Switch Theme:

Ariel, Queen of the wood  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Ariel, Queen of Athel Loren
M WS BS S T W I A Ld
6 5 5 4 4 4 7 3 10
Points: 620pts.


Magic.

Queen of the Fay: Ariel is a level four wizard who knows all the spells from either the Lore of Athel Loren, Beast, Life, or Shadow. Ariel also gets a +1 to cast any spells form the Lore of Athel Loren.

Special Rules.

Ariel has the following common special rules: Fly, Forest Spirit, Terror.

Ariels blessing.
As long as there is another model that can accept a challenge, Ariel cannot, to show how all Elves wish to protect her with there lives. In doing this they gain Ariel’s direct favor, any friendly model in the same unit as Ariel in a challenge improves their ward save by 1.

Earthbind.

Such is Ariel’s power that when threatened the earth itself will rise to defend her. Any model that wishes to charge Ariel and her unit counts as charging through difficult terrain and when Ariel flees the perusing unit role an extra dice and discards the highest.

Aura of the Fey Queen.

Ariel is a truly legendary individual in the warhammer world. All Wood Elf units with 6 inches of Ariel and her unit are immune to panic.

A part of the forest.
Ariel’s connection to the forest is greater then any before and any after her. Her connection grants her +4 ward save which downgrades to a +3 when at least partially in a forest.

Haunting melody.

Even in a swirling melee Ariel sings, her haunting voice find hold deep in the souls of her enemies. A foes that is foolish enough to listen to Ariel’s song fall into a deep, catatonic sleep, never to wake up if the Fey Queen wishes it.

When Ariel is in combat she may forgo all of her normal attacks and instead every enemy unit in combat with Ariel's unit must take a leadership test on a 3d6 using the lowest stat available. Roll a dice for every point over there leadership rolled and on a 4+ that unit takes a wound that allows no armour saves.

Conduit to the forest.

Ariel is a living conduit to Athel Loren, her thoughts are intertwined with the metaphysical power of the intelligence breathing life into the trees to a degree that she understands it better then any before her. Unlike most Asrai spellcasters Ariel doesn't have trick the forest into her needs, for there needs are the same.

Every model in a unit joined by Ariel gains the forest spirit special rule, this allows her to join Elven units.


Magical Items.


The Heartstone of Athel Loren.
A physical representation of the many ties that bind Ariel to the forest of Athel Loren, this gemstone protects her from the effects of hostile magics.
This item grants Ariel a Magic Resistance of 2. In addition, if she successfully dispels a spell targeted at her or her unit, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a magic level and may not cast that spell for the remainder of the game.

Deep wood Staff.
A staff made of the first fallen branch of autumn of the first year of Ariel’s reign. Atop the Staff is the seed shell of the original seed that, from which the oak of ages grew, crystallized over the centuries. This crystal has now absorbed the very life-blood of Athel loren for centuries and this power is utilized by Queen Ariel when she casts her largest spells to grant her the power, and protection of nature.

When casting with three die or more, Ariel can use an extra free power dice in the attempt. This die must be rolled separate from the others. Ariel may then choose to substitute one of the dice she has originally thrown with the free dice. This can be done to avoid or cause irresistible force.

This message was edited 4 times. Last update was at 2013/08/06 00:18:05


 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Looks good. A nice job of updating her for the new game.

She was always a large model, should she have the Large Target rule?

Haunting melody doesn't seem right, by it's description you would expect more of a leadership test to be able to attack her kind of effect.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in au
Terrifying Treeman






The Fallen Realm of Umbar

She's way to cheap at 550 points, giving someone a 2+ ward in a challenge, even if limited to her own unit should be insanely expensive.
But I suppose that it might be slightly balanced by the fact her ward gets worse in a wood for some reason.

The counts as charging through difficult terrain is interesting, since it means her unit never ever wants to charge and always wants to be charged, which is weird.

DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.

