fight out into the open, attracting the attention of other forces in the world, and they were promptly eliminated. The ones who had kept control of their own minds studied those who hadn't, learning how to keep themselves in control of the demons, and not the other way around.

This group learned the secrets of the realm gateways, creating entrances to the burning hells where the demons spawn from. In small excursions, the enchanters learned the secrets of this realm, from the types of creatures that inhabited it to the energies permeating it. Some creatues they learned to control, some they developed spells to defend themselves against. They learned to combine demonic energies with earthly elemental ones, and to use thrown and shot weapons for self defense.

Since summoning demons would invite attack of other humans, these corcerers have never used their summoning skills, instead summonig their minions, they use their weapon skills and other spell that have earned them their name of enchanters. Because of their secretiveness, there have never been many enchanters in the world. With the return of the three, enchanters have emerged from hiding to use their full powers against the minions of the three. They have been the the burning hells, and have seen firsthand the destruction the prime evils would unleash on their homeland.

Skill descriptions: Demon summoning:
Worms: All warriors who have been to hell seen the viscious and disgusting flesh worms. Not directly in service of the prime evils, but with a hunger for flesh not adequately fed by tortured souls in the dry plains of hell, they swarm and attempt to ingest any who travel through. Because they are not in service of the lords of evil, they are easy and safe to control by the enchanters, and their hunger helps them heal from any enemies they attack.

imp: Many others have tried to domesticate these clever creatures, only to be cut up and turned into imps themselves. Only enchanters have studied and practiced controlling these creatures sufficiently to use their powers for themselves. Imps teleport around the battle, throwing fireballs at any who attack.

freed damned: Some of these are trapped souls, some are remorseful ones who were sent to hell. Having been tortured for who knows how long, they are only happy to serve the enchanters and inflict tortures on the demons they had been vistims of. Inflicting blindness, slownessm, curses, and more on those enemies of their enchanter, they are valuble support in any combat.

Hellhound, sometimes under evil lord control, sometimes not, hellhounds are fast, fiery creatures who love the hunt. Their bites add fire to the damage their teeth can cause. Hellhounds do nut suffer the extreme hunger of the flesh worms, however, and the are thus harder to control.

Balrog: Balrogs are created from the hottest parts of hell, and their fiery breath and swords are used by the prime evils to protect all regions of hell. They have been studied extensively by enchanters do to their commonness in hell and their size and power. Balrogs controlled by enchanters almost exclusively attack with their fire breath, being denied swords by their new masters.

Overseer: Overseers are commanders of the armies in hell. Although the lords of evil tend towards chaos, they have recognized the need for commanders to organize their armies and constructions. The large and strong overseers were a natural choice for this, and are used in demonic armies everywhere. Enchanters can get onverseers to join their armies and add power to the troops already summoned.

Energy beast: These beasts bodies barely contain the demonic energy that gives them their name. Energy beasts are some of the most dangerous enemies in hell, throwing out fire and lightning balls at any who attack. Even the lords of evil have problems controlling these beasts, but with their experience with elemantal energy, some very skilled enchanters can manage this.

Lava beast: As the name suggests, lava beasts are beings made of lava. They are formed in the liguid rock in the lower readhes of hell, and skilled enchanters can draw it out of the lava and into a different realm, And in return they get a creature whose blows contain both heat and solid rock, and that are hard to dent or destroy.

Lord: Higher level than overseers, the most highly skilled enchanters can capture these masters of demonic energies and use them to enhance their own troops. Using its spells and enhancing the elemental damage of others makes the skill and energy needed to control this beast worth it.

Doom beast: Diablo himself takes the form of one of these mutants even by hell standards. Absurdly huge and power, there is nothing funnyabout the blows this creature deals or the ability to take punishment this creature bring to bear. Any enchanter who controls one of these is well respected by others due to the difficulty of successfully controlling one.

Enchantments:

Brute enchantment: a simple spell that uses both demonic and earth power to add to the force a weapon does. Enchanters regularly use this spell for small fights, although it is useful in bigger battles too.

Agression enchantment: brings out some inner anger on whoever it is used upon, increasing the speed with which they attack and cast spells. Hoever, this agression eventually runs its course, leaving the subjectin its normal state.

hunters enchantment: useful against creatures from the earth realm, this spell increases the accuracy and killing power of anything against animal type monsters.

protectors enchantment: In hell there are undead as well as demons, andenchanters have devised this spell to help their defense against these strange beings. Not having lost all the knoledge of the priests of rathma, enchanters use this understand to increase accuracy and damage against undead beings.

frenzy enchantment: using demonic forces to drive the rage further upward in the subject, this enchantment further increases attack speed and damage of whoever it's used on, but with less concern for their own harm, the subject looses some ability to defend themselves. After a short time this demonic energy dissapates, leaving its subject as before.

fire enchant: similar to what sorceresses can do, except enchanters draw more on demonic energy than the Zann esu would dream of.

Bloodlust enchantment: more demonic energy turns the subject into a mindless attacker driven by a thirst for blood above all else. However this rage cancels a concern for defense, and causes some bodily damage to the one it gets used on. This demonic energy dissapates quicker due to the increased amount of it.

Wardens enchantment: enchanters mainly study demons, so it is no surprise that they have learned ways to enhance warrior's damage against those beings. This enchantment was often see nduring the sin wars on the earth realm, and is partially responsible for stories of demon fightning heroes.

lightning enchantment: the enchanter's most complex elemental enchantment, the power of lightning is harnessed through a combintaion of energies from both the earth realm and the burning hells. The result adds electrical power to all blow inflicted by anyone this is used upon.

Posession enchantment: actually summong a demon spirit into the body of a fellow soldier, the enchanter enhances the subjects combat ability. The spirit adds power and speeds up all processes, physical and mental, of whoever it has been merged with, making them far more powerful than normal, however the spirit also consumes he life of its host to feed this energy, possibly kiling them depending on how healthy they are. If the host somehow doesn't die from the spirit's feeding, it quickly rejects the demon spirit, sending it into the void again.

ranged mastery: during the battles between corrupted and non-corrupted enchanters, the non-corrupted ones needed some skills that the corrupt ones would not be able to master due to their minds not being their own. One smart non corrupted learned to use thrown and shot weapons, allowing them to contribute the the fight against the non-corrupted's demons, and helping to slay from far away those controlling the demons. Later, these skills with ranged weapons proved useful for the hall excursions when using demonic powers was a questionable idea.

electric arrow: controlling lightning damage, the enchanter imbues its power into an arrow, adding electricity to the shot. The longer , thinner arrows are better for carrying the energy of lightning than thicker thrown weapons, and enchanters do not have the favored gods of the amazons who prefer javalins for electrical delivery.

fire throw: Demonic powers are nwturally channeled in the form of fire, and this spell uses the mto add fire damage to a throw. The larger knives, axes, and javalins are better built not to be consumed by the fire energies contained in them than arrows. (javalins are like arrows, but I wanted to add an explaination for thrown only and needed something about javalins)

snipe: Non corrupted ones learned to stay hidden in any area and better pick their targets for a deadly attack during the battles with the corrupted. The corrupted would stand out in the open, an easier target for the non-corrupted to take them and the demonic armies under their control with one powerful shot. This useful tecnique has been passed down over thousands of years and remains useful today.

split: shooting their weapons harder than normal, some enchanters learned to cause weapons to split intos several pieces after a first target was hit. Depending on the size of the target, these pieces would either continue and hi a other enemies, or put more holes in the first one.

splatter: another piece of knoledge retained fro mthe priests of Rathma is the knoledge of how energy is contained in living and dead beings. Knowing this, the enchanters know how to throw a weapon that not only burns th target, but also transfers to it a certain type of fire energy that takes a little time to dissapate. The living being contains this energy just fine until it dissapates, but upon death the fire energy explodes out of the body, injuring those in the area.

shocking arrow: enchanters add lightning energy to an rrow that escapes in a circle of electrical energy, shocking enemies in an area around the first hit.

fire trail: adding more fire energy than can be contained by the thrown weapon, this energy escapes in a trail along the ground, setting it on fire. On hitting the target, this energy explodes in a dangerous display of flames that set the ground on fire in lines leading away from the target. These flames burn all who touch them.

Thunder arrow: adding more lightning energy than an arrow can contain, this energy gets released from the target as several bolts that arc among several targets until the energy is finally spent. Whole armies can be injured with this spell.

Shrapnel: both weakening the weapon and shooting it harder, skilled enchanters wth wepons can pulverize their shots into hundreds of little pieces that fly away from the target and cause damage to everything in the area. Do not underestimate the force thses objects carry, as some creatures die from a few pieces of the shrapnel unleashed.

A lot of these descriptions are ripoffs of the areat summit and manual descriptions, and the demon summonign idea came from world of warcraft. Most of the deatils are mostly stuff I made up. Dang blizzard stole an infermo lord spell from me.


Now for an evil/D3 story idea if a similar character is in D3:

There have always been humans who have tried to capture and use demons for their own ends. The most famous of these were Horazon and Bartuc, but there have been many others. After the freeing of Baal, he sought of those who had studied these skills, further corrupted their minds, and taught them the secrets of summoning demons, as well as told them to learn to use earth powers to enhance the demon armies. Baal planned to use them to lead the attacks of his demon army and conquer places before his army could reach them.

With the defeats of the prime evils these corrupted humans lost their leaders and much of the twisted purpose of their lives. With no where to go and without anybody to tell them what to do, these lost souls have offered their skills to anyone who will give them leadership and something to do with the skills they have. (basically, they had become slaves to Baal and now have no one to make decisions for them or tell them what to do, so anyone who is willing to take command of them gets their services. Think screwed up ronin from samuri stories at least that's where I got the idea)

Edit:Here's where some of the creature ideas come from. Some of this stuff doesn't fit with the D1 storyline, but it was fun writing it for me.

Edit #2: really, I posted this character for suggestions. Anyone else have any? I can't be the only one thinking of new characters.
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Messages In This Thread
New character idea - by Minionman - 08-17-2004, 09:03 PM
New character idea - by Guest - 08-17-2004, 10:25 PM
New character idea - by [wcip]Angel - 08-17-2004, 10:29 PM
New character idea - by crumpuppet - 08-19-2004, 12:25 PM
New character idea - by Minionman - 08-19-2004, 01:03 PM
New character idea - by Guest - 08-20-2004, 03:25 AM
New character idea - by crumpuppet - 08-20-2004, 07:19 AM
New character idea - by Guest - 08-20-2004, 11:22 PM
New character idea - by adeyke - 08-20-2004, 11:28 PM
New character idea - by Crystalion - 08-21-2004, 02:00 AM
New character idea - by Minionman - 08-23-2004, 02:16 AM
New character idea - by Assur - 08-23-2004, 08:22 PM
New character idea - by Assur - 08-23-2004, 08:23 PM
New character idea - by Minionman - 08-24-2004, 12:49 AM
New character idea - by Minionman - 08-25-2004, 02:30 AM
New character idea - by Minionman - 08-26-2004, 02:27 AM
New character idea - by crumpuppet - 08-26-2004, 07:57 AM
New character idea - by Minionman - 08-26-2004, 04:05 PM
New character idea - by crumpuppet - 08-27-2004, 07:21 AM
New character idea - by Minionman - 08-27-2004, 01:46 PM

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