Pen & Paper RP Characters?
Re: Pen & Paper RP Characters?
Someone needs to educate him on how horrible it is. Curse, not gift, dammit.
The world is an arena, not a stage. RP is a stage, not an arena.
- Lylessa Uluki
- Citizen
- Posts: 669
- Joined: Thu Jun 14, 2007 12:12 am
- Name: Uluki
- Race: Duskling - Fae
Re: Pen & Paper RP Characters?
I think the thing is that in Devon's unique situation, it beats the alternative. It's just a matter of picking the lesser of two curses.
"When you feel like you can't go on, love heals.
Hold onto love, and it will lead you home. Love heals." -Rent
Hold onto love, and it will lead you home. Love heals." -Rent
Re: Pen & Paper RP Characters?
Yeah, I recently talked to Uluki about this.
If Devon dies, his soul is taken and used as power for a demon. His powers and will, will be used as a tool for that demon to carry on his destruction.
If he was immortal however, he would break the recycling chain that has been passed through his family.
If Devon dies, his soul is taken and used as power for a demon. His powers and will, will be used as a tool for that demon to carry on his destruction.
If he was immortal however, he would break the recycling chain that has been passed through his family.
*Fwoosh*
Re: Pen & Paper RP Characters?
Well, Metarie started out as an elf bard in D&D. So those stats are completely wrong for the Metarie that exists today, plus I really reduced her abilities in order to play her on Thar.
I'll check out the link you posted, Frug.
I'll check out the link you posted, Frug.
A story is like a tapestry; it is never finished until the final thread is sewn.
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- Lylessa Uluki
- Citizen
- Posts: 669
- Joined: Thu Jun 14, 2007 12:12 am
- Name: Uluki
- Race: Duskling - Fae
Re: Pen & Paper RP Characters?
I finally took Pagusel's test, and I am:
Lawful Good Human Cleric (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 14
Intelligence- 15
Wisdom- 14
Charisma- 15
My only complaint about this is I don't think my Intelligence and Wisdom scores are right. Wisdom should be higher than Intelligence. I would probably reverse them, because of my greater reliance on insight and common sense than academics and logic.
Lawful Good Human Cleric (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 14
Intelligence- 15
Wisdom- 14
Charisma- 15
My only complaint about this is I don't think my Intelligence and Wisdom scores are right. Wisdom should be higher than Intelligence. I would probably reverse them, because of my greater reliance on insight and common sense than academics and logic.
"When you feel like you can't go on, love heals.
Hold onto love, and it will lead you home. Love heals." -Rent
Hold onto love, and it will lead you home. Love heals." -Rent
Re: Pen & Paper RP Characters?
You Are A:
Neutral Good Elf Fighter (6th Level)
Ability Scores:
Strength- 11
Dexterity- 11
Constitution- 11
Intelligence- 16
Wisdom- 14
Charisma- 17
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because because it advances mediocrity by limiting the actions of the truly capable.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful. *nyah at Fruggles*
Class:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Neutral Good Elf Fighter (6th Level)
Ability Scores:
Strength- 11
Dexterity- 11
Constitution- 11
Intelligence- 16
Wisdom- 14
Charisma- 17
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because because it advances mediocrity by limiting the actions of the truly capable.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful. *nyah at Fruggles*
Class:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
A story is like a tapestry; it is never finished until the final thread is sewn.
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- Lylessa Uluki
- Citizen
- Posts: 669
- Joined: Thu Jun 14, 2007 12:12 am
- Name: Uluki
- Race: Duskling - Fae
Re: Pen & Paper RP Characters?
I took the test again IC as Uluki (yes, I'm a big nerd) and got the following:
Lawful Good Human Cleric (6th Level)
Ability Scores:
Strength- 10
Dexterity- 9
Constitution- 9
Intelligence- 14
Wisdom- 17
Charisma- 14
Which is eerily close to her actual stats, and Cleric is the closest D&D class to Shaman. The race is off, of course, but I doubt Duskling was an option, and she did marry a human and lives among mostly humans, so that's probably the closest possibility.
Lawful Good Human Cleric (6th Level)
Ability Scores:
Strength- 10
Dexterity- 9
Constitution- 9
Intelligence- 14
Wisdom- 17
Charisma- 14
Which is eerily close to her actual stats, and Cleric is the closest D&D class to Shaman. The race is off, of course, but I doubt Duskling was an option, and she did marry a human and lives among mostly humans, so that's probably the closest possibility.