 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Thanks for the look it, I've started to think people seem to totally ignore all my threads

That's a good point about the Melody, maybe it could be like 40k psykic screech, which is a leadership test on 3d6. They would then take that many hits that wound on a 5+ Maybe? It would be less directly powerful against most things, but would have good synergy with Lore of Shadow.

The Ward save she grants her 'Champion' is only a 5+, and it wont stack with any other save. It just means you could create her a bodyguard noble and spend more on the weapons, knowing that a bit of his defense is already covered. Her Ward save gets better in a forest, from a 4+ to a 3+, I used the word downgrade because the number was going down, was that not the right way to say it? I was intending for the difficult terrain ability to only effect units charging HER unit, not to effect her unit charging others. But if you think that is interesting, that's a possibility.

Thanks for looking!

*Edit* She is only on the base size of a treekin, so she isn't overly massive. About the same size as a troll or Ogre and they don't have large target (I don't think) but if they do I would add it to her.

This message was edited 1 time. Last update was at 2013/08/03 13:35:42


 
   
Made in pl
Death-Dealing Devastator




Poland

She still is underpriced for 550 points. A wood elf lvl 4 wizard costs 245 pts. He has access to one lore less than Ariel and knows only 4 spells from his choosen lore.

I don't think 300 additional points is enough for one additional lore to choose from, beeing a lore master and all those special items and abilities.
In my opinion Ariel should cost something like 600-650pts.
How about 620pts?

When it comes to Ariel's blessing I think it would be better if the ward save of the combatant would be improved by 2 for the time of the challenge. Since only units with forest spirit rule may join Ariel and they already have 5+ ward save.


Automatically Appended Next Post:
Perhaps she could know the lore of Athel Loren automatically, finally she is the queen of woods.Since Lore of Athel loren is not very powerfull therefore most players will not go for it and will not make use of the +1 to cast for all spells from the Lore of Athel Loren.

This message was edited 1 time. Last update was at 2013/08/05 10:50:17


sergeant of the devestators 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

The way I saw it was that loremasters (High elf ones) know ALL lores of magic, and can take an upgrade that lets them know it all I think, but I could bump her up to 650 but give a special rule that means whatever unit see joins becomes a forest spirit. This is no more powerful then Rhymers Harp (5+ ward save for whole unit) and would allow her to join elf units like eternal guard. Instead of adding 2 to there ward save, how about it added 1. But since any unit she is in gets a 5+, it would be a 4+, but I'm worried about someone running a noble with her with stone of crystal meer, making a 2+ ward. Imagine in massive games if she had a highborn body guard with a 2+ ward, only hit on 6's in challenges and had a spirit sword, he would be invincible! Now I look at her she does have a LOT of special rules, maybe I should drop Eye of Isha to make room for 'Part of the forest' where any unit she joins becomes a forest spirit.

 
   
Made in gb
Ghastly Grave Guard



Uk

I think 600 points is probably accurate. Other than that I love the rules, concept and model!
   
Made in us
Evasive Eshin Assassin





I like the ideas here, well done! I'm going to go through each piece, bit-by-bit. I'll offer ways to tweak her rules as well as price-values.

 ALEXisAWESOME wrote:
Ariel, Queen of Athel Loren - 620pts
M6 WS5 BS5 S4 T4 W4 I7 A3 Ld10


WS5 S4 W4 A3 is better than Spellweavers, and T4 is better than Highborns. I don't think you need to increase any of these stats beyond the Spellweaver except Ld. But, assuming you keep it as is, we'll say +5+20+30+20+20+20 for the boosts.

 ALEXisAWESOME wrote:
Queen of the Fey: Ariel is a level four wizard who knows all the spells from either the Lore of Athel Loren, Beast, Life, or Shadow. Ariel also gets a +1 to cast any spells form the Lore of Athel Loren.


