View Full Version : Cool Character Concepts

Timeless Error
2011-01-21, 09:33 PM
So, I recently read this (http://www.giantitp.com/forums/showthread.php?t=23784) thread, and I was impressed with the character that the OP had created. I thought it was original and had the opportunity for some great roleplaying. That made me curious to ask the Playground:

What's the most flavorful, creative, and/or interesting character you've ever made/seen/heard of/thought of? Please, I'm curious to know.

Elric VIII
2011-01-21, 09:54 PM
I've got one that I haven't had a chance to play yet, but have made a character dossier.

My character is an Anthropomorphic Ape Druid. He was originally the awakened animal companion of a druid that made it his life mission to destroy abberations. His master was slain by a powerful Illithid and the bond between them cause a psionic backlash that tainted his mind (homebrew flaw that causes me to mistake an ally for an enemy or see delusions of enemies on a d% roll once per combat at DM's discretion). He has learned to control his delusions severity by making material sacrifices to Obad-Hai (fluff-altered Vow of Poverty feat).

Paseo H
2011-01-21, 10:09 PM
This is more to do with personality/backstory and can be adapted to any setting. It's one of my possible future pet NPCs.

Name: Riannon Clement
Race: Newman (space elf, for your purposes maybe half elf?)
Age: 17
Class: I don't know much about later editions of D&D and its fancy schmancy prestige classes and gestalts and whatnot, so probably a warrior of some sort.
Level: Lower level, but try to take some badass looking feats.
Alignment Neutral Good (Without Alignment Feedback)/Chaotic Evil (With Alignment Feedback)
Appearance: Blue wavy hair with bangs, soft green eyes, about 5'3", generally happy looking.

Riannon Clement is a military academy cadet, trained with a special form of weapon that takes on a shape based on the character's personality (a scythe, in Riannon's case), thanks to an empathic (or cybernetic) link to the wielder. Said weapon is very lightweight and nearly invincible. Even if it does get sundered in battle, it can be reformed instantly. That said, it's not game breakingly powerful.

There is one drawback to the weapon: it causes alignment feedback, in the form of making your primary emotion (usually negative) more prominent in your mind.

In the case of Riannon, under normal conditions she tends to be fatalistic and nihilistic, though not horribly so. Even with those she can still have friends and loved ones.

With alignment feedback, her viewpoint becomes one of callous disregard for human life. She takes no pleasure in killing, she just doesn't see why she shouldn't kill if it would make things easier for her. It takes either an authority figure (such as an academy administrator, or even just a senior student on a mission together) or someone far more powerful than her to bully her into not killing out of convenience.

Knocking her into a temporary coma and removing the weapon from her will destroy the empathic or cybernetic link to it, effectively making it inert until someone manages to activate it again. If that happens, she will regret any innocent lives she has taken while under it, but generally try to live normally again, though if it comes to a fight she will remember to carry a ruthless attitude into battle again.

In the future, she dreams of being some sort of priestess.

2011-01-21, 10:13 PM
Only got to play twice: A conjurer, unhinged due to having seen the nature of reality (his world was a cosmic joke by the gods most powerful wizard of another world), with his very tangible imaginary friend. It was a pixie familiar (so it was always invisible without someone using See Invisibility) and was also the personification of his madness and quite literally his imaginary friend (although in character even the wizard wasn't sure). In his first appearance his familiar drove an innkeeper crazy.

An NPC that went with the party (since I was still learning a lot about DMing and wanted to have either a 2 or 4 person party): A wizard/druid who ended up being something of a mad biologist. In the epilogue he cloned his familiar companion (his original one, that later got awakened and replaced); his wife; a hybrid of himself, his second familiar companion, and the dark god that he made his cloak from. Technically, along with one of the PCs, descended from the wizard who made the world the conjurer lived on and kind of the same person (as the conjurer's world often mirrored this one and the conjurer was the mirror of this character). Strangely enough the conjurer wasn't an NPC because someone else decided to run a campaign in my world :smallsmile:

Jay R
2011-01-22, 12:06 AM
Jean-Louis was a character I played in Flashing Blades, a game set in France of the Musketeer age. Here is the original character conception. (Flashing Blades characters are required to have one Advantage and one Secret.) The character had a high DEX, and took many DEX skills, especially Climbing, Cutpurse and Stealth.

Jean-Louis is a Parisian street-rat. He was an orphan, raised by the nuns of Notre Dame, until he fled at age eight, upon hearing that he was to be taught Latin. Since then he has lived by his wits, developing the skills of a cutpurse and thief.

Jean-Louis particularly enjoys climbing, feeling happiest and most secure when climbing buildings. (He has discovered that most Parisians never look up.) In the last few years he has spent a lot of time exploring the architecture.

Jean-Louis has two secrets and two advantages. This, of course, has been approved by the GM.

Secret Origins

Jean-Louis was a foundling, left at Notre Dame in a basket. Nothing is known about him except that he was left with a satin blanket with the monogram "JL". Is it a clue to his parentage? Is he the bastard son of a noble with those initials? Or was he born to a servant girl who stole the blanket? Is he the inconveniently legal heir that somebody wants dead? He does not know, although he still has the blanket.

Note to GM: Neither the character nor the player has any idea what this means. If you choose to clear up the mystery, the secret could easily develop into a Secret Identity, Sworn Vengeance, or Blackmailed, depending on the details. Feel free to use it any way you choose. A monogram cannot be traced (how many JLs are there?), but it might be recognized by a family member, washerwoman, or the original embroiderer. It could also be a blind to the child's identity.

[Later on, the GM based a couple of adventures on discovering his true origin, which turned out to be the son of a noble lady and a Huguenot, both missing for the last twenty years.]

Contact - Master of the Fencing School

Jean-Louis, at age 14, was climbing and exploring. Finding an open window, he entered the lavish rooms. He was surprised in one room by a middle-aged man in a nightgown who grabbed a sword off the wall and challenged Jean-Louis.

Although Jean-Louis had a rapier, he had only fought untrained street ruffians like himself, and had an entirely unjustified high opinion of his own fencing skills. Drawing his sword and attacking, he was astounded to be:

1) parried,
2) sidestepped,
3) swatted on the butt with the flat of the blade, and
4) admonished to "Point your toe forward, don't lean over, hold the pommel up, keep your point on line, don't telegraph your blows."
Jean-Louis had no idea what was going on, and charged again, with similar results. This time he was told that he had managed to combine the elegance of a plough horse with the killer instinct of a milk cow. After the next pass, the man screamed, "Point your foot at me, fool!" Rather to his own surprise, Jean-Louis did. For the next five minutes, he was subjected to his first fencing lesson, at two in the morning, in a house he'd broken into, from a man in a nightgown.

It broke up when Jean-Louis's stomach rumbled. The fencing master asked him when he'd last eaten, and Jean-Louis said three days ago. (A flat lie -- he'd had a perfectly good crust of bread a day and a half ago. But street urchins always say they haven't eaten in three days, even when they're hopelessly overstuffed.)

The master fed him, and asked many questions. (Maítre Francis Toquin is involved in politics, and was frankly wondering which of his enemies had sent so hopelessly incompetent an assassin.) Deciding that Jean-Louis was too foolish to be a spy, the fencing master offered to teach him at the Toquin Fencing School.

Jean-Louis couldn't find the place the next day, since he had been too embarrassed to admit that he couldn't read. He next saw Maítre Toquin three weeks later, and was escorted to the school.