"When you feel like you can't go on, love heals.
Hold onto love, and it will lead you home. Love heals." -Rent
Hold onto love, and it will lead you home. Love heals." -Rent
- Kamar Deythal
- Citizen
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- Joined: Sat Apr 08, 2006 7:52 pm
- Name: Kamar Deythal
- Race: Half-elf
Re: Pen & Paper RP Characters?
I did Pag's thingy too. It's really quite interesting what I am...
True Neutral Human Ranger (5th Level)
Ability Scores:
Strength- 13
Dexterity- 18
Constitution- 14
Intelligence- 15
Wisdom- 15
Charisma- 15
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
True Neutral Human Ranger (5th Level)
Ability Scores:
Strength- 13
Dexterity- 18
Constitution- 14
Intelligence- 15
Wisdom- 15
Charisma- 15
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
You’re gonna find out you’re already dead, and I was the world coming down on your head.
- Xyon_of_Calhoun
- Guardsman
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- Name: Xyon
- Race: Xenetian
Re: Pen & Paper RP Characters?
This is something I would love to do if I had the time.
I have to jump.
For even if I fall, for a moment, I will fly.
For even if I fall, for a moment, I will fly.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
Going to try Jen first.
Jenica Sabiny.
Hyborion female, Vampire template. Barbarian 6, Thief 6 - Harrower.
STR 24, DEX 24, CON -, INT 10, WIS 4, CHA 18.
HD: 10d12 +10 + 10 (90 hp).
Initiative: +23 (+7 Dex, + 10 Reflex, + 4 Improved Initiative, +2 Lightning Reflexes).
Speed: 60 foot (keeps pace with a horse).
Dodge Defence: 32 (+7 base, + 7 DEX, +1 Dodge, +1 Light-footed, +3 balance, +3 tumble).
Parry Defence: 25 (+5 base, + 7 STR, +3 balance).
Grapple Defence: 27.
Damage Reduction: 7 (vampire + 6, harrower +1). Immune to cold. Undead immunities (critical hits, ability damage, poison, etc). Fast Healing 5 hp/round.
Attack: (Base +10, STR +7, Balance +3 = +20)
Natural unarmed attack - Attack, +20/+15 - Damage 1d6 + 7.
Feed - Grapple +17/+12 - Damage 1 STR + CON (gains 5 temporary HP per ability point drained).
Combat Options:
Sneak Attack +6d6.
Sneak Attack style (+1 to hit and +6d8 damage when using natural unarmed attack, scimitar, or stilletto).
Stunning Attack 4/day (Fortitude DC 23 to resist).
Children of the Night (1d4 Smoke Serpents - Attack +19, Grapple +18, choke for 2d6 +3 damage, 39 hp, no defence).
Fighting Madness 2/day (replaces Crimson mist) = STR 28 (Attack +22/+17, Damage 1d6 +9, HP = 102, Dodge Defence 30).
Striking Cobra attack (foe must make Will DC 25 to avoid surprise, DC 26 when using Sneak Attack Style).
Special Abilities:
Trap Sense (+4 Defence vs traps).
Improved Uncanny Dodge (may Dodge surprise attacks, immune to flanking).
Improved Mobility (never provokes attacks of opportunity so long as she moves 10 or more feet in the round).
'Fearless' (+2 saves vs Fear).
Versitility (only -2 penalty using exotic or improvised weapons).
Saving Throws:
Fortitude: +9 (+7 base, +2 Great Fortitude)
Reflex: +19 (+10 base, +7 Dex, +2 Lightning Reflexes)
Will: +1 (+4 base, -3 WIS)
Feats:
(vampire) Alertness. Combat Reflexes. Dodge. Improved Initiative. Lightning Reflexes.
(thief) Eyes of the Cat (= see in dark). Light-footed.
(barbarian) Endurance, Diehard -> Toughness.
Great Fortitude. Fleet-footed x 3. Run. Stunning Attack. Striking Cobra. Sneak Subdual. Fighting Madness.
Skills (only important skills):
Hide + 31, Move Silently +31, Listen +19, Spot +19, Open Locks +15, Search + 16, Balance + 24, Tumble +24.
So, the logic...
With Jenica, anyone else see the irony?
Barbarian levels... well, she's become feral as a vampire. That fits. Thief levels, reflects her assassin training and predatory existance. Initially I wanted to work with Scholar levels and spells - Telekinesis for shadow manipulation, Oriental Magic for self-boosting from extra blood. Eventually it became more effort than I wanted to put in, and I wanted to keep her Will save low due to her mental weakness.