[i]How about +15 for knowing an extra Lore, +35 for Loremaster, and +20 for the bonus to cast. All of these are priced kinda' low, based on existing items/abilities, but let's give her that.


 ALEXisAWESOME wrote:
Special Rules: Fly, Forest Spirit, Terror


+25 for Fly, +5 for Forest Spirit (because she already has a Ward and is immune to Fear, Terror, and Panic from other rules), +30 for Terror

 ALEXisAWESOME wrote:
Ariel's Blessing:
As long as there is another model that can accept a challenge, Ariel cannot, to show how all Elves wish to protect her with there lives. In doing this they gain Ariel’s direct favor, any friendly model in the same unit as Ariel in a challenge improves their ward save by 1.


This feels...eh? I think this and the Aura are basically the same thing thematically; I'd combine them into one slightly beefier rule, to trim down her entry. +15pts

 ALEXisAWESOME wrote:
Earthbind:
Such is Ariel’s power that when threatened the earth itself will rise to defend her. Any model that wishes to charge Ariel and her unit counts as charging through difficult terrain and when Ariel flees the perusing unit role an extra dice and discards the highest.


For the sake of theme, I'd call this something like Awakening Presence, or Fernsnare, or something. It's a really cool idea, but you ought to mention that it's the trees, vines, and grass, too. Just 'cause she's a Wood Elf. +30 for the Difficult Terrain, +15 for the 3d6 when pursuing.

 ALEXisAWESOME wrote:
Aura of the Fey Queen:
Ariel is a truly legendary individual in the warhammer world. All Wood Elf units with 6 inches of Ariel and her unit are immune to panic.


I like how you kept it kind of meh, instead of "all Wood Elf units are Unbreakable" or whatever, like you usually see with this stuff. But I think it's redundant, thematically. See comments on the Blessing. +20

 ALEXisAWESOME wrote:
A Part of the Forest:
Ariel’s connection to the forest is greater then any before and any after her. Her connection grants her +4 ward save which downgrades to a +3 when at least partially in a forest.


Downgrade means "to become less effective". The "+" comes after the number, so it's saying "this number and up", which means that 3+ is a larger window, etc. Does that make sense? +55 (45 for the 4+, +10 for the situational +1)

 ALEXisAWESOME wrote:
Haunting Melody:
Even in a swirling melee Ariel sings, her haunting voice find hold deep in the souls of her enemies. A foes that is foolish enough to listen to Ariel’s song fall into a deep, catatonic sleep, never to wake up if the Fey Queen wishes it.
When Ariel is in combat she may forgo all of her normal attacks and instead every enemy unit in combat with Ariel's unit must take a leadership test on a 3d6 using the lowest stat available. Roll a dice for every point over there leadership rolled and on a 4+ that unit takes a wound that allows no armour saves.


A weird rule. I'd make it less direct and simpler. Something like, "any enemy unit within 6" of Ariel suffers -1WS, -1I, and -1Ld", or "any models in base-to-base contact with Ariel must make a Ld test must take a Ld test on 3d6, ignoring the lowest, or be unable to attack and are hit automatically this phase". Also, you don't ever use the lowest Ld available. Making her an exception to that is overly complicated and confusing. As-is, I'd price it at...35pts?

 ALEXisAWESOME wrote:
Conduit to the forest: Ariel is a living conduit to Athel Loren, her thoughts are intertwined with the metaphysical power of the intelligence breathing life into the trees to a degree that she understands it better then any before her. Unlike most Asrai spellcasters Ariel doesn't have trick the forest into her needs, for there needs are the same.
Every model in a unit joined by Ariel gains the forest spirit special rule, this allows her to join Elven units.


A cool idea. +80pts

 ALEXisAWESOME wrote:
Magical Items


The Heartstone of Athel Loren:

A physical representation of the many ties that bind Ariel to the forest of Athel Loren, this gemstone protects her from the effects of hostile magics.
This item grants Ariel a Magic Resistance of 2. In addition, if she successfully dispels a spell targeted at her or her unit, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a magic level and may not cast that spell for the remainder of the game.


