Stormthroe
2015-12-02, 09:21 AM
Hello fellow Playgrounders!
In my last Build a Character thread, we put together C'tan, a Drow Ninja who worshipped Bhaal, the Lord of Murder. He survived well, although its true; Sunlight Sensitivity is a heck of a downfall. While I enjoyed the character, we've reached a point in the campaign where he can not only not take more than one or two hits without getting put down, but his damage output is weak at best and he'd become more of a skill jockey and alarm system with a +7 to perception for the rest of the party. Last game, he went down and while our cleric wished to burn yet more spell slots into keeping him on his feet, I politely asked him to not waste the spells and I would simply rebuild a new character for the next game after the holiday week.
So, without further ado, I am looking to build Arahain Minraith, one of the Border Rangers of Elven Tree, known as Waywatchers. He is a Wood Elf Ranger 1/Rogue 2 who specializes with the bow, but carries a pair of hunting knives and a bolo (net) as alternative weapons.
While he follows many of the normal tropes you see for Elven Rangers (think Legolas), I am trying extremely hard not to make him a clone through his roleplaying, and here is where I need your help. After using it for a couple of one shots, I've become fond of the 10 minute background method to setting up a brief history of the character and try to capture what I envision to be his personality. While reading it, I would like to know which alignment you folks feel he should fall under; I was thinking Neutral Good, but as an Elf, they tend to fall Chaotic Good. However, a friend pointed out that some of his traits definitely have a more Lawful streak without being a zealot of Good, leading him to possibly be Lawful Neutral. I look forward to your thoughts.
10 Minute Background
Arahain Minraith, the Waywatcher
Concepts and Background
1.) Arahain is devoted to all of the Seldarine, but holds Solonor Thelandira, the Great Archer, as his patron. He follows the Way of the Hunter and its three main tenets; The Way of the Arrow, The Way of the Bow, and the Way of the Forest. The Way of the Arrow states to fly straight and do not waver, essentially to be as Good as possible but be willing to do what is necessary. The Way of the Bow states to bend but do not break, essentially to remain flexible in your thinking and find strength and resilience in that flexibility. The Way of the Forest states that like the woods, together, we are stronger than one, and includes living harmoniously with nature and having close ties to ones own tribe.
2.) Arahain holds a primal hatred for Gnolls and Orcs and they are his favored enemies. Tribes of these marauding races are the reason Waywatchers exist.
3.) Arahain's bow and warhorn were gifts from Mirel, an Elven woman he fell in love with before he became a Waywatcher. He treasures these above all else.
4.) Arahain is a patient and kind being, but does not hesitate to cross swords with any who act against his people or against the forest in which he lives.
5.) As an Elf, Arahain can seem cold and aloof to outsiders, and is much more comfortable being in nature than being around large groups of people, especially non-elves.
6.) Arahain does not believe in material wealth; he sees an object's value as a combination of its usefulness and its importance to its current owner. Money is a foreign concept to him, and in truth, he sees it as an unneccessary one. He prefers to barter goods for goods when dealing with outsiders, and has little interest in looting or acquiring material wealth.
7.) Arahain abhors slavery and those who allow it to exist, even legally. It is the right of all living things to be free from dominion. He believes all can peaceably live aside one another in the natural world.
8.) Arahain had heard that slavers attacked his village, and fears for the safety of Mirel.
Goals - Since we play Adventurer's League games, goals are more personal goals than anything that can really be worked into the story. Based on our current place in Out of the Abyss, the goals are based around the enemies we've fought so far. It also leaves little room for things to change in the written adventures, and I will ask my DM if he wants me to do the other sections or create more unique goals.
1.) Arahain wishes to know that Mirel is safe, and seeks to find her again. We know that the Redcloaks have bartered slaves with the Duergar; she may have already been sold, or she may be safe at home having survived the attacks. Who knows.
2.) I would like to see Arahain's prowess as a scout and assassin put to good use in the game. Up until now, our party does a whole lot of kick the door in and resort to violence; maybe a dissenting voice will help.