Instead, I settled for replacing the bats or wolves typically summoned by Children of the Night with Smoke Serpents (a rope-like demon that constricts and chokes people) and using Fighting Madness to reflect any possible boosts.
Initiative, Dodge Defence, Speed and Reflex saves are all HUGE. This is because her Celerity means she is so fast people rarely see her move. Fleet-footed + Run + Striking Cobra also reflect how fast she is. Striking Cobra in particular means she can attack from surprise even when you are ready for her.
Notice that she has very few abilities which represent technique. That is deliberate. A large point of the character is having very little control, not enough for intricate combat maneuvers.
The one thing I disliked was the 'Fearless' Barbarian class feature - it really does not suit Jenica. However, with such a low Will save, I think it seems fair that her ability to face danger is more than her ability in other acts of willpower.
Jenica Sabiny.
Hyborion female, Vampire template. Barbarian 6, Thief 6 - Harrower.
STR 24, DEX 24, CON -, INT 10, WIS 4, CHA 18.
HD: 10d12 +10 + 10 (90 hp).
Initiative: +23 (+7 Dex, + 10 Reflex, + 4 Improved Initiative, +2 Lightning Reflexes).
Speed: 60 foot (keeps pace with a horse).
Dodge Defence: 32 (+7 base, + 7 DEX, +1 Dodge, +1 Light-footed, +3 balance, +3 tumble).
Parry Defence: 25 (+5 base, + 7 STR, +3 balance).
Grapple Defence: 27.
Damage Reduction: 7 (vampire + 6, harrower +1). Immune to cold. Undead immunities (critical hits, ability damage, poison, etc). Fast Healing 5 hp/round.
Attack: (Base +10, STR +7, Balance +3 = +20)
Natural unarmed attack - Attack, +20/+15 - Damage 1d6 + 7.
Feed - Grapple +17/+12 - Damage 1 STR + CON (gains 5 temporary HP per ability point drained).
Combat Options:
Sneak Attack +6d6.
Sneak Attack style (+1 to hit and +6d8 damage when using natural unarmed attack, scimitar, or stilletto).
Stunning Attack 4/day (Fortitude DC 23 to resist).
Children of the Night (1d4 Smoke Serpents - Attack +19, Grapple +18, choke for 2d6 +3 damage, 39 hp, no defence).
Fighting Madness 2/day (replaces Crimson mist) = STR 28 (Attack +22/+17, Damage 1d6 +9, HP = 102, Dodge Defence 30).
Striking Cobra attack (foe must make Will DC 25 to avoid surprise, DC 26 when using Sneak Attack Style).
Special Abilities:
Trap Sense (+4 Defence vs traps).
Improved Uncanny Dodge (may Dodge surprise attacks, immune to flanking).
Improved Mobility (never provokes attacks of opportunity so long as she moves 10 or more feet in the round).
'Fearless' (+2 saves vs Fear).
Versitility (only -2 penalty using exotic or improvised weapons).
Saving Throws:
Fortitude: +9 (+7 base, +2 Great Fortitude)
Reflex: +19 (+10 base, +7 Dex, +2 Lightning Reflexes)
Will: +1 (+4 base, -3 WIS)
Feats:
(vampire) Alertness. Combat Reflexes. Dodge. Improved Initiative. Lightning Reflexes.
(thief) Eyes of the Cat (= see in dark). Light-footed.
(barbarian) Endurance, Diehard -> Toughness.
Great Fortitude. Fleet-footed x 3. Run. Stunning Attack. Striking Cobra. Sneak Subdual. Fighting Madness.
Skills (only important skills):
Hide + 31, Move Silently +31, Listen +19, Spot +19, Open Locks +15, Search + 16, Balance + 24, Tumble +24.
So, the logic...
With Jenica, anyone else see the irony?
Barbarian levels... well, she's become feral as a vampire. That fits. Thief levels, reflects her assassin training and predatory existance. Initially I wanted to work with Scholar levels and spells - Telekinesis for shadow manipulation, Oriental Magic for self-boosting from extra blood. Eventually it became more effort than I wanted to put in, and I wanted to keep her Will save low due to her mental weakness.
Instead, I settled for replacing the bats or wolves typically summoned by Children of the Night with Smoke Serpents (a rope-like demon that constricts and chokes people) and using Fighting Madness to reflect any possible boosts.