This thing is the only aspect of her I actively don't like. Being able to drain Wizard levels and spells from anywhere on the table is crazy-good. Especially since it doesn't take any effort on the Wood Elf part; you don't want that spell going off anyway. How about something like "MR3, and enemy Magical Vortexes that would pass over Ariel or the unit she has joined scatter D6" before touching them" or whatever? As-is, I'd say...30pts for the MR, then 60pts (+45 for level drain +35 for spell loss -20 for Ld).

 ALEXisAWESOME wrote:
Deepwood Staff: A staff made of the first fallen branch of autumn of the first year of Ariel’s reign. Atop the Staff is the seed shell of the original seed that, from which the oak of ages grew, crystallized over the centuries. This crystal has now absorbed the very life-blood of Athel loren for centuries and this power is utilized by Queen Ariel when she casts her largest spells to grant her the power, and protection of nature.
When casting with three die or more, Ariel can use an extra free power dice in the attempt. This die must be rolled separate from the others. Ariel may then choose to substitute one of the dice she has originally thrown with the free dice. This can be done to avoid or cause irresistible force.


This is a really cool item. Why the 3-die restriction, though? As-is, I'd put it at 30pts? Mathematically, it averages out to approx. +1 to cast, which would be 35pts, then there's the 3-die restriction, so -10 or 15, and then the versatility of getting/losing IF, so +10-20?


So 245 for a basic lvl4 Spellweaver, 5+20+30+20+20+20 +15+25+20 +25+5+30 +15+30+15+20+55+35+80+60+30 = 820pts

 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Oh wow, that's a LOT of points. I carried a lot of stuff over from another HomeBrew at Asrai.org and added my own stuff. On the stat-line I wanted her to look like a demi-god rather then an elf, more forest spirit-y. But I do get that it might be a bit much, so I would go down to WS/BS 4, W to 3 and I to 6, I will keep strength and toughness because she is a big model. I will swap terror to fear, just because ALL forest spirits have it. The Aura thing makes sense, her rules list is a little long...

On the earthbind, I took that from the earlier version. I thought it made sense, because it was the Earth binding the enemies, although I might change it to either 3d6 minus highest for perusing OR difficult terrain, I would want her to fit under 700 (preferably 680 tops). On immune to panic, i think i could just as easily increase her Inspiring presence to 18 inches and be just as effective. For the song I like the Minus WS, I and LD, but the original idea was to use lowest leadership because that's usually the majority. 80pts for the conduit is a bit steep, I'd compare it as Rhymers Harp as both give 5+ ward (Harp grants a TRUE ward) and both have other befits such as swiftstride or Immune to psych, Harp is 50pts.

Heartstone was a carry over, but i think i would just swap to forget the spell rather then lose the level. Most wizards have a good chance to pass LD test anyway. 3 die restriction was to stop her spamming the hell out of one dice spells, knowing she'd have to roll a double one to lose concentration. It also is very good miscast protection. Thanks for the look in, with those changes do you think i could fit her under 700? (2800pt games are beyond my army :( )

 
   
Made in us
Evasive Eshin Assassin





The concept of her being somewhere between an Elf and a Dryad is cool and makes sense. So she's basically a Lord-level Branchwraith, stat-wise, right?

Since she's a larger model and has Ld10, maybe that's all she needs? Keep her points down and her entry simpler.
18" Inspiring Presence is far better than Immune to Panic within 6".

Earthbind is interesting...but maybe something more thematic and simpler? Treesinging as a bound spell, or even as an automatic effect at the beginning of each Magic phase?

Not sure what you mean about the Song, about the lowest Ld being the majority. Every other rule ever uses the highest in the unit or on the model. Sure, she's singing at people. But those with a higher Ld can get their weak-willed comrades to snap out of it.