Several years later, Jean-Louis is an assistant at the school, and has the friendship of the master.

2011-01-22, 12:46 AM
I have always wanted to play this character. I always thought she would be an amazing personality.

I wanted to make a female bard. She is a Miss America pageant (or technically Miss Eberron, or whatever setting we happen to be playing in) She is a dumb blonde all the way. I was thinking Clueless meets Jessica Simpson kinda character.

So, she gets this crazy idea. Part of any Miss America (Eberron) pageant is that the judges ask you what sort of volunteer work you do. Most girls say they help in soup kitchen or wash puppies or some such nonsense. My character thinks, in her naive brilliance, what can top all of that? Why going into a town and stopping the random orcs from killing innocent people?

So, she embarks on adventuring. And... then this is the fun part, because I wanted to play her like she's never been camping a day in her life. She doesn't like roughing it outside, she doesn't enjoy the weather, we have to walk everywhere. She won't go out without all of her make-up on, and so forth.

This is the brilliant part of the build though. At some point all of this adventuring gets to her and one day she breaks one of her nails because some monster hit her. This makes her angry, very angry. She goes into a rage and kills the monster for breaking her nail.

Thus, she multi-classes into a barbarian and rages any time a monster ruins her fashion sense.

I keep wanting to put her in a game, but I've yet to find one quite right. Plus the fact that a multiclass bardbarian sounds cool but is a mechanical nightmare and very underpowered. But meh... some personalities need to be brought out.

Jay R
2011-01-22, 10:15 AM
In Original D&D, using strict 3d6, I rolled up a character with STR 4, DEX 16, low WIS, fairly high INT, low CON, average high CHA character, whom I was about to abandon, when the DM said, "That's a nine-year-old kid".

I remembered that the DM had had a very happy childhood, and liked telling stories about the things he'd gotten away with, so I went with it. David became an extremely successful nine-year-old thief, who used his innocent face and small body to get away with things other thieves couldn't. The average foe does not target the kid in the party first, and I knew that the DM believed kids could be clever and effective. Also, the DM gave him the same plusses to Climb Wall, Hide in Shadows and Move Silently as a hobbit, based on his size.

As long as I occasionally focused on child-like ideas (playing with any new equipment, wanting to look over any wall we found), the DM liked the character, and he could get away with a lot.

How do you sneak up on a guard who's leaning against a wall? Walk up to the him, crying. "I'm lost, and I can't find my dad, and I'm hungry, and I'm cold, and I'm thirsty, and ... and ... (burst into tears)" The guard comforted him, and said, "I can find you something to eat. Then we'll get the captain, and find your parents." When he turned his back, the kid backstabbed him.

Ah, the innocent, carefree days of youth.

2011-01-23, 07:33 PM
We played a three person gestalt LE character campaign once where we took turns being the DM. I was Vormela Sforza, a cleric/wizard, and browsing through LE gods I came across Zarus, the neo-nazi flavored god of human supremacy. At first, I thought the ironic value of playing a racist character while in real life hating racists would be fun, but it got old after a few sessions.

I ended up hating my character, and always was looking for terrible situations to get her into. I entered her into the Geomancer PRC against her will, so that maybe Zarus would eventually take away her cleric powers.

Anyway, it was pretty darn funny to be playing a PC that I was always working against, and when I was DM, I often tried to make bad things happen to her.

There were a few other shining moments though:
-Capturing two elf clerics and then sacrificing them to Zarus, by using the spell Grim Revenge to rip off their hands which then stabbed them with their own holy symbols.
-Presenting a mace of blood to a Champion of Valarian (Exalted Deeds) and conducting a ritual to turn her into a blackguard with an undead unicorn mount.
-Poisoning a village in the woods that was a LG society of werebears, then gathering the survivors in the town hall for a meeting to discuss the situation, locking them in and burning the place down.
-Murdering my brother in the middle of the night as a preventative measure after he contracted faceless hate.

Oh, and also, the whole basis of this character was that she was the half sister of my real life fiance's CG half-orc barbarian in another campaign we were playing. (They had the same human father, whom we captured and killed in the second session of our evil character campaign.) We never let him know this until after the campaign was over.

Timeless Error
2011-01-23, 07:37 PM
Wow, nice character concepts, everyone! Thanks to everyone who's replied so far for posting your characters.

2011-01-23, 07:58 PM
Currently playing a Half dopleganger Warforged Bloddstorm Blade. It's basically a transformer with rocket punches.

It can bearly talk or understand what is being told to him. I plan to slowly develope his personality as he was recently activated by the party and is now following them, copying some, learning from them. Right now it has the personality of a little kid with the power of A THOUSAND MEN! (or maybe 3, I dont know)

2011-01-23, 08:04 PM
My current character, a warforged crusader, was given sentience thanks to his decades of war in a magic red zone (letting obscene levels of magic seep into his structure) against chromatic dragons alongside metallic dragons (which caused him to begin worshipping Bahamut). That was 340 years ago, during which time he's settled down into the role of a blacksmith's assistant, and without an outlet for his protective urges save the occasional contract from the country's elite forces, he's developed a few mental disorders. He's currently adventuring as one of the most valorous, selfless defenders of the weak the world has ever seen, partially due to obsessive-compulsive disorder (he has to spend hours every night polishing his armor or he's sure his friends will die), partially out of genuine good-heartedness, but mostly out of an all-consuming desire to gain a soul (which he believes he will, if his actions are sufficiently heroic). Because when he dies, there's absolutely nothing waiting for him except, well, nothing. And that terrifies him.

2011-01-24, 12:11 AM
Race: Newman (space elf, for your purposes maybe half elf?)
Age: 17
Perhaps my Phantasy Star lore is getting a bit rusty, but don't Newmans reach maturity at around 3 years of age and die off at around 12 years old? Although I suppose the Phantasy Star Universe newmans (and perhaps PSO) apparently had a more normal lifelength.

As for interesting characters, I've used one that worked and one that... didn't. My 3.5e Gnome Wizard/Maester/Effigy Master was supposed to be a scholarly tinker-style character, but just didn't quite work out in the campaign. It took him too long to get tinkering (level 10 and the fanciest trick he had was Animate Rope), lost too many caster levels, and his skills ended up too strange for what you would expect out of a wizard. He did have an awesome Disable Device roll, though.

I also had a 4e Gnome Paladin/Bard, which worked out far better. Having high INT allowed him to run around in light armor, high CHA powered his attacks, and most of his skills were geared towards information gathering. He also had a number of abilities related to allowing re-rolls for himself and party members; the plan was to make a diplomancer who could also help others participating, although the ability turned out useful in combat as well.

Beyond that, other unusual character ideas I've had include (note that they are all 3.5e):

Gnome Wizard/Rainbow Servant/Initiate of the Sevenfold Veil, focusing on rainbow, prismatic, and pattern spells

(somewhat) gestault Sorcerer//Bard, who had multiple personalities and can only use the abilities of the active personality

Awakened Skeleton Rogue, because one of the best ways to play dead is to actually be dead. Relies on sign language (Drow Sign?) to communicate.

Half-Giant Monk/Psionic Fist wielding a Sugliin, because I like my d8s

I still never got to play that Gold Dwarf Paladin Thunder Twin I was planning since the 3.0e Forgotten Realms campaign book was released.

Paseo H
2011-01-24, 12:25 AM
Yeah, I am going by Phantasy Star Universe type newmans.

2011-01-24, 12:39 AM
I think my more interesting character is my artificer I played from 1st level through 14th.

Starting the game he was just a typical half-elven artificer of House Lyrander, as it was my first jaunt into the artificer class from playing a wu-jen/binder (yeah, not the most optimized, but was fun) from a prior adventure.
At 7th level he ended up losing his left arm as he attempted to safeguard the crew of the airship as the ship started crashing... the DM hinted that the party was to get off the deck, but as a representative of Lyrander he insisted on ensuring the other passengers (the rest of the party and entourage) got to safety first. In the end we left it up to chance, and a few lucky rolls resulted only in losing an arm rather than his head.
At 9th level we finished tracking down the rogue warforged responsible for sabotaging the airship. Rather than killing the foe, Vicendithas subdued the warforged and systematically separated the villian from his left arm and grafted the warforged arm onto himself.
Eventually Vic started losing his mind (played up through a side effect of the grafted warforged limb) and, this took on a physical manifestation through the use of a wand sheath in the warforged arm loaded with a wand of body outside body. The fun part came into playing each clone as having only a fraction of Vic's personality. There was the sage, the gentleman, the bully, the sneak, the artiste, and the hero. This was only really played up when people missed sessions and there were only a couple of us, when everyone was there the 'fragments' wouldn't come out to play to keep from hogging the spotlight, so to speak.
(mechanically, this was accomplished with a few levels of chameleon to swap things around to bring the personalities to life)

One wall of text later...
My fave was a half-elven artificer/chameleon with multiple personality disorder and a mechanical arm.

2011-01-24, 12:55 AM
Awakened Cat Sneaky Class. Whose the cutest little angel of death? YOU ARE!
Corvis and Master. Halfling who was a raven familiar, Master, riding dog who was the cursed wizard.
Pathfinder Paladin//Rogue
I am the Suns Shadow, let all Evil Fear my Night!
Half Harpy Bard (http://www.giantitp.com/forums/showthread.php?t=155232)
I am the Legacy of Fire!

2011-01-24, 02:18 AM
Let's see, depends on the game system...

First off, let's go Shadowrun, that one's fun. :smallcool:

Very second SR character I ever made, "Silverscreen." He was the party's Face, and the premise was that by day, he was an actor in those godawful B-movies they crank out a-nuyen-a-dozen about shadowrunners and the heists they pull. However, by night (thanks to his sleep regulator bioware) he was an actual 'runner himself. His two funniest moments were when he was in a movie about a team of shadowrunners, while he was a member of the actual team. Second was when I'd successfully made a called shot to a baddie's wrist, blowing off his hand. Feeling the overwhelming urge to fire off a pun, I stood over him and said, "Now you've been disarmed." (http://www.youtube.com/watch?v=6YMPAH67f4o)

There was also my hacker/rigger character, Lenny. Lenny was a dwarf of Eastern European descent, a computer prodigy, and lived in Denver, but strangest of all, was only sixteen. Sarcastic and just a little Machiavellian, his general solution to any problem was to deploy a drone for it. Aside from the shadowrunning, though, Lenny also got some money on the side from various illicit Matrix activities, from credit cloning to piracy to just plain old hacking. :smalltongue:

2011-01-24, 08:02 AM
Awakened Cat Sneaky Class. Whose the cutest little angel of death? YOU ARE!

Awakened cats make the best rogues. "What do you mean you've got a cat? They do 1 point of damage!"

Until I felled a dire wolf with one. That scratch may be tiny, but it is in JUST the right spot.

2013-04-13, 05:51 PM
The Wizard McFeely (Mr Rogers Character)
An enchantment and illusion wizard. Vow of Poverty, Non-Violence, Peace. Very Powerful Enchantment and Illusion skills focused on sending his foes to "The Wizard McFeely's Neighborhood". There they would be "the best you that you can be." He would often persuade enemies, through enchantments, that they were "his neighbor" and that neighbors take care of one another. He would also assign random productive tasks to enemies, convincing them that there are all kinds of things that we can do when we are angry of upset, that don't hurt anybody. He wore a magic sweater, and had a goldfish familiar.

2013-04-13, 06:07 PM
Talisa Jaburban - Elven Druid of dark olive skin (I am purposely avoiding the Starbucks skin scale (http://tvtropes.org/pmwiki/pmwiki.php/Main/StarbucksSkinScale) however she isn't drow, but very dark of skin.) Was once vampiric property, and has tattoos to tell other vampires who her master is.

CPT (O-6) Althed Griffon - Commander of the O.T.F. light cruiser Excalibur. Previous assignments include command of the destroyer Trafalgar, CAG aboard the O.T.F. Flagship Victoria/Arcanum, member of the prestigious VR-1 commandos. Transferred from Air Corps to Navy to allow command duties. Initially tried to be a mercenary, until he was caught smuggling by the military. He was given the option of "go to jail, or enlist." Althed is also a Werewolf.

And my current favorite character, though he is far from unique:
Martin Walden - Son of a fairly wealthy merchant, he had no mind for numbers and ledgers, but smart at most everything else. Wanted nothing more than to become a knight in the service of an honorable man.

2013-04-13, 09:45 PM
I had an idea for a character, practically the moment I saw Warlord in the 4e rulebook, for a human well past his prime. The exact age eluded me, but probably somewhere in late middle-age or beyond. The kind of age that is relatively hard to get to in medieval times, and in DnD's typical worlds in particular, especially since his entire career revolved around fighting.

In his youth, he was a soldier of some sort (Fighter, most likely, in game mechanics). He saw war, and killed his fair share of threats to his local city-state. He took his lumps, and hovered around death's door many times in his storied career, but never really went anywhere with his life (a.k.a.: never quite attained Heroic Tier).

Now, he is a semi-retired old man, who spent most of his combat pay trying and failing to be a normal citizen. Try as he might, he could never escape the battlefield. However, his age has caught up with him and then some, and taking the field again as a soldier is, tragically, beyond his reach. Therefore, he lends his skills to the party, meager though they might be, as a guiding hand, a second set of eyes and a font of wisdom for the next generation of heroes.

It struck me as the perfect description of the Warlord class in a nutshell, except for the fact that it would be poorly optimized with low physical stats to accommodate its own fluff (sorta defeats the point if Grandpa could throw down with the best of them). Even worse, the only chance I got to dust the old so-and-so off was in Lair Assault, where they not only would not care about my guy's complex back-story, but they would look at the low strength and constitution and assume I was griefing them. Perhaps I'd have a better chance to dust him off and give him a shot here. Who knows?

2013-04-15, 10:09 PM
I am currently playing a character who is a laboratory experiment that escaped from a wizard's lab. She was the result of the wizard trying to create a human.

The class is one that the DM created for me (called Child of Prometheus)

With each level she advances she evolves a little. She becomes more experienced and smarter but she also changes physically. She started out looking like a human but has since developed a tail, pointed ears, hair made of vines, plus she has pointy teeth and retractable claws.

She's been a lot of fun to play so far!

(wasn't sure how it would go down when I came up with the idea, but I was looking for something different to try out). :smallsmile:

2013-04-15, 10:27 PM
Eclipse Phase has some very comprehensive, but flavorful character creation options.

I recently realized that exosuits are classified as robots, and robots can be fitted with cyberbrains. Basically, I came up with the transhuman equivalent of Alphonse Elric.

Admiral Squish
2013-04-15, 11:40 PM
All my character ideas are unusual and interesting. I pride myself on being unexpected.

One of my favorite characters is a pseudodragon warlock looking to become a dracolich. She's... not particularly moral. Basically, she acts exactly like a cat would, if the cat was intelligent, could fly, and had innate magical power. Demands to be petted, demands to be fed, sleeps on a pile of gold she keeps in a bag of holding. Bites you when you don't do what she says fast enough.

Timeless Error
2013-04-16, 01:58 PM
*decides not to mention that he started this thread back in 2011*

Anyway, wow, some very interesting ideas here.

Lost Demiurge
2013-04-16, 03:25 PM
1. Interdimensional Vessel Stormbreaker!

This one was for a mutants and masterminds game. Take one dimension-crossing spaceship. Strand it in orbit around earth. Have the crew decide to try and work with heroes to find a way home.

The catch? The ship was the size of a dining room table at most. The inhabitants were each about an inch tall.

It was pretty cool! I could tool around and zap bad guys with the main laser batteries, raise force fields and use tractor beams to throw things around, and when we needed a techie, I could use a modified summon to eject one of the crew in a jetpack to go meddle with things. I played it much like the Battleship Yamato, down to having various personalities stolen from anime as the crew interacting in different ways with the rest of the team.

2. Puss in Chains

This one I've created, not played yet. It's a character for a Second Darkness pathfinder game. Take one vagrant catfolk conman. Add in a devil cult that thinks binding a kyton to some poor random sacrifice is a good idea. End result? A synthesist summoner who's built something like Spawn. Reach claws refluffed as chains, ceiling climbing for fun and profit, and an overall creepy monster vibe.

So the catfolk, after he returned to sanity, grabbed the cult's possessions, sold them and fled, using the money to pose as minor nobility in service to "The Marquis de Caliphas." Why yes, he DOES wear snazzy boots. But the thing of it is, the kyton's sense of order and evil is seeping into his brain-meats. So recently he's taken to stalking the streets at night, finding thugs, cultists, and other chaotic evils, and murdering them in Dexter fashion. He's improving the world, one death at a time.

It oughta be an interesting game...

2013-04-16, 06:51 PM
I was in a slightly up-powered Star Wars d20 Revised game. I had gotten tired of my previous smuggler and decided to introduce a Jedi Guardian. At the time Miraluka sounded fun, so that was his species. Anyway, he entered the game at level one. His background had him as something of a lightsaber prodigy--mainly because of a very favorable stat array--but during a training accident someone had left an actual lightsaber in the rack with the training sabers. He ended up slicing off one of the other trainee's arms. It was ruled a total accident, but he was profoundly impacted by the event. As a consequence, he grew to become a strong proponent of "form zero"--or rather finding ways to stop a fight before it starts. So I start the game as a Jedi Guardian... who will rarely actually use a lightsaber or get into a fight. He went through some rather extreme lengths to find ways to diffuse fights and avoid killing anything, despite having more than enough skill to do it. Unlike a Jedi Consular, though, he didn't have the skills needed to get out of fights through skill checks, so I ended up doing it through superior planning and good roleplaying. He ended up acting WAY more like a consular than the actual consular who was playing in the same game.

Over the course of the game, he ended up discovering some lost treasures, teaching two padawans, becoming a wandering jedi master, providing vocal political opposition to the Republic during the clone wars, leaving the Jedi Order in protest, surviving Order 66 (by virtue of not being involved), and going to ground as master of a cargo hauler during the Imperial era. He even went to far as to get cybernetic eye implants to hide that he was a Miraluka. He ended up coming back as an NPC in a later Rebellion-era game the same group had played; he was the "light side master" that the force sensitive character could learn from to become a jedi, though he refused to teach them how to use or build a lightsaber.

2013-04-16, 07:07 PM
Or the character I'm currently playing in a 3.5e game: a cleric of the Red Knight. The game is an optimizing game, so this is a divine metamagic persisting cleric (planning and war domains). The fun part is the approach I'm using with the character--he meticulously plans everything, and insists on being the group leader in order to implement those plans. He travels with a large retinue of hirelings and is trying to develop a cohort right from the first level. For example, he insists that upon entry into a new room that the rogue checks the room for traps in a counterclockwise spiral at 5ft increments. He refuses to let the party descend upon loot like hungry sharks, and instead commands his hirelings to carry the loot to the entrance of the dungeon after the party clears the room to be divided up later. He always tries to force his own party into movement that establishes flanking, and won't attack without flanking if he has any choice about it. He actually keeps hirelings on hand to throw torches at Grease spells the sorcerer casts, and will certainly be using them to facilitate other mundane interactions with spells as we learn more.

2013-05-09, 04:58 PM
Here's the character so far...

Lvl 6 Human Factotum - Lawful Good
With Sainthood now.

Base Mod (after pluses)
Str: 6 +4
Con: 12 +1
Dex: 16 +9
Int: 22 +6
Wis: 10 +0
Chr: 15 +4

Disadvantage 1. Font of Inspiration
Disadvantage 2. Font of Inspiration
H1. Sacred Vow
1. Vow of Poverty
1. Nymph's Kiss
2. Vow of Non-violence
4. Nimbus Light
6. Stigmata
3. Vow of Peace
6. Subduing Strike

Saves: Fort 4 Reflex 14 Will 3 (+1 vs Spells)
Initiative: 9
HP: 40
AC: 33 Touch: 23 Flat: 24
Skill Points: Too many (14/lvl)
Diplomacy: 21/23(Good Creatures)
Gather Info: 17
Balance: 12
Hide: 18
Move Silently: 18
Tumble: 14
With tons of Knowledge skills and most all skills ranging from 5-14.

Dark-vision 60'
Endure Elements
Holy Touch (extra damage to evil and undead)
Magic Circle against Evil
Lesser Globe of Invulnerability
At will spells
DR 5/Evil
Resistance to fire (10)
Immune to Acid, Cold, Electricity and Petrification

I recently posted this character looking for sainthood story ideas.
Which if you wish to read is here...

After making the decision to journey back to the keep and the hobgoblins there, Palar spends most of his days there putting things in order, teaching the ways of Good, and helping the locals acclimate to the new ways of the hobgoblins. They are distrustful that is sure, but things are going smoothly. After a week or so, he sends a letter to his love, Xylona, a wood nymph who lives in the forests around the Church of Pelor where he resided for many years. He requests her to come to him, and live there, near the new church.
Xylona decides to make the journey and is soon in the town, and meets with Palar. She helps with the church's gardens and her charismatic ways help win the hearts of the town-folk. Things were going well...
...until one day she wasn't in the Gardens when Palar went to visit with her. It appeared there was a struggle in the gardens, the signs were everywhere; footprints, showing a struggle, broken pots and benches, etc. He used his survival knowledge to track the captors to a cave a few miles away from town. He ventured into the depths of the cave, keeping out of sight. It appeared that there was a group of hobgoblins that had broken away from the New Ways, and had retreated to these caves to continue living as they had before the Light was brought to their kin. He heard them talking about the alluring nymph being kept in the prisons below. And he overheard their plans to sacrifice her to appease their barbaric gods.
Palar sneaked his way through the caverns till he came upon the prisons. Unfortunately the hobgoblins had already taken her away. He followed the cavern passage that led from the prisons to a wide open-spaced cavern, well lit by a hole in the ceiling and torches lining the walls. He happened on them just as the ceremony was starting. There appeared to be around 20-30 hobgoblins all bowing religiously towards a makeshift alter, where his beloved was laying, unconscious. He stepped forth, allowing his halo of light to shine brightly. Praying and begging with the hobgoblins to let her go, to not cause her any more harm.
Shocked, the hobgoblins mobilized. But as Palar approached them the majority of them stood in fear and awe, unwilling to make a move upon the being of light that approached. However, the burly chief-cleric to their unholy gods was not affected by Palar's aura. He picked up his 12" ceremonial knife, raising it above the wood-nymphs body. Palar rushed to the scene, plunging himself in-between the blade and the heart of his beloved. Whispering prays of protection to the gods above. The cleric must have rolled a critical on his coup-de-gras, for the blade struck home, sending the length of it through Palar's body and into the heart of Xylona. The surrounding hobgoblins, moved by this act and partially by the Gods themselves, leapt forward, taking arms against the cleric that they were once enthralled to.
The heavens seemed to open up, light pouring from the caverns hole above, and shown upon Palar, healing his wounds, but not those of his beloved, her spirit had already been released back to the world which had begot her.
The hobgoblins, all bowed towards Palar, asking for forgiveness to their wandering ways. Palar, stricken with grief, but not out of his mind, stuck to his forgiving ways, Sanctifying the area, and blessing the pardoned. As he left, there were sprouts growing in through the rocks of the cavern floor where the light from above landed. A beautiful glade, growing before the eyes of those around. Palar made his way out of the caverns, and kept walking, out of town, towards where his gut told him his friends were. Onward, to travel alone for a bit, till he made sense out of the ways of this world, and figure out how he can make a difference. Halo around his head, he walked down the road.

The nymph is in Palar's backstory (how he got the feat Nymph's Kiss), and this opens up my character to take a Vow of Chasity too, since it would be hard to do that while being lover's with a nymph.

The character started out with me thinking VoP was GREAT! and the DM saying at character creation, I'll allow anything. Well, most of my characters are fluff and RP, cause we have a lot of players, so most of the roles are taken, and I don't like taking other people's spotlight. But the party would always say how useless they were.
This character wasn't going to be useless.

At level 4, his diplomacy was over 20 and could use the Factotum trait to bump that up even more.
At party level 6, I am now Character Lvl 8 with 6 Factory lvls and 2 Sainthood levels.
Now with Vow of Peace and Non-violence, my aura makes even my party members affected by Calm Emotions. Soo, there was a rogue and some fighter types who didn't like my guy for that reason. And the lady who played the rogue saying OOC that she was looking for a way to kill my character. Part of the reason for taking Sainthood.

My character has diplomacised his way out of half an adventure book by me and the cleric talking with the first group of hobgoblins we found in the dungeon and convincing the whole group to become good and following Pelor.

Now with Sainthood, none of the party can affect me with magic (as all spells Lvl 3 and lower are blocked and no-one can cast higher than that atm) and my AC being totally above any current monsters and PC's ability to hit (except with a crit).

Many will say VoP is extremely under-powered...I say to them that they aren't playing it right. The next exalted feats I'll be taking will be all those fluff ones that boost my Will and Fort saves. My character doesn't need booze, sex, etc. AND it's GREAT to roleplay. The GM loves the idea of not fighting everything and seeing what me and the Cleric will do, and while the characters don't like it, most of the players (except the aforementioned one) love the fun of it too.

Now I have to figure out my stats for melee, cause while I have the VoPeace and Non-violence...they still allow you to do subdual damage...?!?!? I don't 100% get it, but I'll take it. (Also for fighting undead...and I'm going to ask my DM if he will allow me to harm evil outsiders, cause personally my character would treat Evil Outsiders the same as undead.)

2013-05-09, 06:28 PM
I'm quite fond of my first two AD&D characters, especially now that I've fleshed out their characters a bit.

But I think my favorite is a very recent 3.5 character that I made: Rilk Halfwright.
Rilk is just a vanilla Fighter. I'm not here to optimize the hell out of my character, nor to play a piddling weakling who couldn't fight his way out of a paper bag, I'm here to have fun.
Rilk was an animal tamer in the circus and was proficient using a whip, and when fighting liked to wield a Short Sword in his primary hand an a Whip in his offhand. His fighting style usually involved tripping or disarming the target with his whip, and then attack with the Short Sword.
Now, Rilk's dumpstat was Wisdom (8) and boy did it show. Rilk wasn't stupid (His intelligence was 13 or something) but he didn't grasp sarcasm or wit and thought of himself as a great hero and, especially after spending most of his life with eseentric personalities in the circus, generally believed that everyone liked him, and he liked most other people.
He was also Chaotic Neutral, so he would try the polite and nice way, and then he would start with the violence (For example, whenever he came to a door when we were exploring, he would knock, wait about ten seconds for a response, then figure whoever was inside was extremely rude and kick the door in).
Rilk was also very fond of adventure, and it was his driving motivation to leave his home down. He worshiped a homebrewed god of Adventure (Made by the DM) and he would take to the adventure with gusto, staying at the front of the group with a big grin on his face.
Rilk had a large mohawk and wore a modified breastplate which had hooks on it to hand bits of fur and claws from creatures he had tamed or defeated.
But now the best part: Early in the campaign, we're fighting off a forest which is rapidly expanding and looking to cover the whole land and destroy most if not all other life. We fight off a group of treefolk, but then a Dryad comes out and charms me into protecting the seed, which I do with gusto (I held the part off for about forty-five minutes IRL. It was hilarious.) Anyways, a little later when we start to work with a Dryad "Mother" to stop the Queen, we come across the same Dryad who had Charmed Rilk. And, like the charismatic hero Rilk was constantly convinced he was, he swept her off her feet, and the two had quite a relationship (Don't worry, I didn't explain the details to the group like a moron).
Towards the end of the campaign the DM started giving us really powerful stuff just for the heck of it, since there were only like two sessions left anyways. I remembered fighting off a Hydra in one of the forest areas we had liberated, so I asked the Dryad Mother if I could have an Egg, and son of a gun, I got that egg. After a time skip, some help from Sylvara (The Dryad that Rilk had a relationship with), Rilk was allowed to blow a feat to treat the Four-Headed Hydra as a Ranger's Animal companion. His name was FRAK (Initials of each of the head's individual names) and he was awesome.
Once the campaign ended, Rilk and Sylvara went on the road with the circus.
Next campaign I'm playing Rilk's descendant, Penelope Halfwright; a Ship's Captain with a bit of Fey blood. I'm really excited to play her.

2013-05-10, 02:59 AM
I've recently been having a lot of fun playing one Dr. Blelyj, a tiefling witch who behaves in an emphatically Good way (usually Lawful, but with enough chaotic moments that his sheet says just Good), but who is absolutely convinced that he's actually evil. He calls the rest of the party his "minions", and he gets offended whenever anybody says detect spells say he's not evil. Also, he laughs maniacally all the time (The fact that they made maniacal laughter a class feature is one reason I decided I'm okay with Pathfinder). He justifies everything he does on evil grounds.

Donating to the orphanage is "investing in potential future minions"; he helps defeat the goblins who are harassing the townsfolk because nobody gets to harass the townsfolk but him; he declares surrendered foes his "minions" and just lets them go (it helps that the only foes to surrender so far have, with maybe one exception, been the most hapless of mooks).

He always coöperates with the rest of the party as much as possible, often giving up his share of the loot (usually when it involves coppers or silvers, so he doesn't have to carry it) and using most of his wealth to craft potions and wands for the party's use, on the grounds that such trivial matters as wealth are beneath him and that making his "minions" more effective is a more effective use of his resources.

Killing, too, is beneath Dr. Blelyj: he's never defeated an enemy, has only cast maybe two damaging spells in his life, doesn't even carry a weapon, and he usually only debuffs the foes and buffs his "minions".

If there's anything morally questionable -- or just funny -- that I can't think of a specific eeeeeevil reason why he would oppose, I fall back on the catchphrase, "_____ is beneath me." A not remotely exhaustive list of a few other things that Dr. Blelyj has declared to be beneath him: jaywalking, theft, racism (though he did announce himself to be "racist against cops"), alcohol, prostitutes (but not in the literal sense), piracy, and deities.

The adventure path (Rise of the Runelords) calls for the DM to track various sorts of sinful acts the characters commit: our DM confessed to me a few sessions ago that "evil" Dr. Blelyj was the only character who still has yet to commit any sins of any note (in a party of mostly various flavors of Good characters).

(I shamelessly stole the basics of this concept from the Playground on a previous thread of this sort. I don't remember who, exactly, originated it.)

2013-05-10, 07:09 AM

Bartleby Underburrow
Bartleby was a TN gnome beguiler going into shadowcraft mage and shadowcrafter, with some slight build differences from the "standard" killer gnome. The interesting part is that he had recently returned from being stuck in the plane of shadow, having been sent there through some magical accident. Bartleby had lost touch with reality, suffering from a form of solipsism syndrome, so he wasn't sure what was real and what wasn't. As far as he can tell, reality is mutable, and it all may be an illusion.

I, Warforged
I is a warforged binder/wizard/anima mage/pale master/soul eater, this misanthropic magnificent bastard is immune or resistant to pretty much everything, and looks upon the weak "meatsacks" with a mixture of scorn, revulsion, and pity. So of course, most of his abilities focus on ability penalties, drain, negative levels, etc. He's evil, and has free will to an extent, but programming similar to Asimov's rules that prevent him from acting on it.

2013-05-10, 11:39 AM
I recall making a gnome wizard in 4e that refused to walk, and floated EVERYWHERE on a Tenser's Floating Disk. He also abused the heck out of Thunderclap to move everything around (it was my first controller). Briefly wonder if I made Yoda force pushing enemy mooks...

Dread Angel
2013-05-11, 02:51 AM
A character who's actually my backup for our Shadowrun game comes to mind. He's ready for when my current Russian troll combat specialist inevitably dies (the concept of cover or extensive armor 404's in his mind).

I had to run this by my GM and justify a whole buttload of things, which I did successfully. Mechanics-wise he's not exceptionally powerful at all, but fluff wise...

We're playing Shadowrun 4th Ed (anniversary edition). This character is actually an employee of EVO, who has been wetwired with their top-secret cutting-edge prototype bioware.

He has a wetwired force field, and a pair of ion guns built into his wrists. The setting doesn't actually support force fields or ion pistols yet, though.

The whole point is that Evo has sent him out as a runner to test their systems in real-world scenarios. He is exceptionally loyal to Evo and will report to Evo if the runners take on a job that would impact Evo negatively. In addition, he tries to keep his use of the ion blasters to a minimum, preferring to fight with a long knife. He passes himself off as a mage when asked about his powers (the blasters work similarly to a force missile) and will never, ever spill the truth about the bioware he's wired with.

2013-05-11, 06:09 AM
One of my friends has a habit of coming up with characters heavily influenced by various philosophers or literary theorists and so on, as NPCs or otherwise, which reached its natural conclusion when he played a Matthew Arnold Barbarian.

2013-05-11, 10:16 AM
I have another one. I have no idea how to fit this guy into a standard adventuring party, though.

Poor Urchin was abandoned as a child, finding refuge from the mean streets at a nearby junkyard. While neglected, he had a keen intellect, picking up what skills were needed to survive, even teaching himself to read from scraps of parchment and signs above shops. Sometimes resorted to theft, but mostly lived by finding what he needed in the scrap piles, sometimes refurbishing things to sell on the street.

One day he came upon some minor magical item, and he was instantly intrigued, studying it for hours at a time, trying to figure out how it worked. He had an affinity for it, and began to collect more, sometimes deconstructing them to make his own, becoming a self-taught artificer.

Urchin is a hoarder, and his pockets are stuffed full of trinkets and doodads, both magical and mundane. He has very poor social skills, and finds it difficult to trust or empathize with anyone, since everyone he's ever relied on has abandoned, abused, or betrayed him. He is obsessive about the items he collects, and very jealous over his magical trinkets.

2013-05-11, 01:31 PM
I had Henry. Unlike the other Point Buy PC's, I decided to go old school, Iron man D&D. 3d6. No rerolls but I would be able to push stats where I wanted.

I got the most boring results possible. 10, 11, 12, 14,11,12

What on earth do you do with that? It didn't even give me a weakness to play off of.

And that's when I realized what this character had to be. He has to be average, so average that it hurt. And he had to have big dreams...dreams he could never possibly hope to fulfill.

He wanted to be a Paladin of Pelor. I got a really strange look from my DM. He asked me if I wanted to put my 14 in charisma. I said "Nope. His class is fighter. He aspires to be a paladin"

That's when he just started shaking his head and let me do my thing.

Henry was an average, boring, Lawful Good Fighter who never received the call of Pelor, even though he wanted it more than anything. You see, Henry had a Charisma of 10. He didn't drive people away. He didn't inspire them. There was no inner core of strength to Henry. He would easily waffle to what his friends wanted to do and then feel guilty later and spend hours mumbling half remembered prayers and wallowing in guilt.

I pushed the envelop even further, having Henry believing that he wasn't giving enough. He gave away his money, convinced others to tithe, didn't keep magical items (inspired by 2nd edition) and bought a white horse.

I had a great time playing Henry, but the other characters let me know it was getting...sad. They actually really wanted the DM to intercede, for Pelor to grant Henry his wish and make him a Paladin so they could see my self sacrificing character happy.

Henry died as a 5th level fighter, holding off an Ogre on the bridge as the party escaped.

It was fascinating to play him and see other people want him to succeed so badly. I had to think about how to sabotage this character to make it look unintentional so he never really was paladin material.

(edited for spelling)

2013-05-11, 03:09 PM
I had Henry.

This story filled me with sadness and joy.

Mono Vertigo
2013-05-11, 03:37 PM
This story filled me with sadness and joy.
Same. That's a really, really nice story you developed there.
Does it count for something if, to me, Henry is a paladin? And a pretty great one?

2013-05-11, 10:45 PM
Well thank you! Henry was of fun to play. He was never moralistic or tried to change people. The players of my group tried to raise dead on him when the DM passed me a note, saying Henry was accepted into Pelor's realm and had found a place for himself. I passed a note back saying Henry refused the call to be Raised.

After that, the group had a small statue raised, giving him the title of Paladin. It was pretty cool.

Jay R
2013-05-12, 08:49 PM
Well thank you! Henry was of fun to play. He was never moralistic or tried to change people. The players of my group tried to raise dead on him when the DM passed me a note, saying Henry was accepted into Pelor's realm and had found a place for himself. I passed a note back saying Henry refused the call to be Raised.

After that, the group had a small statue raised, giving him the title of Paladin. It was pretty cool.

Feel very lucky that you play with this group.

Never lose this group. They understand role-playing, and celebrate the PCs of others as much or more than their own.

Kid Jake
2013-05-12, 11:27 PM
Not too long back I played an awakened(?) cow barbarian/frenzied berserker. Inspired by a picture of a ridiculously large cow towering over a farmer with the caption 'I may be stupid, but you are so very, very small.' I was in and out since I usually cook dinner for us, so I wanted a character I could pick up and drop on the fly.

The character was mostly just your run of the mill cow with a bad attitude that tagged along with the party occasionally and gored things that interrupted her grazing with a savagery that would often result in the rest of the party continuing on with the adventure only to come back later to find her still rolling around the battlefield, picking fights with flattened corpses. She couldn't speak, only moo defiantly (seriously, every time she mooed it was in defiance of something) and there was some debate on whether or not she actually was an intelligent cow or just a rabid one that we played up for laughs; such as the 'good cop, bad cop' interrogation she fouled up for the party sorcerer when she threw the Halfling assassin he was questioning out of a fifth story window tied to a chair. The sorcerer just kept shouting 'You can't tell me she didn't mean to do that!' and she just sat there eating the stuffing out of a mattress; glaring at him.

2013-05-13, 03:22 AM
My gaming group has been rumbling with plans for an upcoming Marvel superhero game.

I spent a night mainlining Metalocalypse.

The character is the Skald of Ragnarok. She was the lead guitarist/vocalist for the viking metal band Shieldmaiden, who were unfortunately annihilated to almost a man after suffering a stage collapse at a festival. One which grew into a giant sinkhole. That sucked the band to Hel. While the other members of her group died horribly in the disaster, the Skald wound up in Hel alive, and there was presented with a challenge by the dread ruler of the lands of the dead. Should she succeed, she would be sent back to Midgard with a great gift and a great responsibility; should she fail, she would be killed most ingloriously, and her soul bound to dwell in the dark lands until those dread valleys vomited up their dead.

She accepted, and was presented with a weapon: the Svartalfax, a heavy axe built thousands of years before by a dark elven prince who broke into Hel while attempting to delve the most private of dwellings. None previous had managed to divine the true way of utilizing the axe... which was, of course, an electric guitar, which the Skald wielded masterfully in a surge of powerful, literally burning music. As she played the ground around her burned and liquefied, turning to sheets of molten magma which suddenly spewed upward in a massive eruption, which she rode to the surface of the earth while playing desperately for her survival, knowing that to quit her life-giving solo would end whatever strange magic was bringing this effect to its terminus. She burst from the earth, shredding a final lick, riding the volcano plume from the slope of an exploding mountain while ash-clouds spawned red lightning in the background, and as she fell to earth a laughing voice relayed the truth of her endeavors and the full weight of the prophecy she had just begun to fulfill.

The axe is one of the primary components of Ragnarok, and there is only one who can bear it: a mother of battle, who shall play the song that shakes Yggdrasil and summon the winter which ends the world; a shield-maiden who descended into Death and did not die; who shall be hounded by gods and monsters until the song is played. And even as she rolled down the rocky mound pitted by flame-spittle, she heard in the clattering of stone on stone the first of the many Notes which, when played end-to-end, will play the song that calls all the realms to war. More will come. That is certain.

Power-wise, she'll be somewhat similar to Thor: she needs a certain implement to function, but that implement is really rather awesome. I'd tailor her powers to resemble 70's metal album covers: flame eruptions and sudden thunderstorms and skeletons bursting from bodies and shirts bursting off of bodies.

And I have run this past the DM. And he is okay with it.

Given that my current character is Dr. Mengele with Force powers, and the last three characters I played before that were some variety of lizard, I am becoming more and more convinced that I am incapable of playing just a regular human guy.

2013-05-14, 02:59 PM
I think my best characters consist of John Rockwood M.D and Michael "Mike" Johnson.

Now, John is british, middle-aged and a doctor. Also, a rather odd character. Created as my first WoD character, I wanted him to serve the function as a medic, since I liked being supportive... This then turned out to be a bit idealistic thought since after I dumped three dots into Medicine, I found out that the best you can do to heal a vampire is apply pressure to the wound to prevent them from bleeding out and going into frenzy... Though, working in (and later running) a hospital does give you surprisingly easy access to blood packs, so... Hurray for that!

John, being a Tremere and a man of science had a really, really, REALLY hard time adjusting to the world of the supernatural. At least the more active part of it. When it came to creatures and such, he mainly just went "I hope they work more or less the same" and kept supplies readily available, but when it came to magic, he essentially just went "Nope! Does not compute!" until his sire eventually just went and explained how magic worked in terms of physics. ("Like, say, you conjure fire by essentially just projecting energy into a specific area and causing the air to ignite", that sort of stuff) After that, he felt a lot more comfortable with his powers, especially practical since he had just gotten Technomancy and I had finally digged out some rituals for him. He then, in a complete fit of democracy from the group, got elected leader of them. Which he managed to a... Decent degree. Having told a new addition, who essentially just went "**** all of you, I know better" and nearly blew up the building the rest of us was in, to sod off, he then experienced betrayal from his two remaining friends and discovering that a mad Sabbat member had essentially been turning him into someone ideal for diableration (or however you spell it), he more or less just went "Screw this, I'm going home!" and went back to England to teach Medicine and the Occult at university (strictly late evening and night courses, of course).

Some of his notable actions include:

Managing to recruit a freaking werewolf into helping fight for the group.
It was a rather random thing, wasn't even intentional when it happened. We had hired this guy to help us out with clearing out a building. Him and John had met, rather briefly earlier in the day, where the greeting consisted of the werewolf standing in full Crinos (the hotel was owned by one in our group, so it was staffed entirely by supernaturals), John staring at it with a cup of tea in hand. John proceeded to go "No. NO. **** NO! SCREW THIS! NOPE! IVAN! YOU GOT A GUEST!" and then the werewolf said, in a perfect british accent "Hello to you, too" which just caused poor John to sod off to his room again. John, having had an already long day (getting told "We're going to Bosnia!", more or less being thrown into the plane immediately afterwards and then driven around in an APC in a more or less urban warzone tends to have that effect on people, especially unknowing, civilian doctors who, deep down, doesn't really want to have anything to do with any of it), was just minding his own buisness, helping loot the place. The werewolf, having come down to discuss payment with the one of us who hired him, then picked poor, little, no-****-giving, tired-of-unlife John up off of the floor and disappeared with him out the door after John had passed him by, given him a gentle pat on the shoulder and went "Hey Benjamin". John, then being held at eye-level by a werewolf in Crinos form, having been asked how the heck he knew his real name name then said "Coincidence. It was either Benedict or Benjamin, so I went with the one that sounded more normal. Now, I've had a long day, so I would appreciate it if you put me down". Which Benjamin, then did. Turns out our GM had rolled whether or not John got it right and hey, it was a success. Apparently John's, at the time, massive cahoonas, due to a 5-success Courage roll with three dice, had impressed Benjamin enough that he was actually willing to work with him again, free of charge.

Managing to recruit an apprentice mage into being his receptionist.
This one was more deliberate, but the opportunity was through pure luck and a good Manipulation+Performance roll. We were infiltrating a secret government facility. After having massacred every single guard on the top floor of a 4-story building, the group started heading down. John, having a moment of brilliance, went about, collecting the stress balls in the offices (of which there turned out to be a surprising amount. Who knew that secret government could be so stressful?) which he then used to detect traps and tripwires down the stairwell. Having found nothing on the second floor of the building, they headed down to third floor where they found loot! Having taken the stuff he wanted (a ring and some syringes), he left the remainders of the group to bicker over loot. That day, I sat close to the GM, so I could, without the group, either IC or OOC, noticing, go down to the next floor. Where he carefully opened the door, only for a guard to grab him and run off with him, believing he worked there (He was wearing his lab coat after all). He then got placed with the only other surviving staff member, the original of the mirror-image receptionist who had, unfortunately, been the evening's first victim, luckily they didn't have a mental connection. They then proceeded to play cards as John waited for the rest of the group to get their thumbs out of their rears and go fetch him. Which they did, which caused the guard to put both John and this poor woman in a saferoom together, alone, with a deck of cards. She was having a breakdown, John managed to calm her down and have her put away the gun she had pulled and was aiming at the door. While they were waiting, John explained everything and offered her a job at his hospital. Even him being a vampire, though having promised to protect her and actually asked her to get behind him as the rest of the group was approaching, she must've trusted him as, when the rest of the group showed up, she more or less just clung to his coat and he escorted her out.

Managing to talk a megalomaniac into turning himself in and helping the Camarilla.
This was John's very first attempt at diplomacy. We were at a church (an evil church, who had guessed? Especially considering we were all vampires) with an utter nutcase for a priest who was trying to distill all the faith and use it as a powersource, more or less. After sketchy happenings, we turn into combat. John idly raises his hand in a rather polite manner. The nutcase and his henchwoman delays. John gets to speak his piece. Some rather confused and flattering, slightly kiss-assing but still ever so slightly condemning talk later, John and one of the other group members had managed to talk this guy into letting the town go. He destroyed the church, let his mental control over the city go and left with his henchwoman to help out the Camarilla.

There's about ten different iterations of Michael Johnson, some of them only related to the original by name. Sadly, the original Michael Johnson isn't a badass (yet). The original was created for roleplay in World of Warcraft as a counter to all the "rough-and-tough" idiots people who were around. For general info, he's a homeless alcoholic with a knack for barfighting and a proficiency at playing the guitar and basic knowledge in a lot of other random skills, all from juggling to sewing. Most of his day actually only consists of sitting in the street, either striking up conversations with strangers, playing guitar for change (some of which he donates to his friends at the shelter he stays at), learning new random skills (like juggling, slingshot-shooting, etc.) and of course, nursing what would be an unhealthy amount of alcohol if it wasn't because he amounts to be about 2.3 meters (7'6") in height. He's a rather simple character, but still one of the most enjoyable due to just being so happy-go-lucky and carefree. He takes the days as they come and knows that he, very well, might get stabbed, shot or killed, due to whatever reason, the next day in the world he lives in. Currently, I'm actually trying to recreate him in the WoD system, using the Werewolf: The Apocalypse ruleset (you're free to guess what race he was in WoW). If you want an example of what he usually sits and plays in the street (and actually somewhat lives by), try listening to What I Got by Sublime.

*looks up* *whistles* Woaahhh... That turned out to be a lot longer than I thought it would be...

2015-01-05, 06:49 PM
I haven't had the chance to play this concept, or really flesh it out.
My idea is to use a Thri-Kreen, basically a bipedal preying mantis player race from the expanded psionics handbook for 3.5.
The Thri-Kreen gets a plus 30 racial bonus to jump checks, and has the racial familiarity with Gythkas.
These Gythkas are dual weapons, but a Thri-Kreen has 4 arms, using the multiweapon fighting feat, use two of these simultaneously.
The class would be Soulknife. This allows for the ability to summon dual Gythkas as a move action, and later a free action infinitely.
finally, take elocator as the prestige class, even only one level could work.
The elocator allows you to float at a constant altitude, using the jump and elocator's floating, the Thri-Kreen goes to 100 or more feet off the ground and drops onto an enemy, i haven't figured out the physics of this, but do you think it would allow for high amounts of damage? I would like to try it if possible.

Also, side note, the elocator could also catch themselves before dying from fall damage.

2015-01-06, 12:46 AM
I've never had a chance to play this character (and due to the long line of people waiting to play healers, I probably won't for quite a while), but I enjoyed creating him and fleshing his story out. This is for a semi-homebrewed Deadlands game, and is the result of inspiration after reading the original Frankenstein.

About ten years ago, Albert Forester was like any other field medic in the Prussian military. He followed the orders of his superiors and healed wounded soldiers as best as he could. That was until the fateful day when he was first exposed to a captured Austrian prisoner who only identified by the name of David. David was one of the Harrowed, the sentient undead which have begun to appear all over the world in the last few decades, and, ever fascinated by the morbid, Albert was ever so eager to experiment on the man. Back in those days, he was young and willing to do anything to further the cause of unification, and he was willing to endlessly torture a man to do so. His superiors were more than pleased at his first experiments, as Albert figured out how to isolate the strange set of chemicals which he believed allow the Harrowed to regenerate their tissue and extend their 'lifespan' nearly indefinitely. He used the chemical to heal wounded prisoners, growing back lost limbs and other fatal injuries, and gave quite an edge to his country in the wars. This worked well for Albert, until the side effects of his experiments were discovered. His compound would heal broken men, but would ruin their minds and bodies. Slowly their human instincts and emotions would wither away, leaving nothing but an empty husk of a soldier which would shamble towards the enemy lines without thought of pain. Even for the Prussians, zombified soldiers were too much, and Albert was discharged. When word reached the nation that he had invented a means to zombify the living and create monsters, he was attacked by the medical community, shunned by his peers, and eventually forced to leave to a nation which would be more tolerant of his particular line of research. That nation, of course, was the now divided United States.

In the new land he was a stranger and an outcast. He was not very good at the language of the land, and his wild stories led many to conclude that he was insane. Luckily for Albert, though, America was full of the so called 'Mad Scientists' which brought about fantastic new technologies to the world. After obtaining a sample of Harrowed spinal fluid, quite a difficult find, he discovered that his regenerative compounds could be tempered with the addition of a ghost rock catalyst, leading to the invention of the drug he named 'vitalisin', using the Latin word for life.

Albert is just a drifter now, selling his services to the world as miracle medicine. Even among the scientific community of America, they still look at him with disdain, as the man who would turn the living into the walking dead. Yet with exile has brought Albert new purpose in life: to heal the sick and the dying. All this doctor seeks to do is give life to a dying world, to make up with new life for the lives he ruined in the past.

2015-05-20, 09:18 PM
One of my characters (in 5e) is a aasimar fiend pact warlock
With a celestial pact of the chain imp

2015-05-20, 09:23 PM
I have not played this, nor would I because I'd get dice thrown at me, but it's one of the funnier ones:

An awakened bear, who brews beer and works as a barkeep. Bear totem barbarian, multiclassed with bard.

The beer bar bear bard bear barbarian.

2015-05-20, 11:03 PM
The Winged Mod: Thread Necromancy.