Initiative, Dodge Defence, Speed and Reflex saves are all HUGE. This is because her Celerity means she is so fast people rarely see her move. Fleet-footed + Run + Striking Cobra also reflect how fast she is. Striking Cobra in particular means she can attack from surprise even when you are ready for her.
Notice that she has very few abilities which represent technique. That is deliberate. A large point of the character is having very little control, not enough for intricate combat maneuvers.
The one thing I disliked was the 'Fearless' Barbarian class feature - it really does not suit Jenica. However, with such a low Will save, I think it seems fair that her ability to face danger is more than her ability in other acts of willpower.
My faith protects me, my kevlar helps.
- Sir Karsimir
- Citizen
- Posts: 714
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- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
Next try, Lanya Caliope.
Khauran female, Temptress 6/Scholar 6 (Bard multiclass)
STR 12, DEX 14, CON 14, INT 17, WIS 15, CHA 21
HD: 10d6 +30 + 6 (72 hp)
Initiative: +9 (+2 DEX, + 7 Reflex)
Speed: 40 foot.
Dodge Defence: 19 (+5 base, +1 Light-footed, + 2 DEX, +1 Dodge)
Grapple Defence: 21 (+11 Escape Artist)
Damage Reduction: 0.
Attack: (+8 base, +1 STR, -1 noncombatant)
Unarmed strike - Attack +8 (provokes attack of opportunity) - 1d3 +1 damage.
Staff - Attack +8, close-combat and reach - 2d4 +1 damage.
Combat Options:
Inspire (ally gains +2 attack rolls, saving throws, skill checks and Defence).
Special Abilities:
Exquisite (+4 social skills where appearance is a factor).
Savoir-Faire (always succeeds with flair and fails with style).
Fascinating Performance 3/day (Will save DC 50, yes, 50. Causes -8 penalty to Spot or Listen).
Entertainer (may influence attitudes with Perform rather than Diplomacy, may influence reputations).
Bardic Art +3 - Diplomacy, Gather Info, Intimidate, Sense Motive.
Bardic Savant +12 to Perform checks.
Knowledge Is Power +15 (DC 20 = uncommon knowledge, DC 25 = obscure, DC 30 = outright secret).
Nature Magic: (Power Points 8... if it ever matters).
Animal Ally - Animal gains +6 HD, +3 Damage Reduction, +3 Strength and Dexterity, +3 'tricks', Link (Lanya gains +4 bonus to Handle Animal or Ride checks with that animal), Evasion (Reflex save = no damage) & Devotion (+4 save vs hypnotism).
Saves:
Fortitude: +6 (+4 base, +2 CON)
Reflex: +9 (+7 base, +2 DEX)
Will: +14 (+10 base, +2 WIS, + 2 Iron Will)
Feats: 9
(scholar) Iron Will. Investigator. (1 more feat held in reserve)
Fleet-footed. Run. Light-footed. Toughness. Performer (gosh!). Sleep Mastery. Dodge. Mobility.
Skills:
Bluff +7, Diplomacy +20, Disguise +7, Escape Artist +11, Gather Information +25, Handle Animal +11, Heal +8, Hide +12, Intimidate +8, Knowledge: arcana +9, Knowledge: geography +9, Knowledge: local/legend +18, Knowledge: history +9, Knowledge: nature +11, Listen +11, Move Silently +12, Perform: string instruments +40, Perform: sing/ballad/chant +40, Perform: Epic/ode/storytelling +30, Perform: Dance +20, Perform: Act +20, Perform: Comedy +20, Search +11, Sense Motive +16, Sleight of Hand +7, Spot +11, Survival +7.
--------------
Lanya? A temptress? You must be kidding me!
No.
Look at her special abilities. Very attractive? Check! Able to act with style and elegance? Most performers can. Able to fascinate an audiance? Again, she'd be a very poor bard if she could not. Able to apply her skill at performing to other social situations? Definitely. The class simulates an actual bard fairly well.
Why Scholar? Because ye olde bards of celtic tradition were the keepers of lore much like the druids. In essence, a true bard is a social scholar. There are more ways to be a scholar than just perusing book after book after book.
High level because she has had to escape from danger again and again all without the benefit of weapons and armour. Feat choices reflect her ability to get away in one piece - she can run, really fast (Fleet-footed & Run feats), has survived plenty of punishment (Toughness) and seems able to evade attacks to some extent (Dodge, Mobility & Light-footed).