For some reason, I was thinking that the Harp was 75pts. And I've spent so much time on my own Fandex, I forget that the Forest Spirit save is crap. I'd drop it from 80 to 60pts. Fear is great, but ItP is almost a liability in a Wood Elf list.

I'd put a limit on the Heartstone, though. Maybe it can only "hold" one spell at a time, but she can choose to give that one back to the wizard if she's successfully dispelled another?
...or just give her MR. Or make enemy Wizards roll 3d6 for Miscasts and ignore the highest, or something.

The Staff lets you roll an extra die, and use that die's result instead of one of the others you rolled, right? So if you try to one-die a spell, there's a 1in 9 chance of Not Enough Power (1&1, 1&2, 2&1, 2&2).
And while Miscast protection is great, it's also preventing IF. I'd call that a wash.

-30 for Terror, -15 for simplifying Earthbind, -20 for the Aura (that should only have been 10pts, by the way. Sorry 'bout that), -20 for Conduit, -45 for the Heartstone,+5 for the Staff, so 820-30-15-20-20-45+5= 695pts.

 
   
Made in us
Charging Bull




For the most part I like what you have, but a few things stand out, Here are my recommendations:

She is a spell caster first, and a fighter second. I am thinking make her, WS4 BS6 . Fits more with the rest of the Lords/Heroes of the Wood elves.

Spell choices, I do not know If I like the idea of Wood Elves with access to Shadow, Light would be more fitting. Make here Lore master of whichever one she chooses,

Arials Blessing, Change to any other model that can accept or issue a challenge must do so. Add she always passes Look out sir roles.

Earthbind: Change to Models charging into base contact with Ariel take dangerous terrain tests. A failed test initiates a LD test ont he Unit and causes panic. The charging unit counts as having failed a Fear check in the first round of combat, unless they are Immune to psychology.

Aura of the Fey: Simplify this to the unit she joins is immune to Psychology. All Friendly units within 18” of Ariel my user her inspiring presence

Part of the Forest: Good.

The Heartstone of Athel Loren.
A physical representation of the many ties that bind Ariel to the forest of Athel Loren, this gemstone protects her from the effects of hostile magics.
This item grants Ariel a Magic Resistance of 2. In addition, if she successfully dispels a spell targeted at her or her unit, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a magic level and may not cast that spell for the remainder of the game.


Way to OP. Make it more like, If Ariel Successfully dispels a spell with a roll of 2 or more 6's she gathers the Mystical Powers of the forest, and locks that spell away in the Heart stone, Only one spell may be locked away in the Hearston at any time. So long as that spell is locked away, No Wizard on the table may attempt to cast that spell, as it has been erased from time itself. If the heartstone is destroyed, or Arial is removed for the table for whatever reason, The spell is returned to who even knew it. Arial may chose to release a captured spell and capture any new spell that she is able to dispel with 2 or more 6’s.

Not sure about the Deep wood Staff, They took similar thinks away from other Wizards. Maybe once per Friendly Magic phase, before the dice are rolled to cast a spell, Ariel can chose to throw an extra dice, this dice can be used in exchange for the lowest dice rolled. This extra dice can be used to cause Irresistible force, however if a one is rolled, the Staff splinters, and cannot be used for the remainder of the game.

These changes to me would keep here in the 600-650 point range.

2011 Throne of Skulls Champion (Lord of the Rings)
 
   
Made in ca
Preacher of the Emperor




At a Place, Making Dolls Great Again

I hope they bring her back, I always wanted to make a faerie army... I just loathe GW's tree spirit models... would need to buy a lot of other companies' models... be fun though

Make Dolls Great Again
Clover/Trump 2016
For the United Shelves of America! 
   
Made in us
Evasive Eshin Assassin





cawizkid wrote:
She is a spell caster first, and a fighter second...Fits more with the rest of the Lords/Heroes of the Wood elves.


