xyianth
2015-02-17, 05:41 PM
I’ve been asked to join a game by a friend of mine as a sort of anti-hero. I don’t know much about the campaign world or the party composition. All I know is that my character should provide plenty of potential plot hooks for the DM to use. Since I am usually the DM for my table, this is a rare opportunity for me to be a player.
race: human(variant)
stats(if using point buy): 14(15) str, 10 dex, 14 con, 8 int, 10 wis, 15(16) cha
if rolling: 15+ str, cha>con>dex,wis>int after mods
background: sailor(pirate)
skills: athletics, perception, intimidation, persuasion, deception
tools: navigator’s tools, vehicles(water)
languages: common, infernal(or some other esoteric, vaguely evil, campaign appropriate language)
ECL class details
1 paladin 1 polearm master, divine sense, lay on hands
2 warlock 1 fiend patron, dark one’s blessing, cantrips(eldritch blast, minor illusion), spells(hex, armor of agathys)
3 warlock 2 agonizing blast, devil’s sight, spells(command)
4 warlock 3 pact of the tome(shillelagh, vicious mockery, guidance), spells(darkness, command->blindness/deafness)
5 warlock 4 +2 cha, cantrips(friends), spells(misty step)
6 warlock 5 book of ancient secrets(find familiar, alarm), spells(fireball or hypnotic pattern)
7 paladin 2 divine smite, dueling fighting style
8 paladin 3 divine health, oathbreaker, channel divinity(control undead, dread aspect)
9 paladin 4 warcaster
10 paladin 5 extra attack
11 paladin 6 aura of protection
12 paladin 7 aura of hate
13 paladin 8 +2 cha
14 paladin 9
15 paladin 10 aura of courage
16 paladin 11 improved divine smite
17 paladin 12 lucky
18 fighter 1 second wind, defense fighting style
19 fighter 2 action surge
20 fighter 3 battlemaster archetype, combat superiority(menacing attack, riposte, trip attack)
My backstory: (rough outline)
I sailed the world as a pirate.
I came across an interesting trinket. (probably by theft from true owner)
The trinket linked me to a powerful fiend.
My ship was attacked and sank, but I survived because of unnaturally lucky instincts. (drawn from link to fiend patron)
I am empowered by my patron.
Fiend patron has plans for me, but I don’t know what they are.
Character personality, motivations, and goals:
I am neutral evil. (as in self serving, not as in over the top villain)
I do not shun helping others if it will also help myself.
My pirate reputation comes from the tattooed markings that indicate I was a member of a specific pirate group. The informed can identify the troupe, the uninformed just know that the tattoo is associated with dangerous people.
I’m indebted to the fiend, though I don’t know for sure that it is one. All I know is that it saved my life and gives me power. I’m sure there will eventually be a price, but I don’t currently care.
I am still trying to carve out a life of luxury for myself.
I generally believe that might makes right and ends justify means.
I figure the unknown fiend’s identity and plans provide a decent plot hook. The pirate background with identifiable markings is another plot hook. The theft of the trinket could provide yet another plot hook. The selfish, but willing to help others personality should help move plot lines in interesting directions. And the character is, mechanically, a pretty versatile party asset: high melee damage output, good-to-great defense, utility casting, party face abilities, and a decent ranged attack.
Any suggestions for improvement? or critiques of the concept? Have any ideas for more plot hooks?
race: human(variant)
stats(if using point buy): 14(15) str, 10 dex, 14 con, 8 int, 10 wis, 15(16) cha
if rolling: 15+ str, cha>con>dex,wis>int after mods
background: sailor(pirate)
skills: athletics, perception, intimidation, persuasion, deception
tools: navigator’s tools, vehicles(water)
languages: common, infernal(or some other esoteric, vaguely evil, campaign appropriate language)
ECL class details
1 paladin 1 polearm master, divine sense, lay on hands
2 warlock 1 fiend patron, dark one’s blessing, cantrips(eldritch blast, minor illusion), spells(hex, armor of agathys)
3 warlock 2 agonizing blast, devil’s sight, spells(command)
4 warlock 3 pact of the tome(shillelagh, vicious mockery, guidance), spells(darkness, command->blindness/deafness)
5 warlock 4 +2 cha, cantrips(friends), spells(misty step)
6 warlock 5 book of ancient secrets(find familiar, alarm), spells(fireball or hypnotic pattern)
7 paladin 2 divine smite, dueling fighting style
8 paladin 3 divine health, oathbreaker, channel divinity(control undead, dread aspect)
9 paladin 4 warcaster
10 paladin 5 extra attack
11 paladin 6 aura of protection
12 paladin 7 aura of hate
13 paladin 8 +2 cha
14 paladin 9
15 paladin 10 aura of courage
16 paladin 11 improved divine smite
17 paladin 12 lucky
18 fighter 1 second wind, defense fighting style
19 fighter 2 action surge
20 fighter 3 battlemaster archetype, combat superiority(menacing attack, riposte, trip attack)
My backstory: (rough outline)
I sailed the world as a pirate.
I came across an interesting trinket. (probably by theft from true owner)
The trinket linked me to a powerful fiend.
My ship was attacked and sank, but I survived because of unnaturally lucky instincts. (drawn from link to fiend patron)
I am empowered by my patron.
Fiend patron has plans for me, but I don’t know what they are.
Character personality, motivations, and goals:
I am neutral evil. (as in self serving, not as in over the top villain)
I do not shun helping others if it will also help myself.
My pirate reputation comes from the tattooed markings that indicate I was a member of a specific pirate group. The informed can identify the troupe, the uninformed just know that the tattoo is associated with dangerous people.
I’m indebted to the fiend, though I don’t know for sure that it is one. All I know is that it saved my life and gives me power. I’m sure there will eventually be a price, but I don’t currently care.
I am still trying to carve out a life of luxury for myself.
I generally believe that might makes right and ends justify means.
I figure the unknown fiend’s identity and plans provide a decent plot hook. The pirate background with identifiable markings is another plot hook. The theft of the trinket could provide yet another plot hook. The selfish, but willing to help others personality should help move plot lines in interesting directions. And the character is, mechanically, a pretty versatile party asset: high melee damage output, good-to-great defense, utility casting, party face abilities, and a decent ranged attack.
Any suggestions for improvement? or critiques of the concept? Have any ideas for more plot hooks?