Why magic? Lanya doesn't use magic? No she doesn't. However, her ability to gain permanent animal companions borders on the supernatural. Flame is clearly more than a normal robin, and there is more ahead in the future. This is more than a mere knack with animals.
Escape Artist is simply her ability to squirm out of grapples. The diversity of skills is because Lanya is very self-sufficient.
I also share much of the player's vision regarding Lanya; that a fantasy character can be a plain ol' human - not a sorceress or bikini warrior - and still be impressive and significant. Though she's not a swordsmaster or anything like that, she must have some advantage to overcome all she has as a noncombatant.
A feat is held in reserve in case Lanya starts learning something new and interesting soon.
Note: Skill modifiers. A skill modifier of +0 is enough for an average task - something the average person can do.
+5 is a skilled apprentice would have no trouble with, but typically beyond someone untrained or unskilled in the task.
+10 is something actively difficult, the equivalent to a fully-trained person who does this for a living.
+15 implies a very gifted professional, someone who stands out above their peers.
+20 and above gets into the potentially heroic territory.
Khauran female, Temptress 6/Scholar 6 (Bard multiclass)
STR 12, DEX 14, CON 14, INT 17, WIS 15, CHA 21
HD: 10d6 +30 + 6 (72 hp)
Initiative: +9 (+2 DEX, + 7 Reflex)
Speed: 40 foot.
Dodge Defence: 19 (+5 base, +1 Light-footed, + 2 DEX, +1 Dodge)
Grapple Defence: 21 (+11 Escape Artist)
Damage Reduction: 0.
Attack: (+8 base, +1 STR, -1 noncombatant)
Unarmed strike - Attack +8 (provokes attack of opportunity) - 1d3 +1 damage.
Staff - Attack +8, close-combat and reach - 2d4 +1 damage.
Combat Options:
Inspire (ally gains +2 attack rolls, saving throws, skill checks and Defence).
Special Abilities:
Exquisite (+4 social skills where appearance is a factor).
Savoir-Faire (always succeeds with flair and fails with style).
Fascinating Performance 3/day (Will save DC 50, yes, 50. Causes -8 penalty to Spot or Listen).
Entertainer (may influence attitudes with Perform rather than Diplomacy, may influence reputations).
Bardic Art +3 - Diplomacy, Gather Info, Intimidate, Sense Motive.
Bardic Savant +12 to Perform checks.
Knowledge Is Power +15 (DC 20 = uncommon knowledge, DC 25 = obscure, DC 30 = outright secret).
Nature Magic: (Power Points 8... if it ever matters).
Animal Ally - Animal gains +6 HD, +3 Damage Reduction, +3 Strength and Dexterity, +3 'tricks', Link (Lanya gains +4 bonus to Handle Animal or Ride checks with that animal), Evasion (Reflex save = no damage) & Devotion (+4 save vs hypnotism).
Saves:
Fortitude: +6 (+4 base, +2 CON)
Reflex: +9 (+7 base, +2 DEX)
Will: +14 (+10 base, +2 WIS, + 2 Iron Will)
Feats: 9
(scholar) Iron Will. Investigator. (1 more feat held in reserve)
Fleet-footed. Run. Light-footed. Toughness. Performer (gosh!). Sleep Mastery. Dodge. Mobility.
Skills:
Bluff +7, Diplomacy +20, Disguise +7, Escape Artist +11, Gather Information +25, Handle Animal +11, Heal +8, Hide +12, Intimidate +8, Knowledge: arcana +9, Knowledge: geography +9, Knowledge: local/legend +18, Knowledge: history +9, Knowledge: nature +11, Listen +11, Move Silently +12, Perform: string instruments +40, Perform: sing/ballad/chant +40, Perform: Epic/ode/storytelling +30, Perform: Dance +20, Perform: Act +20, Perform: Comedy +20, Search +11, Sense Motive +16, Sleight of Hand +7, Spot +11, Survival +7.
--------------
Lanya? A temptress? You must be kidding me!
No.
Look at her special abilities. Very attractive? Check! Able to act with style and elegance? Most performers can. Able to fascinate an audiance? Again, she'd be a very poor bard if she could not. Able to apply her skill at performing to other social situations? Definitely. The class simulates an actual bard fairly well.
Why Scholar? Because ye olde bards of celtic tradition were the keepers of lore much like the druids. In essence, a true bard is a social scholar. There are more ways to be a scholar than just perusing book after book after book.