Thoughts? Opinions? Questions?
In my last Build a Character thread, we put together C'tan, a Drow Ninja who worshipped Bhaal, the Lord of Murder. He survived well, although its true; Sunlight Sensitivity is a heck of a downfall. While I enjoyed the character, we've reached a point in the campaign where he can not only not take more than one or two hits without getting put down, but his damage output is weak at best and he'd become more of a skill jockey and alarm system with a +7 to perception for the rest of the party. Last game, he went down and while our cleric wished to burn yet more spell slots into keeping him on his feet, I politely asked him to not waste the spells and I would simply rebuild a new character for the next game after the holiday week.
So, without further ado, I am looking to build Arahain Minraith, one of the Border Rangers of Elven Tree, known as Waywatchers. He is a Wood Elf Ranger 1/Rogue 2 who specializes with the bow, but carries a pair of hunting knives and a bolo (net) as alternative weapons.
While he follows many of the normal tropes you see for Elven Rangers (think Legolas), I am trying extremely hard not to make him a clone through his roleplaying, and here is where I need your help. After using it for a couple of one shots, I've become fond of the 10 minute background method to setting up a brief history of the character and try to capture what I envision to be his personality. While reading it, I would like to know which alignment you folks feel he should fall under; I was thinking Neutral Good, but as an Elf, they tend to fall Chaotic Good. However, a friend pointed out that some of his traits definitely have a more Lawful streak without being a zealot of Good, leading him to possibly be Lawful Neutral. I look forward to your thoughts.
10 Minute Background
Arahain Minraith, the Waywatcher
Concepts and Background
1.) Arahain is devoted to all of the Seldarine, but holds Solonor Thelandira, the Great Archer, as his patron. He follows the Way of the Hunter and its three main tenets; The Way of the Arrow, The Way of the Bow, and the Way of the Forest. The Way of the Arrow states to fly straight and do not waver, essentially to be as Good as possible but be willing to do what is necessary. The Way of the Bow states to bend but do not break, essentially to remain flexible in your thinking and find strength and resilience in that flexibility. The Way of the Forest states that like the woods, together, we are stronger than one, and includes living harmoniously with nature and having close ties to ones own tribe.
2.) Arahain holds a primal hatred for Gnolls and Orcs and they are his favored enemies. Tribes of these marauding races are the reason Waywatchers exist.
3.) Arahain's bow and warhorn were gifts from Mirel, an Elven woman he fell in love with before he became a Waywatcher. He treasures these above all else.
4.) Arahain is a patient and kind being, but does not hesitate to cross swords with any who act against his people or against the forest in which he lives.
5.) As an Elf, Arahain can seem cold and aloof to outsiders, and is much more comfortable being in nature than being around large groups of people, especially non-elves.
6.) Arahain does not believe in material wealth; he sees an object's value as a combination of its usefulness and its importance to its current owner. Money is a foreign concept to him, and in truth, he sees it as an unneccessary one. He prefers to barter goods for goods when dealing with outsiders, and has little interest in looting or acquiring material wealth.
7.) Arahain abhors slavery and those who allow it to exist, even legally. It is the right of all living things to be free from dominion. He believes all can peaceably live aside one another in the natural world.
8.) Arahain had heard that slavers attacked his village, and fears for the safety of Mirel.
Goals - Since we play Adventurer's League games, goals are more personal goals than anything that can really be worked into the story. Based on our current place in Out of the Abyss, the goals are based around the enemies we've fought so far. It also leaves little room for things to change in the written adventures, and I will ask my DM if he wants me to do the other sections or create more unique goals.
1.) Arahain wishes to know that Mirel is safe, and seeks to find her again. We know that the Redcloaks have bartered slaves with the Duergar; she may have already been sold, or she may be safe at home having survived the attacks. Who knows.
2.) I would like to see Arahain's prowess as a scout and assassin put to good use in the game. Up until now, our party does a whole lot of kick the door in and resort to violence; maybe a dissenting voice will help.
Thoughts? Opinions? Questions?