Archpaladin Zousha
2009-09-16, 11:10 PM
A D&D game that I've been excited for is starting soon, but I'm having trouble thinking of a motivation for my character, and how to roleplay him properly. Here's sort of the idea I have in mind:
Deucalion had it all. He was one of the world's most preeminent scientists, had practically invented the field of nanotechnology, was rich, had the respect of millons, and a loving wife, Phyrra, who was pregnant with his kid.
Unfortunately, it didn't last. One afternoon when conducting an experiment, a freak rip in the time-space continuum occured, sucking Deucalion in and depositing him in Switzerland several millenia into the future. The world had undergone many drastic changes in the interrim. There was a robot rebellion that had only been thwarted by the nanotechnology Deucalion had pioneered, a second Ice Age that reduced the world to a medieval level of socio-politics and technology, and a resurgence of the robots that ended in a cataclysmic explosion which threw ash into the air, causing famine that killed off most of the traditional D&D races. And even though it had only been a split second for Deucalion, his exposure to the raw forces of time had charred his body beyond recognition. Were it not for the nanotechnology, which the primitives understood as magic, Deucalion would have died. Needless to say, it was a VERY bad day.
That's about as far as I've gotten though. Deucalion needs a reason to go out and adventure for a post-apocalyptic world that's basically on its last legs. The reason for the crazy backstory is to justify playing a human in the setting, since according to the research our DM had when he designed the setting, most of the standard D&D races would have gone extinct from the third cataclysm and its aftereffects, coupled with the fact that the survivng robots snatched whoever they could and assimilated them. Deucalion is the last surviving human, in a world of halflings, changelings, feytouched, planetouched, goblins, hobgoblins, kobolds, lizardfolk, locathahs and ratmen. There ARE a few elves, but they only number about 100, and are dying off.
Deucalion will also be playing as a member of a unique class, called the Clockwork Scholar. The Clockwork Scholar is a master of the ancient technology of Deucalion's time, implanting himself with machines and eventually becoming a living construct. In Deucalion's case, it'll make him a sort of a cross between Darth Vader and a Warhammer 40K Techpriest. For those of you who've seen the class before in my other thread, it's undergone some revision, so it's not completely the same, namely another feature that's gained is vulnerability to electricity, which all constructs in this setting have.
THE CLOCKWORK SCHOLAR
Over the past few decades, a few hundred tinkers and thinkers have grouped together into an informal fraternity, dedicated to unearthing the mysteries of the lost civilizations from the Age of Gold and the Age of Ashes. The greatest of these civilizations was that of the Clockwork Servants, and their special concern for these dangerous constructs has earned them the name "Clockwork Scholars".
Scholars have a particular affinity for creating constructs and artifacts, eventually learning how to summon Clockwork Servants of their own, and even enhancing their bodies and minds with arcane implants. While they are neither spectacular combatants nor versatile spellcasters, they are fast, tough, and have an uncanny proficiency with strange or forgotten weapons.
Hit die: d10
REQUIREMENTS
Abilities: Intelligence is necessary for both the scholar's spells and extra skill points, which are absolutely vital. Dexterity is also very helpful, since scholars are best at unarmored, ranged combat.
Alignment: Any lawful.