High level because she has had to escape from danger again and again all without the benefit of weapons and armour. Feat choices reflect her ability to get away in one piece - she can run, really fast (Fleet-footed & Run feats), has survived plenty of punishment (Toughness) and seems able to evade attacks to some extent (Dodge, Mobility & Light-footed).
Why magic? Lanya doesn't use magic? No she doesn't. However, her ability to gain permanent animal companions borders on the supernatural. Flame is clearly more than a normal robin, and there is more ahead in the future. This is more than a mere knack with animals.
Escape Artist is simply her ability to squirm out of grapples. The diversity of skills is because Lanya is very self-sufficient.
I also share much of the player's vision regarding Lanya; that a fantasy character can be a plain ol' human - not a sorceress or bikini warrior - and still be impressive and significant. Though she's not a swordsmaster or anything like that, she must have some advantage to overcome all she has as a noncombatant.
A feat is held in reserve in case Lanya starts learning something new and interesting soon.
Note: Skill modifiers. A skill modifier of +0 is enough for an average task - something the average person can do.
+5 is a skilled apprentice would have no trouble with, but typically beyond someone untrained or unskilled in the task.
+10 is something actively difficult, the equivalent to a fully-trained person who does this for a living.
+15 implies a very gifted professional, someone who stands out above their peers.
+20 and above gets into the potentially heroic territory.
- Sir Karsimir
- Citizen
- Posts: 714
- Joined: Wed Jan 10, 2007 8:12 pm
- Name: Karsimir Von Greyssen
- Race: Reichvolk human
Re: Pen & Paper RP Characters?
So far Jenica's player likes it, which is always good.
Planning so far...
Generic NPCs:
- Sellsword (Hyborian Soldier 2/Borderer 2, Skirmisher)
- Marn Guardsman (Hyborian Soldier 5, high quality training and equipment)
- Sooqui plain robber or brigand (Hyperborian Borderer 1/Thief 1, Bandit combination)
- Clan nomad (Shemite Nomad 4)
Specific characters:
- Aorle (Gunderland-Zingaran Noble 4/Soldier 5/Scholar 4, Professional Knight & Contemplative combination, Childe of Angels with focus on Blessing & Protection Sphere of magic, Knowledge: warfare & Knowledge: fencing).
- Kotesh (Shemite Nomad 5/Noble 3, Suzerian)... character in need of developing.
- Me De'kal, Fate of Ash (Shemite Nomad 3/Scholar 6, Mystic)... future NPC villain.
Eager to stat out other characters if given permission by the author. Any who are interested in giving permission post on this thread.
Planning so far...
Generic NPCs:
- Sellsword (Hyborian Soldier 2/Borderer 2, Skirmisher)
- Marn Guardsman (Hyborian Soldier 5, high quality training and equipment)
- Sooqui plain robber or brigand (Hyperborian Borderer 1/Thief 1, Bandit combination)
- Clan nomad (Shemite Nomad 4)
Specific characters:
- Aorle (Gunderland-Zingaran Noble 4/Soldier 5/Scholar 4, Professional Knight & Contemplative combination, Childe of Angels with focus on Blessing & Protection Sphere of magic, Knowledge: warfare & Knowledge: fencing).
- Kotesh (Shemite Nomad 5/Noble 3, Suzerian)... character in need of developing.
- Me De'kal, Fate of Ash (Shemite Nomad 3/Scholar 6, Mystic)... future NPC villain.
Eager to stat out other characters if given permission by the author. Any who are interested in giving permission post on this thread.
My faith protects me, my kevlar helps.
- Xyon_of_Calhoun
- Guardsman
- Posts: 549
- Joined: Wed Sep 20, 2006 11:17 am
- Name: Xyon
- Race: Xenetian
Re: Pen & Paper RP Characters?
Dude... you have way too much free time.
You wanna have a bash at any of my four, you're welcome to, mind.
You wanna have a bash at any of my four, you're welcome to, mind.
I have to jump.
For even if I fall, for a moment, I will fly.
For even if I fall, for a moment, I will fly.
Re: Pen & Paper RP Characters?
Well, I'd certainly be curious to see what you do with Julen. I'm not even sure what class he'd be.
Shim -- where the men are men, and the livestock are scared.
Re: Pen & Paper RP Characters?
I vehemently object to this!
The world is an arena, not a stage. RP is a stage, not an arena.