A good point, but try comparing her to a Branchwraith. Her and Orion are Elves only in the most vague of terms, now.

cawizkid wrote:
Spell choices, I do not know If I like the idea of Wood Elves with access to Shadow, Light would be more fitting.


Really? Wood Elves are all about sneaky, borderline-evil tactics. I mean, Athel Loren is a minor Chaos God, with Dryads and such as her daemonic servants. They're just (a little) less bloodthirsty than the others.

cawizkid wrote:
Arials Blessing...Add she always passes Look out sir roles.


Why?

cawizkid wrote:
Earthbind: Change to Models charging into base contact with Ariel take dangerous terrain tests. A failed test initiates a LD test ont he Unit and causes panic. The charging unit counts as having failed a Fear check in the first round of combat, unless they are Immune to psychology.


This is a bit too clunky for my tastes. You've got four models making a Dangerous Terrain test, the unit maybe testing for Panic, and then they all go to WS1 for a turn? I'd say either: charging units take Dangerous Terrain tests, or cut this rule out all together.
Simplicity all the way.



Automatically Appended Next Post:
 Rainbow Dash wrote:
... I just loathe GW's tree spirit models... would need to buy a lot of other companies' models... be fun though


Even the Dryads? I always thought they looked pretty damn cool.

This message was edited 1 time. Last update was at 2013/08/28 17:44:15


 
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

I like the idea of trapping a spell in the heartstone, thats better then simply losing a magic level. What if i change it to when an enemy wizard miscasts, after the effects have been resolved Ariel can use the heartstone to on a 3+ she can 'Trap' that spell, so no other wizard can cast that spell while it is trapped. She can only trap one spell at a time, and may release a spell to catch another one. If Ariel succeeds in catching the spell, the enemy wizard does *NOT* take the effects of the miscast, as they have been dissipated by the Heartstone.

This means that she can catch spells easily, but its not a clear cut choice if she should because the miscast she is saving them from could do more damage then 'Trapping' the spell ever could (Like sucking him into the warp). Opinion on that?

 
   
Made in us
Charging Bull




 ALEXisAWESOME wrote:
I like the idea of trapping a spell in the heartstone, thats better then simply losing a magic level. What if i change it to when an enemy wizard miscasts, after the effects have been resolved Ariel can use the heartstone to on a 3+ she can 'Trap' that spell, so no other wizard can cast that spell while it is trapped. She can only trap one spell at a time, and may release a spell to catch another one. If Ariel succeeds in catching the spell, the enemy wizard does *NOT* take the effects of the miscast, as they have been dissipated by the Heartstone.

This means that she can catch spells easily, but its not a clear cut choice if she should because the miscast she is saving them from could do more damage then 'Trapping' the spell ever could (Like sucking him into the warp). Opinion on that?


I do not see this as being better or worse, as you have already stated that the effects go off, I would put this item around 75 - 100 points

I would make it: Any time Irresistible force is used by an enemy caster to cast a spell or a friendly wizard to dispel a Spell, Ariel summons the powers of the Forest and can use the power of the Heartstone to capture that spell and lock it away in the Heartstone on a roll of a 3+, Spells locked away in the Heartstone are forgotten from time itself, No wizard on the battle field may attempt to cast this spell so long as it is locked away. If a spell is cast with Irresistible force however the spell still goes off as normal, but If Ariel successfully uses the Heartstone to capture the Spell, the Wizard is saved from any affects of the miscast. The Heartstone can only capture one spell at a time, but Ariel may chose to release a captured spell in order to capture a new spell that has been cast or dispel with irresistible force . Should the Heartstone be destroyed, or Ariel be removed from the game, the spell is instantly returned to all wizards who know it.

2011 Throne of Skulls Champion (Lord of the Rings)
 
   
 
Forum Index » The Old World & Legacy Warhammer Fantasy Discussion
Go to: