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TheWerdna
2009-09-12, 09:31 PM
Basically as the thread name says, talk about your characters you have had or are playing now. Talk about how you RP them, what class and other details.

Rixx
2009-09-12, 09:37 PM
*swallows an asprin*

KillianHawkeye
2009-09-12, 09:58 PM
Okay.... :smallconfused:

Why don't you go first?

oxinabox
2009-09-12, 10:45 PM
well i'm playing myself in a nwod Ctl game.
and it was selfevaluation stat yourself as you will.
and well i'm feeling underpowered.
I was kinda critical with my stats so.
and other players wern't.
eg i put 1 dot in brawl, cos i know how to fight (grew up rough and tumble with my brother, we fought alot. good times)
But I hadn't had any martial arts training so I didn't put more.
were as another party member, whos the small 'pretty boy' was quiet unbashed and put 2.
also put 4 in science which is equivilent to a PHD.
Just kinda irks me.
He's welcome to the pretty stuff, he can have 8 in suduction rolls, he really is that pretty.
But other than that, which i can get over, stats don't matter this is RP, plus i can knock down a building pretty easy (using magic), so WIN.
Playing you self in a horror,version of the real world is a really cool and intersting. also darkly creepy, when you try to see how far you would go.
for instance i realised that if someone had been impersinating me (eg my fetch) it actually makes me mad enough (the thought that they could have hurt my friends) that even knowing they were innocent i would have trouble restaining myself from destroying them.
apparently that is something that really tips me over the edge, cos i feel mad just thinking about it.
Great thing about the system is that even though i'm a fighter, i also have great int. but magic is entirely unrelated to that. so I can be quiet the mage.


Now in another game DnD 3.5
i'm playing an invunerabilty warlock. (maxing out the defenses)
also the 3.5 Fey Warlock using fey heritage feats.
Wearing Mithral fullplate (cos me two feats, but it fits what i'm going for)
My AC is second only to the fighter.
Has some nice saves, +10 vs poison being the most important one: this DM loves poison.
stacking on the DR. Think i'm up to DR 4/Cold Iron.
next lvl that goes up to DR 5,
neat things about DR
I can take a dagger and just slash at my wrists all day, and want take any damage.
also can sick my hands in mundane fire and not be burned.

Also got warlocks 1/day, get fast healing 1 for 20 rounds as a swift action, which is handy, Incombat imediatly stablise if go unconscious, some light healing, out of comebat jut wait two minute and i'll be patched up.

also next lvl i'll get 4 1/day spell like abilties. including dimention door. which mean 3 member of the party will have dimention door
Lvl after that I think i get resistaced 5 vs two types of elemental damage: i'm thinking cold (cos one of the other character has ray of frost at will and likes tro show annoyance by freezing people), and proably fire, (as one of the players like to polymorph into a fire swarm, and another character is going to take some fire based PrC, and then there always "go ahead fireball me, It'll hurt but i'll be OK."
Also he has scent.
Most excellent scene.
with my previos character (who also had scent) everyone was having at me (jokingly) to stop asking what everything smelt like.
so when they character got himself dead, i gothong the next session playign through, until we came to a place where scent was going to be usefull.
"So, what do i smel;" que groan from DM and rest of party.
me: "Didn't i mention that this character has scent?"
I personally thing scent is one of the coolest abilites out.

PersonMan
2009-09-12, 11:06 PM
I'm playing a solo level 20 sorceress who focuses on lightning. Through use of several variant rules dating back from when I had no concept of CR, LA or the meaning of "takes up a spell slot 3 higher"(or something) she deals double maximum damage with her spells, and has a total charisma bonus of +25...

She's a NE quasi-adventurer who is effectively addicted to control, power and is preparing for what she believes to be the inevitable breakdown of society...Next feat-choosing time she'll start to gather followers to inhabit her small plot of land in the mountains and prepare for the worst...

All together, a fun character...Secret message is secret.

Lycanthromancer
2009-09-12, 11:19 PM
I was going to play a pair of adventurers in a post-apocalypse game, where the mind-flayers had all but destroyed the world, and were going to hurl what was left into the sun in order to time-travel back to The Beginning.

Yarramcharadazar Resochexone was a level 20 shaper, along with his cohort and mate, a level 18 psychic warrior/illithid slayer named Yantze Wolfram. They were mechanically human, although Yarram was reflavored to be an anthropomorphic raccoon, and Yantze was an anthropomorphic fox.

They were, essentially, an old married couple, and the two of them were going to be the last bastion of hope for the material plane's existence. They complemented each other well, as the two of them had fought the illithid scourge together for decades. It was going to be a dark, gritty, nigh hopeless game; a last stand before The End. Yarram was verging on a mental breakdown from depression and stress; the only thing holding him together was Yantze's eternal optimism and reassurances.

Yantze even had himself a helm of opposite alignment, and had plans to "recruit" a few illithids with it to bring down the illithidae from within.

It was gonna be PbP, so I was going to play them with different-colored text (and totally separate personalities), which I've done elsewhere to great effect (to the point where I was accused of letting someone else type using my account).

But alas, it never quite materialized, and the campaign was canceled before it began...

Ravens_cry
2009-09-12, 11:39 PM
Right now, in Pathfinder I am playing off and on a gnome barbarian, level one, who plans to multiclass his way into sorcerer and then work his way up to Dragon Disciple. His personality is very Nac Mac Freegle (http://www.google.ca/url?url=http://en.wikipedia.org/wiki/Nac_Mac_Feegle&rct=j&ei=83SsSuSBJ4a0sgPo1ODtBA&sa=X&oi=spellmeleon_result&resnum=1&ct=result&q=wee+mac+freegle&usg=AFQjCNEr_olnWYPG_5EcM7W8NrNVXg9Fug) based, but more violent, and he is a blast to play. My throat is a hoarse and raspy mess from my persistent bad Scottish accent I use for him.
Also, in Pathfinder, I am playing a Paladin, just hit level 3. He isn't dead yet, so that's a good sign. He isn't an ass, but he is fervent about his faith, and gets genuinely enraged if someone is desecrating or has desecrated his church, and will take someone aside if he knows they have lied, and is willing to give up dishonest personal gain. The God of Dice seems to have abandoned him as far as attack rolls though. Every time he has used Smite Evil, he has missed every. damn. time. Yes, even under the final Pathfinder rules (http://www.d20pfsrd.com/classes/basic-classes/paladin#TOC-Smite-Evil-Su-). He does so love to shout pretentious battle cries, though, so that almost makes up for it. At first he had a delightfully rich accent, but that tends to get lost in the midst of fervent roleplaying.
Maybe I will play a cleric next, someone like Piffiny (http://en.wikipedia.org/wiki/Nodwick), mayhap.

Starscream
2009-09-13, 01:18 AM
I'm currently playing two D&D 3.5 games.

In the first, which is played live, I'm a fairly normal halfling rogue named Nobby. I've been playing permutations of this character ever since I began with 2nd edition, and Nobby has become my go-to character when I don't have a burning desire to play anything else. I like skill monkeys.

Nobby is pretty typical. He's CN with a CG streak he can't entirely shake, and behaves like a Victorian era con man. Steals anything not nailed down, pries loose and steals everything else, and then presents his best "Who, me?" look of innocence to the world.

My other character, played over OpenRPG, is a gestalt Ninja/Druid named Thorn. I wanted to do a plant themed character like Swamp Thing or Floronic Man, so I gave him the Woodling template (initially), picked a lot of plant themed spells and such for him, and took a homebrewed feat that gives every animal he summons the Woodling template as well (as opposed to the overpowered Greenbound one).

He's mostly focused on summoning. I also gave up both Wild Shape and my Animal Companion for Shapeshift, which isn't very bright, but meant that he could keep his plant traits when shifted (becoming a Woodling bear instead of a regular bear) which I wanted for fluff purposes. Unfortunately, he kept dying. And always due to the fire vulnerability that his template granted. So the DM kindly ruled that when he was reincarnated he could trade in his template for more levels of Druid.

Now he's much more powerful and doesn't die as much, though I miss the flavor of being plant-like (not to mention the nice immunities).

ShadowsGrnEyes
2009-09-13, 01:40 AM
Claira: Human Healer with vow of poverty. So good she makes archons feel the need to go to church.

Ivoralorn: Gestalt spellscale Sorcerer/Dragon shaman. She makes things explode!

Draya: Human Factotem. She hallucinates! But only level 2, new game.

oxinabox
2009-09-13, 01:50 AM
Sad that brilliant ideas don't work out.

rezplz
2009-09-13, 02:05 AM
Rek Brown is a character I made for a PbP rp that a friend of mine should start dming in a week or two. We just had a whole bunch of books opened up to us (we were previously just core), 28 point buy. Felt like the whole world was opened up to me.

So naturally, I made him a commoner. He's level two right now. He's a scribe with a love for animals (handle animal skill) and an interest in magic (use magic device, gotta be useful somehow!). He happened to marry a wanted thief, so they fled town when the heat got too much and went to live in the arctic. Unfortunately, his wife got sick and died, so Rek decided to drop his career as a scribe, sell everything he had, and go adventuring to get the money to get her resurrected. He doesn't care if he dies along the way, because it means he'll be back with his wife. So yeah, I'm pretty excited to play this guy, see how far he can go.


Nambert is a gnome paladin in a PbP game here on OOTS, level 6. After living with his family for some time, he recently left in order to do good elsewhere. And because he knew he was a bit different. He's friendly, light-hearted, and a little bit naive in that he expects everything to go well. He hasn't had much real dangerous experience - that is, until he was just recently stuck in ravenloft, with zombies galore. He's been kicking butt so far though.

Eric Swift is also in a PbP game, a level 1 fighter. As a kid, he wanted to be a scribe, or a wizard - but his father forced him to be a fighting man, like he was. He would take away books, and force him to do strength training exercises, drilling into his son's head that the only good man is one who wins in battle. Eric resorted to using cheap tricks in order to win and please his father, especially loving to trip his opponent and hit him while he was down. Over time, this caused Eric to get extremely cocky and confident, and he is now sure that he can beat anyone or anything.

Except pit traps. He fell into a pit trap, and now is very sure to let the party scout search thoroughly for traps before moving anywhere.

Gerbah
2009-09-13, 02:10 AM
Had a Kobold Cleric (my avatar) a long time ago. I think it only got to 6th or 7th level, but eh, he was amazingly fun to play. In that particular campaign we were allowed to choose one "power", mine was to have wings. This was back in the day before we really knew how to break the game, we played pretty casually. That said, the DM thought it was kinda underpowered compared to everyone elses "power", so he allowed me to spontaneously cast cleric spells without the need to prepare them. Would have been broken like no other knowing what I know now, but as it was I was able to throw down Wind Walls to block arrows, use Shatter while grappled by a crystal golem, fly by traps, heal the party, etc..

The last campaign (and only campaign I finished) I played a Favored Soul to 20 who focused on jumping and being a competent fighter (thank you Divine Power). Ended up jumping all over the place, until I got wings at 17, but still. He wielded a greatsword with a hollowed out hilt that I put a metamagic rod of sculpt in, that was way fun, would swing the sword and unleash a spiraling line of holy fire, or summon a swarm of meteors, etc..

Another character was a Kobold Sorcerer (I do play a lot of Kobolds, but they also end up being the most interesting ones) who ended up kinda breaking the campaign, since I took Draconic Flight so I would just spam scorching ray, power word: pain, whatnot and slowly rise to the ceiling, out of the monsters reach, heh. There were a lot more than just those few, but it would take too long to go on about 'em.

The Dark Fiddler
2009-09-13, 07:33 AM
Starting Wednesday, I'll be playing my first non-human character, a currently unnamed True Neutral Halfling Sorcerer.

He grew up in a pretty great community, and when he realized he had innate arcane ability (and very diluted dragon blood, considering going Dragon Disciple), he did his best to enhance these powers. Unfortunately, nobody in his community had any arcane abilities to speak of, and though they supported him as much as they could, he left to live with the elves for a few years, who helped him to harness his powers.

Right now, he only really cares about unlocking more of his potential in the arcane arts, but he isn't really okay with using evil means to do this. However, he's not afraid of using his powers to get what he wants, so it's a fine line to tread. Eventually, likely after the first mission when he has the 100 GP to pay for the ceremony, he will obtain a Raven familiar. This Raven will act as his Jiminy Cricket, his conscience, trying to keep him in line.

Unnamed Halfling Sorcerer's breath almost constantly smells of sulfur, and he is prone to heartburn. His skin is an odd copper-y like color, and when other people will feel warm, he'll feel chilly.

only1doug
2009-09-13, 08:34 AM
DnD 3.5:
currently I'm playing a silverbow human duskblade / wizard / Abjurant champion / eldritch knight.
ECL14
Last week I cornered the BBEG alone, who tried to hit me with Touch of Idiocy... "So what's your touch AC?" asks the GM.
I replied, "23... no wait, she's using vision to target me? 27 then".


Previous character was a dragonborn kobold sorceror / dragonhearted mage

WFRP:
I'm playing a halfling hippy who has become a doctor (through herbalist and pharmacist)
he is a pacifist who is helping the party because he knows they are fighting to stop chaos, so he heals them.

Mordokai
2009-09-13, 08:47 AM
http://img525.imageshack.us/img525/6526/dragon356.th.gif (http://img525.imageshack.us/i/dragon356.gif/)

I thought it fitted thematically :smallbiggrin:

As for the topic... I roll and describe the result of the action, find me a partner from the group and then we go on a wild goose chase of wacky hijinks and stuff :smallbiggrin: I'm usually part of the comedy duo in the group and I like it.

woodenbandman
2009-09-13, 09:37 AM
3 characters in the same game.

One is Echo, the Buomman Bard and ascetic worshiper of the god of Music, Creation, and Destruction.

Rex, the Half-Orc Cleric of Hextor

And Laura, the Battle Sorceror with 35 HP and 2 spells known. She sits in the back and tosses out Expeditious Retreat and Jump spells.

There's the yet-unnamed Warforged Beguiler

And my favorite NPC from a game I'm DMing, Bruce, the Anthropomorphic Shark Psychic Warrior.

Ravens_cry
2009-09-13, 10:41 AM
http://img525.imageshack.us/img525/6526/dragon356.th.gif (http://img525.imageshack.us/i/dragon356.gif/)

I thought it fitted thematically :smallbiggrin:

As for the topic... I roll and describe the result of the action, find me a partner from the group and then we go on a wild goose chase of wacky hijinks and stuff :smallbiggrin: I'm usually part of the comedy duo in the group and I like it.
Heh, I got a stack that is shaping up to compare to Igor's, and I have only been playing two years!

TheWerdna
2009-09-13, 10:56 AM
Curent Charecter is set in a D&D3.5 game thats is a mix between modern, SYFI, and fantasy (uses a mix of D20 Modern and 3.5) where a half god has tooken over the majority of the world and has ruled it for the last thousand or so years.

Charecter: Illinore: Half-Elf L5fighter/ L2 Rogue who specialises in TWF (DM did soem fixes to TWF makeing it more effective) I mostly use melee, but i duel weild pistols often (yes gun are useable in this champain)

party is a level 7 human monk (fixed kinda), a human l7 Artificer, and a L7 Sorcerer.

there is a seccond group playing on a dif day in the same champain who are evil. level 8 charecters, a Cleric/Warblade, a Rogue, and a Wizard/fighter (i think he plans to be a Edrich Knight later but im not sure) who are enimys of my party and will probably end up fighting at soem point

Radar
2009-09-13, 12:24 PM
Somewhat current characters:
1. Morrik - Rogue/Sorcerer human with no combat spells at all. Professional circus artist (illusionist), cardsharp, double-dealer and otherwise very adorable young lad. After getting incidentally involved with a loosing crime organisation is currently along with his loyal companions (an elderly human druid and a human-hating elven ranger) running the heck away from Sael Run and a vengence-brewing gnomish rogue (also a PC - long story). I might not be able to play him again, but he was aimed to be an universal escape artist and a dashing coward.

2. Częstogrzmot - sort-of-a-half-giant warrior in an alternate medieval Europe, where all pagan myths are real. Tough as a brick but rather slow intelectually. He tends to almost die on every session (almost thanks to a maxed out health score) and carves wooden figurines in his spare time - for example between waves of attack during a siege. Tries to sell them to people around from time to time too. He is currently recovering (as usual) after a nasty crossbow hit.

Zaydos
2009-09-13, 12:52 PM
My favorite character was a wizard/druid in a 20th level game who mostly tried to be good, but did have a magpie like quality when he used Detect Magic; if it shines collect it. He and the party warlock (who founded a school of wizardry) loved to research magical items and I had him research an improved version of greater magic weapon.

My current character is a d20 Modern Charismatic 2/Fast 1 who just got a level in Telepath. He carries a magnum and is a bit of a coward, but he's growing braver (we've only played 4 sessions and the character was completely retconned at the start of the 3rd). He likes guns (I've mentioned him being part of the NRA), and is a fake psychic who just happens to actually have wild talent (and now is a telepath). I'm interested to see how he advances.

Probably my best rp character was Nent the Halfling Sorcerer. CG he was descended from a brass dragon using Core Rules so I chose spells to simulate its powers. He knew Cause Fear, Burning Hands, and I think Sleep (I like Sleep) and had a raven familiar that was probably the most useful thing about him. He'd have been more fun except the DM let the wizard spontaneously cast any spell from the PHB at will and use Tenser's Floating Disc as a mobile attack platform that could fly at will.

Dienekes
2009-09-13, 01:14 PM
d6 Star Wars. Moors the Chiss Captain. His planet was just destroyed and he is attempting to find out who ordered it, knowing it was some force using group. (Alternate Universe both Sith and Jedi are illegal fugitives due to the rest of the universe being sick of their unending war) He is a highly competent captain, and attempts to be cold and calculating. However, he has at numerous times shown that he is highly distressed at being one of the few remaining Chiss and is downright bloody minded when it comes to vengeance. Essentially he was based on Captain Ahab from Moby-**** (heh can't believe they edited that). He's fun to play since the rest of the group are all my crew on the ship. There's sort of a tight rope balance between us of how far I'm willing to go and how far I'm willing to push my crew to the point where several wish to mutiny. Should be coming to a head soon enough, which could be incredibly interesting.

I'm GMing a dnd game. So no true characters though their are a few I enjoyed playing, namely a pair of villains I based off of Arch Lector Sult and Glotka from The First Law series. As well as a guard named Nolan who's struggling with his personal views on morality and what he was willing to do to survive during the fall of his city.

Kiero
2009-09-13, 01:29 PM
WFRP - Pawel Hals (Outlaw-Veteran)

I'm playing Pawel Hals in Acrozatarim's The Shadow of the Sun (http://forum.rpg.net/showthread.php?t=421186) WFRP game. He began the game as an Outlaw in mechanical terms, because that's the thing that closest fitted what I had in mind when I joined the game (we didn't roll our starting careers, thankfully...). His rolls were distinctly average, aside from his Willpower and Fellowship. Which is a bit annoying when I wanted to play a combatant, yet had a string of 31s. Still nothing awful I had no 20s.

Backstory/Concept

He was a survivor of the Storm of Chaos, the massive war that wracked, and nearly destroyed the Empire. Originally a peasant from Wissenland in the south, he was caught poaching and sentenced to hang. Fortunately (or is it unfortunately?) for him, a recruiting party for the war was passing through, so the magistrate was persuaded to commute his sentence to service. He was enlisted in Denkmann's Irregulars, a mercenary light infantry outfit. Captain Denkmann was a ruthless, bloodless sort who ruled primarily through fear. His men were more scared of him than the enemy, and he ensured deserters were publicly executed. Most of their war was stalking beastmen through the forests, raids on forward camps and scouting ahead of the main body. He came home from the war to find his family gone, they'd all moved off south into the Borderlands. He followed the directions of rumours in search of them (indeed finding his family has been his primary motivation up til now).

The Waystation

He first met up with the other members of the party at a waystation on the edge of Morrschatten, where they investigated mysterious disappearances in the swamp. Highlights included not hitting a damned thing with his bow (something of a running joke, no matter how high his BS goes, I've only once rolled a successful hit with it, and that was hunting game, not fighting), and charging into melee with the hideous monster, only to hamstring it with an Ulric's Fury (which surprised monster and GM both). He only did this to rescue some poor girl the monster grabbed, and had no idea whether or not he could even hurt it. Which is the other running joke - the dice love Pawel when he's melee-ing, they only hate him when he tries to shoot things.

Karl's Leap - and a conspiracy

From there Karl's Leap and the investigation of the murder of a Morrite monk and some nefarious goings-on in the mine. We were introduced to the first member of his family he'd found, his cousin Gustav who was an unwitting pawn in the schemes going on there. We uncovered a conspiracy that hinted at going all the way into Prince Ludwig's court. We made our first recurring enemy - Iakir Vultz a Chaos-worshipping merchant. Events there culminated in a beastman raid, orchestrated by Vultz, and a daemon which we ran from.

Pawel got his cousin acquitted of the murder (he didn't do it) and managed to turn his life around too. We were given a fairly clear choice of where we wanted to take things, morally, we could take the easy path and side with Vultz, or the hard path and oppose him and try to uphold the existing order. Pawel argued strongly for the latter, having little trust for the merchant or his schemes, and not wanting to get mixed up in the politics of the Border Princes. We took the hard path, thus the beastmen raid. Towards the end of the raid, Pawel carried the beastman chieftain's severed head around to ward off any other assaults.

Arrowstream - and a coup

Gustav came with them to Arrowstream, the capital, where we were presented to the Prince himself. Who thanked us for what we'd done in Karl's Leap and offered us accomodation. Gustav went off to start his apprenticeship as a Sigmarite priest, we recuperated, and Pawel found his father. Who gave him the bad news that his mother had died, but good news that his siblings were alive and well, though scattered throughout Morrschatten. There was something else, but he couldn't coax it out of his father.

Then all hell broke loose with an attempted coup, one of the nobles at court tried to kill the Prince. Once again we were presented with a choice - side with the plotters or defend the Prince. We went the latter, sticking with the devil we (barely) knew. Pawel demonstrated that even drugged he was pretty handy in a knife-fight. The climax was a battle in the Prince's personal chambers, Pawel and Narin, the dwarf mercenary, were there in the thick of the hectic fight with assassins to save the Prince. And we did by a few dice-rolls.

Thus we became trusted members of Ludwig's entourage, though his magister had no idea what to make of Pawel. He's a Celestial wizard, and couldn't read the peasant at all. He spent a brief time as Marshal Rangard's adjutant, being useful and not thinking about his mother. Then they were sent off to the west of Morrschatten to help sort things out there. It also happened that his sisters and youngest brother was there.

Mirrorwater - and some horrible elves

We rock up to Mirrorwater with a small escort, and there's no one there. The whole place is abandoned. Pawel goes scouting off on his own, and is cut off from the rest of the group by approaching horsemen. He's spotted and their leader tells them to shoot him; he runs taking a bolt in the leg, but manages to lose them in the dense brush. When the riders did their recce and buggered off, he was able to rejoin the others. All we find is a big hunting dog, which is loaded with magic and is some wizard's familiar.

Cue a harrowing trek through a sprite-haunted forest (sprites in the horrific Germanic evil-forest-things sense, not the cutesy Disney ones), where at one point Pawel runs terrified from an encouter. We eventually find where all the villagers have gone - a fortress retreat where they go in times of danger. There we meet Thorsten (hyperactive, nervous, hero-worships Pawel), Elizabeth (sensible, level-headed, despairs of her eldest brother and his bad influence on Thorsten) and Anja Hals (the youngest, very attractive, but we didn't develop her much), who are colonists here. Elves is the problem. Cannibalistic, blood-worshipping elves. They drove the villagers out and won't go away.

We resolve to get a message back to the Prince and investigate some weirdness in the village (stuff connected to Amber magic, the ongoing plot to facilitate Constanza, the apprentice mage's transition to a proper wizard). We stay overnight, and are attacked by the elves. Well, they set up on us, and Angran, the elf, leads the other characters into an attack. He doesn't like these "abominable" elves.

Pawel doesn't take much part in the fight, it all seems unnecessarily aggressive to him, and at one point he chases after an elf who goes for the dog-familiar. There's a tense scene where they each get the drop on the other, but Pawel doesn't try to kill the elf. They can't speak the same language or understand each other, but he shows he means no harm. The elf eventually runs off leaving both Pawel and the familiar alone.

On his return the others have driven off the elves and captured another familiar - a hawk (which can talk). We discover they're two of the great wizard Allor's familiars, and he's in trouble. Next morning we set off in search of the third, a bear in the forest. In a dark-magic zone, inside a barrow is the bear, near death, guarding Allor's body. It needs food, so Pawel and Angran go out hunting. We bring down a deer, but are attacked by a dryad. Pawel's immediate response? Grab the deer and run like ****. Angran leads it off in another direction. Eventually he rejoins them as they dress the deer and start feeding the bear. We get it and Allor back to the village.

Not taking any chances this time, Pawel suggests they fortify the place as best they can, and they hole up in the town hall. The elves return that night, again to kill the familiars and finish off Allor who they hate. Then someone else intervenes, causing them to flee, sending a ghostly-daemon-shaman-thing. We fight it, laying into it but generally it doesn't care and batters us silly. It kills most of the familiars, until Narin severs one of it's amulets and Pawel kicks it away before it can recover it. That goes into the fire, and Pawel jumps on top of Narin to protect him from a blast of magic that might have killed the wounded dwarf.

At this point Narin had no Fate Points left, having lost it in the fight with the beastmen. The GM offered me a choice (given I'd already described Pawel standing in it's path in front of Narin): dive aside and save myself, or save Narin. I chose saving Narin. :D So instead I lost one of my Fate Points taking hideous amounts of fire damage that would have killed Pawel, and we both survived the encounter. It's death corrupted the town hall, but that was the least of our worries. We had to get Allor's soul reunited with his body. It had been split up between his familiars, and was now released from the dead ones.

That done, back to the fortress with his slowly-restoring body. There was one more familiar to find, deep in the bowels of the place. We were attacked by a shapeshifter on the way in, but drove him off. We spend time passing the time, Pawel training first his brother and then increasing numbers of the young men how to fight with the tools they have (axe and knife-stylee). Which earns him both allies and enemies amongst the villagers.

Turns out the fortress was merely the entrance to an entire dwarven hold. There was some grumpy old bugger of a dwarf barring the entrance, and he was having none of our going down there and soiling the halls of his ancestors with our foreign presence. Not even when Pawel got up and declared himself a descendant of the tribes of Sigmar and ally of dwarf-kind. Oh well, the old git disappears into the hold arming the traps and driving all the refugees from the village out.

At the same time the elves attack in force, and everyone has to bundle back inside regardless of the dangers. Pawel is instrumental in a crazy rescue effort to ensure no one gets left outside to the elves and their ministrations. He goes back time and again, under fire, earning the captain's respect. There's one left they can't get to, and he tells Angran to shoot the poor wounded man so the elves can't get him. Angran can't, and the poor guy is left to his fate. So wounded in tow, we managed to get almost everyone inside.

A trip into the hold is next, Pawel gets bitten by a giant rat. We find the snake, Pawel having had the presence of mind to procure a sack to stuff it into. And see the old dwarf again, who we leave in his throne with all the crazy machinery. We only find out later one of the lieutenants went in after us and never came back out. Allor is revived and wants to lead the charge against the elves.

Then we take the fight to the elves, Pawel leading his rag-tag irregular band alongside the captain and his more formal militia. It's a battle, they have their mages and a tree-kin-thing, which Narin eventually kills. There's fewer of them, but they're better. We win, largely through the efforts of the PCs. Then there's a chase through the forest to finish them off, and find the locus of their power. Pawel is reluctant to follow, preferring to see to the wounded, but he can't leave his friends. The irregulars stay and he goes on. We find the tree that is the heart of their power, and Angran agrees to give them his name in return for their word they will leave and not return for three turnings of the seasons.

Finishing up things in Mirrorwater

Then we get down-time, Pawel is sick and nearly dies from the infected rat-bite. On recovering he and Narin continue to train their scratch force, patrolling and generally making a nuisance of their impromptu "neighbourhood watch". He also shacks up with a local woman, and learns their language. We moved into our advanced careers here, Pawel moved to Veteran. Constanza disappears off into the forest with Allor to complete her apprenticeship, and Angran becomes a postman.

Our activities in shoring up and strengthening Mirrorwater didn't go unnoticed. Unfortunately the local lords didn't appreciate Pawel and Narin's activities in strengthening the commoners, and we were hastily moved to the far east.

That place I can't remember the name of - and an old enemy

We arrive in one of the principality's money-pits, a valuable dye is grown here. Pawel's younger brother Johannes is here too. Turns out he's a rising star, something of a merchant prince. He later becomes one of our allies in this cess-pit of a town. We work for the Prince's representative, Arken, a former Imperial artillery officer. No nonsense sort, he almost shoots Constanza when she appears demanding to see him, but without showing anyone her very real credentials as an Imperial mage. That's how we're all reunited. There's all sorts of things that need fixing here and we're the people to do it. Including the traitor from the court, holed up in her ancestral fief.

Anyway, we spot that bastard Vultz in the crowd, which immediately jumps to the top of our priorities. Iakir Vultz must die! Johannes comes through for us finding Vultz' location. Constanza turns into a bird and scouts ahead, checking he's there. Then we plan the attack and that very night, having just arrived, attack his safe house.

Last session ended with us bursting into the room to challenge him and his coven of cultists...

Other stuff

One of his running themes is his connection to the peasant underclass and the efforts he's making to improve their lot. Every settlement he's visited, he's been giving out small amounts of money to the people (in sum it's actually a lot of money, some 30-ish gold coins worth), and recently he and Narin have been training up a peasant irregular force.

I think he's a voice of humanity and moderation in the group, he doesn't like fighting unless he has to, and isn't a fan of killing unnecessarily (though he's good in a scrap). He cares more about the ordinary people than he does the petty disputes of nobles and such.

I also enjoy getting to play him as a moral, big-damned-hero. Because that's what he is. Even in WFRP I've managed to get away with not being some amoral killer who stabs people in the back.

Kiero
2009-09-13, 01:34 PM
SWSE/FATE 3.0 - Coll Arranda

The other game I'm in is DaveB's Legacy of Ruin Star Wars game. It's a Legacy-era campaign which started out under Saga Edition, but has just been ported across to FATE 3.0 for profit!

Concept

The whole monastic-ascetic Jedi bores me. But there was no way I was going to play my first Star Wars game in over a decade and not play a Jedi. I like playing generalists and outdoorsmen, and given we weren't starting at 1st level in SE, I could multiclass and get some depth and variety to my character. And have a backstory that actually meant something, rather than some boring twaddle about how he was just starting out.

There's two guiding issues this character has. Firstly, his sister was a Jedi and was murdered. Does he want justice for her, or revenge for himself? Secondly, he's a Jedi-dabbler, what does it really mean to be a Jedi? Must he give up the life he enjoys greatly and dedicate himself to it?

My rolls were reasonable, and allowed me to do pretty much what I wanted with a Str-based melee-ist. Scout gave me shed-loads of skills, so he was able to do more than just whack things with a lightsaber. As a multiclass Jedi, there'd be all the stuff about how he came to the Force late and such. For a little twist, he's actually a descendant of my character in Aegypto's Tomb of the Space Warlord (http://forum.rpg.net/showthread.php?t=387042) PbP game. He looks like Gary Dourdan (http://uppitynegronetwork.files.wordpress.com/2008/05/gary-dourdan3.jpg).

Turns out it was quite painless and straightforward to translate him into FATE, because I'd already done a lot of the thinking about who he is, rather than just what he can do.

Backstory

Coll's family had been involved with the Jedi for generations, since his great-great-great grandfather Dace had been an Antarian Ranger (http://starwars.wikia.com/wiki/Antarian_Ranger) and fought in the Clone Wars. He knew all about this because one of his prized possessions is Dace Arranda's journal, which filled his head with all sorts of ideals as a boy. He grew up on Dantooine (http://starwars.wikia.com/wiki/Dantooine), the boring arse-end of nowhere.

His great-uncle Deco Arranda had been a Jedi Knight, and when Coll was a small boy, the Order came calling again and took away his older sister Helia to train in the Jedi arts. He was envious, anything to get off-planet, and when he was fifteen he ran away and joined an explorator crew. He loves travel, loves discovering new places and wandering the surface of planets most people will never see. He's also got commitment issues, doesn't like staying in one place or with one lot of people too long. Then he started getting the visions, seeing his sister cut down by a Sith assassin.

On one job he and his crew got jacked by pirates who were using the world they were charting as a base. They included a failed Jedi called Avod Laal, and his Dathomiri Nightsister (http://starwars.wikia.com/wiki/Nightsister)lover, Morghaine. They were saved by the intervention of a Devaronian (http://starwars.wikia.com/wiki/Devaronian)Jedi Master - Zebet Shas - who had been Helia's mentor. She drove off the pirates and brought bad news - his sister was dead.

He took the news hard, and Master Shas used channelled his grief to a purpose - learn to use the Force and he could find justice for his sister. He spent three months on Shintel (http://starwars.wikia.com/wiki/Shintel) learning the basics, before it was too dangerous to stay any longer. After all Jedi were hunted wherever they went. They parted ways, and thus he was brought into the wider galaxy and the conflict between the Jedi and the Sith Empire (http://starwars.wikia.com/wiki/One_Sith).

Since then he's been wandering from place to place, keeping his Jedi training hidden and trying not to get too attached to anyone.

Atrax

Coll found himself looking for work on the bizarre world of Atrax (think Hawaii with shield volcanoes, but instead of lava, they're filled with water, and the moons have a weird effect where they make them erupt regularly). He was contacted by a master Phen, an Ishi Tib (http://starwars.wikia.com/wiki/Ishi_Tib) information broker. He arranged a meet with a strange pair, a human and a Twi'lek (Galen Jagden and Koyi, by name) who needed a prospector for a less-than-legal job. They were looking for the source of some gems, and needed a way into an Imperial compound in which is a Nebulon Corporation research mission. They gave him some seed money and he went off to start asking questions. Coll doesn't notice that Koyi reads him with the Force, discovering that he's Force-sensetive. Trawling the prospector and miner hangouts, he eventually managed to secure hardsuits and map of the various underwater tunnels.

So our intrepid trio practise using their hardsuits in Phen's pool, then set off on their mad venture. Initially all goes well, we descend to the depths and find an entrance tunnel. Then after getting through a blocked grate - which Koyi cut with her lightsaber, revealing herself to be Jedi. They're all badly hurt by "moonstrike" as gravity goes funny, and are glad to still be alive when they surface outside a service entrance. There's a camera and they try to be stealthy at first, until a maintenance crew appears. Then Coll and Galen put them all down with stun-blasts and Koyi destroys the camera with her lightsaber. Coll simply tells her that they need to talk about this Jedi business later.

The alarms are going off, and everything goes sideways. A squad of stormtroopers and their lieutenant shows up, and the trio are pinned down in the entrance taking fire. Galen goes down, and their asses are saved by Koyi's telekinetic manipulation of the maintenance sub - she turns it into mobile cover from which Coll can spray the stormies with autofire from his blaster rifle. Half a dozen clips later, they're all down. Coll has the presence of mind to help himself to the comms set from inside one of the stormie's helmets, so he can listen in on the Imperial's frequency.

Cut to an office with the alarms going off, the trio are being patched up by a newcomer in the white uniform of the Imperial Mission (http://starwars.wikia.com/wiki/Imperial_Mission), Dr Til Mora, a Cerean (http://starwars.wikia.com/wiki/Cerean) who is thoroughly disillusioned with his lot in life. A pacifist and humanitarian, he's been sidelined and forced to watch the organisation he's given his life to slide into evil. So he's persuaded to come with us. Coll and Koyi have a conversation; she knows he's a Jedi and he knows she is; neither is going to turn the other in for the bounty. She even recognises his lightsaber, that built by Deco Arranda and carried by Helia when she was a Padawan.

Leaving via a ventilation duct (and leaving an explosive surprise behind for whomever might follow), we climb up the shaft, Coll leading the way as the strongest climber by far (he also uses Sense Surroundings to good effect to get a feel for where they are). They pass some droids making gems on the way up, and emerge in a lab. Techs being guarded by a stormtrooper. Coll takes aim at the guard, misses, and so leaps out of the shaft and charges him with lightsaber in hand. Everyone else rushes out and in short order he's down, Coll finishing him with a decapitating stroke. Then comes calming the scientists down, who are told no harm will come to them if they stay down.

Lightsabers make short work of the locked door, and we rush the lab opposite, Coll getting shot in the process. Then the people in the command room decide to gas the R&D level, regardless of who's down there. Coll has two rebreathers, and more importantly Jedi techniques that let him hold his breath a long time. He moves to get the techs into the ventilation shaft where they can get away, quickly joined by the others. One of them dies before the party can save her, unfortunately.

A blast door blocks further progress, and it's some minutes of concerted effort from the two Jedi before its breached. Neither have drawn breath since the arrival of the gas at this point. A voice comes over the speakers, it's Morghaine! She demands surrender, which Coll and the others ignore. Once through they make good speed past the locked labs, before Galen calls a stop to break into a computer room. He does some fiddling at the terminal and shuts down the shielding on one the bridge on our after seeing what's waiting for us. We get moving again once he's downloaded a schematic of the base. Moonstrike comes and there's a loud noise up ahead and alarms.

The bridge has been trashed by the moonstrike - including the scout walker and evo-troopers who were waiting for us. Some are still alive though, and the Jedi leap across the gulf to take the fight to them. Galen and Til do what they can to support them with blaster fire, Til scoring a surprising head-shot that puts one of the troopers down.

The destination is the power plant, which they break into and round up all the support staff. Galen sets to rigging the reactor to meltdown, and the Sith commander, newly arrived from orbit, appears on the comm. Coll goes pale, he recognises the man as the assassin who killed his sister.

Coll asks the techs about an alternative way out. They find one, and he recommends they follow them out. Koyi brings up the rear, cutting the ladder away behind them. As they reach the top, there's a red glow beneath them which prompts Galen to drop a bundle of grenades down the shaft as they exit on the outside of the base.

Outside is elemental wrath. We nearly lose some people, but eventually make it to the landing platform where Morghaine's shuttle should be. Only it's not there. A figure with a red lightsaber climbs up onto the platform to join us, and Coll ignites his lightsaber and stands between the Sith and his new friends. There's a brief exchange and Coll accuses Darth Kharne of murdering his sister. The Sith can't even remember which one of the countless people he's killed she is. Then he punches Coll off his feet with a blast of telekinesis.

The shuttle appears off the edge of the platform with it's boarding ramp down, and the woman at the controls shouts to get in. Til and Galen make for the escape route, and as Koyi steps in to defend Coll, Kharne leaps across the space and drives her back. Discretion is the better part of valour here, and the group make good their escape.

The woman flying the shuttle is Sora LeMai, who's dressed in a Nebulon Corporation uniform. There's no time for proper introductions, we have to get out of here. There's a massive explosion as the reactor goes critical, and the basic sensors on the shuttle show three interceptors moving to stop us. The Star Destroyer docked across the other side of the base fires impotently at us with it's point defense guns, but the ground turrets force some fancy flying from Sora. As the fighters get closer, Galen suggests he take the controls, and there's a brief cat and mouse before his skills get us clear.

It's then that noise from a hatch reveals a prisoner on board - Morghaine. Galen relinquishes the controls again, and sets to questioning the witch who it appears is now a Nebulon Corp executive. She's pretty resistant to questions, until Coll bowls across, grabs her by the lapels and after ordering the hatch open, holds her over the empty space and ocean below. She's more co-operative then, and once they're done Coll asks her to give her compliments to Laal and lets her go.

He knew that wouldn't kill her, Nightsisters can fly after all, but it did shock the others for a moment.

On reaching the city we learn Galen's ship, the Icarus has been locked down and his droid and mechanic seized for questioning by the authorities. The droid is sprung from the pound. Cue a temporary alliance with the Black Sun vigo for Atrax, who Koyi managed to charm with a Mind Trick earlier. We secure some men for a jailbreak in return for a large proportion of Galen's stolen gems, and via the sewers sneak in the police station that night. A few stun-blasts ends any resistance. Til stops the thugs killing the unconscious peace officers, and Coll backs that threat up.

The mechanic isn't there. A recovered cam recording shows someone going into his cell and firing a blaster, but that's it. Unable to do anything more, we steal the launch codes and get the hell out of Dodge.

Aboard the Icarus as we leave Atrax behind us, there are introductions and conversations about all sorts. Coll promises Galen that he'll do everything in his power to help get his friend back. Sora goes into a seer's trance (turns out she's Force-sensetive too) and finds the mechanic, on an Imperial prison planet. Tortured, but alive.

Meanwhile in transit Coll busies himself with his newest acquisition - a set of stormtrooper armour that he begins customising (firstly with a paint job). With Galen's help some improvements are made - vaccuum seals and environmental systems. The end result is much like Rebel SpecForces armour (http://images2.wikia.nocookie.net/starwars/images/c/cf/RebelSpecForce.JPG).

Medical resupply

There's a brief stopover on a peaceful medical world to get a bacta tank and bacta. There we run into an Imperial Knight (http://starwars.wikia.com/wiki/Imperial_Knight) who's doing a poor job of being incognito while procuring loads of bacta for the Fel Insurgency.

Jailbreak

Turns out Sora is connected to the Alliance Remnant (http://starwars.wikia.com/wiki/Alliance_Remnant) somehow. She makes some calls on our behalf, and arranges a meeting with some people on out-of-the-way Sirufai. A Rebel fighter squadron is there, their Commander willing to assist in this attempt - if we free some Alliance prisoners. But there's a lot to do, the prison asteroid has a toxic atmosphere and limited ways in. We need mercs, shield harmonics to allow craft to survive the atmosphere, a bulk freighter to get these people offworld, and many other things.

Having only one ship, we can't split up, so together we go in search of mercs. On one world we pick up some crazy Wookies (who also have the location of a hidden pirate station where we can recruit). They won't work with Mandalorians, which rules out a band of them on the next world (the pirate station). They mistake Coll for a Mando at one point, what with the armour and all, and it takes Sora's subtle words to let the perceived slight of not wanting them for a suicidal mission by. There's a pyromaniac Gammorean (http://starwars.wikia.com/wiki/Gammorean)called Boco who signs on, him and his armoured suit with built in flamethrowers.

We nearly hire an Ubese (http://starwars.wikia.com/wiki/Ubese)clan, but they want one of the prisoners for a bounty, and Coll isn't willing to accept that. He eventually talks the doctor round to his way of thinking, and eventually it's dropped. There's one more place to try, and it's also where the shield harmonics can be acquired. It's where the shuttles the prison uses are maintained.

Other stuff

Uh, this seems to have turned into a bit of an impromptu Actual Play report. Maybe because we haven't got one yet and I'd like to tell people about how cool our game is.

Coll is definitely an impulsive devotee of the Living Force, as is Koyi, though he's much less doctrinal about being a Jedi. Not surprising given he's only been doing it about a year. I foresee debates in the future, given particularly as a seer (and former Chalactan Adept) Sora is firmly with the Unifying Force.

I'm having loads of fun playing the unorthodox Jedi, in the first session I didn't even draw my lightsaber, playing soldier with a rifle. Now he's got this armour disguise which should hopefully throw people off him being a Jedi. He looks more like a Mando or bounty hunter wearing it.

We were 6th level in Saga Edition, so I think Coll is not long off Trials for Knighthood and such. He's not much of a huge Force-user anyway, he's always been useless with the more subtle aspects of the Force like influencing people's minds. He's more in the physical and senses side of things.

Kiero
2009-09-13, 02:06 PM
The previous two are other games, the WFRP game is the one that's next in our roster, returning to continue things there. We often do that, run something for a bit, then before the GM is in danger of burning out, we do something different. Anything we play that we like, we'll return to later.

We're currently playing D&D4e, first time I've played any edition of D&D in tabletop since AD&D2e almost 15 years ago. It's a Forgotten Realms game set in post-Spellplague Icewind Dale. I had a pretty solid idea of what I wanted to play before we even started groupgen; a Striker first and foremost, and a two-weapon Ranger more specifically.

So I arrived at Blend, the former bandit who was shown a better path by one of the other PCs in their collective backstory. For those interested in that sort of thing, this is his build (we started at 7th):


Blend, level 7
Human, Ranger
Fighting Style: Two-Blade Fighting Style
Background: Occupation - Criminal (+2 to Stealth)

FINAL ABILITY SCORES
Str 17, Con 14, Dex 15, Int 10, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 14, Con 14, Dex 14, Int 10, Wis 14, Cha 10.

AC: 20 Fort: 20 Reflex: 20 Will: 18
HP: 61 Surges: 8 Surge Value: 15

TRAINED SKILLS
Stealth +12, Nature +10, Endurance +10, Acrobatics +10, Athletics +11, Perception +12

UNTRAINED SKILLS
Arcana +3, Bluff +3, Diplomacy +3, Dungeoneering +5, Heal +5, History +3, Insight +5, Intimidate +3, Religion +3, Streetwise +3, Thievery +5

FEATS
Human: Action Surge
Level 1: Two-Weapon Fighting
Level 2: Two-Weapon Defense
Level 4: Weapon Focus (Axe)
Level 6: Alertness

POWERS
Bonus At-Will Power: Twin Strike
Ranger at-will 1: Nimble Strike
Ranger at-will 1: Hit and Run
Ranger encounter 1: Fox's Cunning
Ranger daily 1: Jaws of the Wolf
Ranger utility 2: Yield Ground
Ranger encounter 3: Cut and Run
Ranger daily 5: Frenzied Skirmish
Ranger utility 6: Weave Through the Fray
Ranger encounter 7: Sweeping Whirlwind

ITEMS
Adventurer's Kit, Backpack (empty), Longbow +2*, Arrows (30), Dagger +2*, Waterskin, Rations, Trail (10), Frost Battleaxe +2, Boots of Striding (heroic tier), Everlasting Provisions (heroic tier), Magic Battleaxe +2*, Magic Leather Armor +2*, Amulet of Protection +2*

A note on the armour and weapons, they're not actually magical (aside from the frost axe), bonuses are attached to the character, but that's the easiest way to represent them in the character builder. Our GM is avoiding the "Christmas tree" effect by attaching bonuses to the character, not their gear, so a "nonmagical" weapon in any of the PCs hands functions as if it were a +2 weapon, though without the crit bonus.

Rather than an extended prose, this time I gave my GM a list of bullet points of relevant stuff that he might find a use for.

Basic biography

Real name Maxim Fryar, only Lucius knows this.
Rumoured to be descended from Loric Fryar, a famous adventurer in the Sword Coast region a century ago.
Father was an abusive tyrant, mother (Reene) his captive taken from one of the northern barbarian (Rhegedmen) tribes.
Grew up on the edges of Luruar.
Has a barbarian name "Koryk".


Early career

Ran away from home at the age of fifteen, fell in with bandits.
Nicknamed "Blend" as a derisory reference to his social invisibility and seeming knack of not being around whenever there was work to do.
Later became a reference to his stealth skills.
Rose to rank of a trusted lieutenant
Stole to survive, didn't care who suffered as a result of his depredations.
Learned his two-axe style from a former warden of the great forests.


The break with the bandits

Fell foul of internal politics, one of the other lieutenants (Turvel Collett) made a successful leadership bid that included disposing of Blend and his closest allies on a suicide raid.
Most of his band were wiped out, the whole thing was a setup to allow one of the local captains (Fraker Ghent) to make his name showing they were dealing with the bandit problem.
Fled the region on foot, leading a chase through the forests that took several weeks and costing the last of his allies to escape.


The flight north

Signed on with a caravan, met Sunlord Lucius.
Fought alongside the priest, and talked extensively with him. Lucius showed him a better way of living.
Changed alignment from Unaligned to Good as a result of Lucius' influence. Tries to be a better man by following his example.
Stuck together once they arrived in Icewind Dale.


Activities in Icewind Dale

Joined Lucius in repelling an orc raid on one of the Ten Towns.
Tracked and finished off the survivors of that raid through a blizzard.
Carried important messages between the towns in deep winter.
Went north to talk to the barbarians to resolve an ongoing dispute. His barbarian family considers him an embarrassment, especially his grandfather Brannen, a former chief. They often speak against him.
Only member of his family who isn't set against him is his uncle Hark, who gave him his boots of striding.
Won his axe in a contest with a barbarian champion (Riggar) which involved a series of trials. This improved his reputation amongst the barbarians, though hasn't reconciled his family.
Riggar is now one of Blend's closest friends, and one of the strongest voices in his favour amongst the barbarians.
Slayed the ogre marauder Grak single-handedly, after tracking him across the plagued fells.
Was badly wounded after that fight, and only survived thanks to the rest of the party catching up and building a shelter to nurse him back to health.
Went on embassage to Manyarrows with Lucius and the two genasi to broker a peace deal.
Has a wife in Easthaven.


Thus far we've been dealing with a gnoll invasion of the Dale.

Kulture
2009-09-13, 02:51 PM
Current online and offline D&D 3.5 character is Garret Espinoza, Dread necromancer and mausoleum integrity inspector for the state of Decay (Take a right past Thay, if you hit the coast, you've gone too far)

He's essentially a genre-savvy necromancer with abyssmal luck with running into things that can't be turrned into mortally impaired servants.

Despite being slightly genre savvy, he invariably ends up as the deadpan snarker (because everyone else is more efficient at killing everything when he lacks his ever absent army, and his main spells deal with crowd control, bolstering his non-existant army and touch attacks that he doesn't want to be close enough to use).

He also specialises in being scary (no really, his level 20 incarnation has a standard +50 to intimidate, and that's without getting skill focus) which he rarely gets to use because in the thick of combat, the scawy necromancer is often ignored, and thus becomes nothing but another comedy piece.

In one incarnation he's a lesser aasimar necropolitan of freakishly tall stature, with a serious grudge against other aasimar.
In his later incarnation, he obviously had died previously, because he's a hellbred lich instead.

In all cases, he's playfully sadistic and quirky.

He also doesn't look bad for an undead, having been zombified at age 23.

Another thing about Garret is that he grew up in a less then nice place (An 'orphanage' for the children of the inhabitants of a nearby asylum, and by nearby I mean it's the other wing) and as a result takes maniacle glee in deconstructing authority.(This extends to the gods, as he is a devout nihilist.)

He's charismatic in a sort of "I'll rip out your soul and even you will find it hillarious" kind of way.