CLASS SKILLS
Balance (Dex), Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (mystical) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill points at first level: (2 +Int modifier)*4
Skill points at each additional level: 2 +Int modifier
BASE ATTACK BONUSES
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6/+1
Level 9: +6/+1
Level 10: +7/+2
Level 11: +8/+3
Level 12: +9/+4
Level 13: +9/+4
Level 14: +10/+5
Level 15: +11/+6/+1
Level 16: +12/+7/+2
Level 17: +12/+7/+2
Level 18: +13/+8/+3
Level 19: +14/+9/+4
Level 20: +15/+10/+5
SAVING THROWS
Level 1: +0 to all
Level 2: +0 to all
Level 3: +1 to all
Level 4: +1 to all
Level 5: +1 to all
Level 6: +2 to all
Level 7: +2 to all
Level 8: +2 to all
Level 9: +3 to all
Level 10: +3 to all
Level 11: +3 to all
Level 12: +4 to all
Level 13: +4 to all
Level 14: +4 to all
Level 15: +5 to all
Level 16: +5 to all
Level 17: +5 to all
Level 18: +6 to all
Level 19: +6 to all
Level 20: +6 to all
SPECIAL
Level 1: Clockwork Summon, Fast Movement
Level 2: -
Level 3: +2 to Intelligence
Level 4: Craft Wondrous Item
Level 5: -
Level 6: +2 to Dexterity
Level 7: Craft Magic Arms and Armor
Level 8: -
Level 9: +2 to Wisdom
Level 10: Iron Will
Level 11: -
Level 12: +2 to Strength
Level 13: Phase Weapon
Level 14: -
Level 15: +2 to Charisma
Level 16: Craft Rod
Level 17: -
Level 18: +2 to Constitution
Level 19: Immunity to Energy, Vunerability to Energy
Level 20: Clockwork Savior
SPELLS PER DAY
As the standard sorcerer.
CLASS FEATURES
Weapon and Armor Proficiency: Scholars are proficient with all exotic weapons.
Spells: A scholar casts arcane spells, which are drawn from the scholar spell list (see below). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a scholar must have an Intelligence score equal to at least 10 +the spell level. The Difficulty Class for a saving throw against a scholar's spell is 10 +the spell level +the scholar's Intelligence modifier. Like other spellcasters, a scholar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 3-16 of the "PHB". In addition, she recieves bonus spells per day if she has a high Intelligence score (see Table 1-1 of the "PHB").
Clockwork Summon: A scholar can obtain a Clockwork Servant. Doing so takes 1d20 days. If the Clockwork Servant dies or is dismissed by the scholar, she may gain a new one after another 1d20 days. The construct serves as assistant and bodyguard; though it is not equipped with any possessions, it will remain within 50 feet of the scholar at all times, and defend her with its natural attacks and programmed spells.
The scholar can communicate telepathically with the Clockwork Servant, and give it simple commands, such as "heal this character" or "attack that monster". It can also be keyed to perform specific tasks at specific times, or when certain conditions are met. It will not obey the commands of anyone except the scholar, nor will it move over 50 feet away from her, even if she tells it to do so.
At 1st to 5th level, the Clockwork Servant is a Scarab, with a 1d2 multitool. At 6th to 10th level, the Clockwork Servant is a Surgeon, with four 1d4 claws. At 11th to 15th level, the Clockwork Servant is a Soldier, with two 1d6 masterwork saps and two 1d3 masterwork whips. At 16th to 20th level, the Clockwork Servant is a Serpent, with a 2d8 slam and a 4d6 bite.
Fast Movement: A scholar's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the scholar's speed because of any load carried or armor worn. For example, a halfling scholar has a speed of 30 feet, rather than 20 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, her speed drops to 20 feet.
Implant Bonuses: Starting at 3rd level, a scholar adds two points to a given ability score every three levels. For example, a scholar adds two points to her Intelligence score at 3rd level, two points to her Dexterity score at 6th level, and so on. This is in addition to ability points gained every fourth level, and ability points gained or lost with age.
Craft Wondrous Item: A scholar gains Craft Wondrous Item as a bonus feat at 4th level.
Craft Magic Arms and Armor: A scholar gains Craft Magic Arms and Armor as a bonus feat at 7th level.
Iron Will: A scholar gains Iron Will as a bonus feat at 10th level.
Phase Weapon: At 13th level, a scholar can attack with a ranged weapon once per day at a target known to her within range, and the attack passes through any nonmagical barrier or wall in its way. This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and using the weapon is part of the action).
Craft Rod: A scholar gains Craft ROd as a bonus feat at 16th level.
Immunity to Energy: At 19th level, a scholar becomes immune to cold and sonic damage.
Vulnerability to Energy: At 19th level, a scholar becomes vulnerable to electricity damage, taking half again as much (+50%) damage as normal regardless of whether a saving throw is a allowed.
Clockwork Savior: At 20th level, the scholar permanently becomes a living construct. Her type changes to living construct, and as a result she gains immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. She does not need to eat, sleep, or breathe, but can still beneft from the effects of consumable spells and magic items such as heroes’ feast and potions, and must rest for 8 hours before preparing spells. She cannot heal damage naturally, but can be affected by spells that target living creatures as well as by those that target constructs, and she can be raised or resurrected. However, spells from the healing subschool provide only half effect to a living construct. She no longer suffers penalties for aging and cannot be magically aged. Any aging penalties she may already have suffered, however, remain in place. Bonuses still accrue, and the scholar still dies of old age when her time is up.
SPELL LIST
0th-Level: detect magic, detect poison, flare, know direction, touch of fatigue
1st-Level: alarm, cure light wounds, expeditious retreat, magic missile, remove fear, shield
2nd-Level: blindness/deafness, cure moderate wounds, darkvision, invisibility, locate object, obscure object, pyrotechnics, scorching ray
3rd-Level: clairvoyance, cure serious wounds, fireball, sleet storm, stinking cloud
4th-Level: arcane eye, detect scrying, greater invisibility, ice storm
5th-Level: cloudkill, mind fog, prying eyes, teleport
6th-Level: animate object, disintegrate, true seeing
7th-Level: control weather, mass invisibility, reverse gravity
8th-Level: clone, sunburst, temporal stasis
9th-Level: gate, meteor swarm, teleportation circle
Knowing all this, I'm not sure how to roleplay Deucalion. I'm thinking of him being a Lawful Neutral manipulator type, but I know nothing about playing that kind of character, being only familiar with Superman-style farm kids who grow up to become champions of hope and justice (usually paladins). This is a man who has lost everything except his life, and is trapped in a world that he helped create but will never understand, and for some reason, has devoted his life to becoming more like the machines that doomed the planet not once but twice, even if he maintains some shred of humanity.
How do I play this guy?! :smalleek:
Deucalion had it all. He was one of the world's most preeminent scientists, had practically invented the field of nanotechnology, was rich, had the respect of millons, and a loving wife, Phyrra, who was pregnant with his kid.
Unfortunately, it didn't last. One afternoon when conducting an experiment, a freak rip in the time-space continuum occured, sucking Deucalion in and depositing him in Switzerland several millenia into the future. The world had undergone many drastic changes in the interrim. There was a robot rebellion that had only been thwarted by the nanotechnology Deucalion had pioneered, a second Ice Age that reduced the world to a medieval level of socio-politics and technology, and a resurgence of the robots that ended in a cataclysmic explosion which threw ash into the air, causing famine that killed off most of the traditional D&D races. And even though it had only been a split second for Deucalion, his exposure to the raw forces of time had charred his body beyond recognition. Were it not for the nanotechnology, which the primitives understood as magic, Deucalion would have died. Needless to say, it was a VERY bad day.
That's about as far as I've gotten though. Deucalion needs a reason to go out and adventure for a post-apocalyptic world that's basically on its last legs. The reason for the crazy backstory is to justify playing a human in the setting, since according to the research our DM had when he designed the setting, most of the standard D&D races would have gone extinct from the third cataclysm and its aftereffects, coupled with the fact that the survivng robots snatched whoever they could and assimilated them. Deucalion is the last surviving human, in a world of halflings, changelings, feytouched, planetouched, goblins, hobgoblins, kobolds, lizardfolk, locathahs and ratmen. There ARE a few elves, but they only number about 100, and are dying off.
Deucalion will also be playing as a member of a unique class, called the Clockwork Scholar. The Clockwork Scholar is a master of the ancient technology of Deucalion's time, implanting himself with machines and eventually becoming a living construct. In Deucalion's case, it'll make him a sort of a cross between Darth Vader and a Warhammer 40K Techpriest. For those of you who've seen the class before in my other thread, it's undergone some revision, so it's not completely the same, namely another feature that's gained is vulnerability to electricity, which all constructs in this setting have.
THE CLOCKWORK SCHOLAR
Over the past few decades, a few hundred tinkers and thinkers have grouped together into an informal fraternity, dedicated to unearthing the mysteries of the lost civilizations from the Age of Gold and the Age of Ashes. The greatest of these civilizations was that of the Clockwork Servants, and their special concern for these dangerous constructs has earned them the name "Clockwork Scholars".
Scholars have a particular affinity for creating constructs and artifacts, eventually learning how to summon Clockwork Servants of their own, and even enhancing their bodies and minds with arcane implants. While they are neither spectacular combatants nor versatile spellcasters, they are fast, tough, and have an uncanny proficiency with strange or forgotten weapons.
Hit die: d10
REQUIREMENTS
Abilities: Intelligence is necessary for both the scholar's spells and extra skill points, which are absolutely vital. Dexterity is also very helpful, since scholars are best at unarmored, ranged combat.
Alignment: Any lawful.
CLASS SKILLS
Balance (Dex), Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (mystical) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
Skill points at first level: (2 +Int modifier)*4
Skill points at each additional level: 2 +Int modifier
BASE ATTACK BONUSES
Level 1: +0
Level 2: +1
Level 3: +2
Level 4: +3
Level 5: +3
Level 6: +4
Level 7: +5
Level 8: +6/+1
Level 9: +6/+1
Level 10: +7/+2
Level 11: +8/+3
Level 12: +9/+4
Level 13: +9/+4
Level 14: +10/+5
Level 15: +11/+6/+1
Level 16: +12/+7/+2
Level 17: +12/+7/+2
Level 18: +13/+8/+3
Level 19: +14/+9/+4
Level 20: +15/+10/+5
SAVING THROWS
Level 1: +0 to all
Level 2: +0 to all
Level 3: +1 to all
Level 4: +1 to all
Level 5: +1 to all
Level 6: +2 to all
Level 7: +2 to all
Level 8: +2 to all
Level 9: +3 to all
Level 10: +3 to all
Level 11: +3 to all
Level 12: +4 to all
Level 13: +4 to all
Level 14: +4 to all
Level 15: +5 to all
Level 16: +5 to all
Level 17: +5 to all
Level 18: +6 to all
Level 19: +6 to all
Level 20: +6 to all
SPECIAL
Level 1: Clockwork Summon, Fast Movement
Level 2: -
Level 3: +2 to Intelligence
Level 4: Craft Wondrous Item
Level 5: -
Level 6: +2 to Dexterity
Level 7: Craft Magic Arms and Armor
Level 8: -
Level 9: +2 to Wisdom
Level 10: Iron Will
Level 11: -
Level 12: +2 to Strength
Level 13: Phase Weapon
Level 14: -
Level 15: +2 to Charisma
Level 16: Craft Rod
Level 17: -
Level 18: +2 to Constitution
Level 19: Immunity to Energy, Vunerability to Energy
Level 20: Clockwork Savior
SPELLS PER DAY
As the standard sorcerer.
CLASS FEATURES
Weapon and Armor Proficiency: Scholars are proficient with all exotic weapons.
Spells: A scholar casts arcane spells, which are drawn from the scholar spell list (see below). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a scholar must have an Intelligence score equal to at least 10 +the spell level. The Difficulty Class for a saving throw against a scholar's spell is 10 +the spell level +the scholar's Intelligence modifier. Like other spellcasters, a scholar can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in Table 3-16 of the "PHB". In addition, she recieves bonus spells per day if she has a high Intelligence score (see Table 1-1 of the "PHB").
Clockwork Summon: A scholar can obtain a Clockwork Servant. Doing so takes 1d20 days. If the Clockwork Servant dies or is dismissed by the scholar, she may gain a new one after another 1d20 days. The construct serves as assistant and bodyguard; though it is not equipped with any possessions, it will remain within 50 feet of the scholar at all times, and defend her with its natural attacks and programmed spells.
The scholar can communicate telepathically with the Clockwork Servant, and give it simple commands, such as "heal this character" or "attack that monster". It can also be keyed to perform specific tasks at specific times, or when certain conditions are met. It will not obey the commands of anyone except the scholar, nor will it move over 50 feet away from her, even if she tells it to do so.
At 1st to 5th level, the Clockwork Servant is a Scarab, with a 1d2 multitool. At 6th to 10th level, the Clockwork Servant is a Surgeon, with four 1d4 claws. At 11th to 15th level, the Clockwork Servant is a Soldier, with two 1d6 masterwork saps and two 1d3 masterwork whips. At 16th to 20th level, the Clockwork Servant is a Serpent, with a 2d8 slam and a 4d6 bite.
Fast Movement: A scholar's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the scholar's speed because of any load carried or armor worn. For example, a halfling scholar has a speed of 30 feet, rather than 20 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, her speed drops to 20 feet.
Implant Bonuses: Starting at 3rd level, a scholar adds two points to a given ability score every three levels. For example, a scholar adds two points to her Intelligence score at 3rd level, two points to her Dexterity score at 6th level, and so on. This is in addition to ability points gained every fourth level, and ability points gained or lost with age.
Craft Wondrous Item: A scholar gains Craft Wondrous Item as a bonus feat at 4th level.
Craft Magic Arms and Armor: A scholar gains Craft Magic Arms and Armor as a bonus feat at 7th level.
Iron Will: A scholar gains Iron Will as a bonus feat at 10th level.
Phase Weapon: At 13th level, a scholar can attack with a ranged weapon once per day at a target known to her within range, and the attack passes through any nonmagical barrier or wall in its way. This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and using the weapon is part of the action).
Craft Rod: A scholar gains Craft ROd as a bonus feat at 16th level.
Immunity to Energy: At 19th level, a scholar becomes immune to cold and sonic damage.
Vulnerability to Energy: At 19th level, a scholar becomes vulnerable to electricity damage, taking half again as much (+50%) damage as normal regardless of whether a saving throw is a allowed.
Clockwork Savior: At 20th level, the scholar permanently becomes a living construct. Her type changes to living construct, and as a result she gains immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. She does not need to eat, sleep, or breathe, but can still beneft from the effects of consumable spells and magic items such as heroes’ feast and potions, and must rest for 8 hours before preparing spells. She cannot heal damage naturally, but can be affected by spells that target living creatures as well as by those that target constructs, and she can be raised or resurrected. However, spells from the healing subschool provide only half effect to a living construct. She no longer suffers penalties for aging and cannot be magically aged. Any aging penalties she may already have suffered, however, remain in place. Bonuses still accrue, and the scholar still dies of old age when her time is up.
SPELL LIST
0th-Level: detect magic, detect poison, flare, know direction, touch of fatigue
1st-Level: alarm, cure light wounds, expeditious retreat, magic missile, remove fear, shield
2nd-Level: blindness/deafness, cure moderate wounds, darkvision, invisibility, locate object, obscure object, pyrotechnics, scorching ray
3rd-Level: clairvoyance, cure serious wounds, fireball, sleet storm, stinking cloud
4th-Level: arcane eye, detect scrying, greater invisibility, ice storm
5th-Level: cloudkill, mind fog, prying eyes, teleport
6th-Level: animate object, disintegrate, true seeing
7th-Level: control weather, mass invisibility, reverse gravity
8th-Level: clone, sunburst, temporal stasis
9th-Level: gate, meteor swarm, teleportation circle
Knowing all this, I'm not sure how to roleplay Deucalion. I'm thinking of him being a Lawful Neutral manipulator type, but I know nothing about playing that kind of character, being only familiar with Superman-style farm kids who grow up to become champions of hope and justice (usually paladins). This is a man who has lost everything except his life, and is trapped in a world that he helped create but will never understand, and for some reason, has devoted his life to becoming more like the machines that doomed the planet not once but twice, even if he maintains some shred of humanity.
How do I play this guy?! :smalleek: