A fairly unique character? Balanced?

Psionicist

Explorer
Numion said:
Balance may be the wrong word to use. If he can't do anything, he's as balanced as the TV in your playing room. It may make an occassional noise, but won't have much effect. Is a TV balanced, then?

Of course balance isn't important if it's fun for everyone, but I fail to see even that happening. But then again you know your group better than me. Go ahead and try.

Well it's the balance I want to change. He have to be good at SOMETHING to be equally balanced.
 

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Psionicist

Explorer
Frostmarrow said:


-Exactly. However, I have an idea. Play the Negotiator and convince your DM to allow you to have the Leadership feat even though you are not 6th level. Bring the god with you as the cohort. (Moreover, just make him believe the story you told us is true... even though it's not necessarily true.) This way you can play the bored whiner when appropriate and use your real PC (the negotiator) to get results. Which, frankly is vital to the party's survival in RttToEE.

Have fun, which ever way you decide to go. :)

Now here's a clever idea! My negotiator has just enough power in his words to convince the "whiner" to do something. I just have to figure out "something".

PLaying two characters at once *drool*. THAT would be a blast! :)
 


Florin

First Post
Wicht said:
So you want to play an immortal indesctructible being with no real powers.

Psionicist said:
You haven't met my old physics teacher. He is like that and he's a very interesting person.

Dude! You have an immortal physics teacher!?!?! Awesome!

Seriously though, in a module that is supposed to be very lethal, I think it's kind of cheesy to play an immortal character, no matter how useless he is.
 

Zhure

First Post
Maybe make him a Psychic Warrior, Telepath or Savant with a CON of 18+ who only *thinks* he's immortal? Give him the Rapid Metabolism Feat. If a Psion, give him Inner Strength, Talented, Trigger: Lesser Body Adjustment. Just keep using the power and he'll live a lot longer than similar characters and will actually be useful as well if he needs to be. Psionic Body would be a great starting Feat for a Telepath.

Stabilize Self and Autohypnosis would be great in-character skills. Gaining lots of telepathic powers would make for a very convincing charismatic character.

He won't be as useful as other characters since he's using his powers to constantly heal himself. I'd also recommend getting Vigor.

PsyWar would be better because they gain d8 for hit points and a lot of bonus Feats (take Toughness a lot), but Psions get all the real healing abilities until Claws of the Vampire and Polymorph Self.

Without using the Psionics book, you could be a 0-level human Wizard/Barbarian with the Mind Over Body Feat.

I also like the option presented by having been the recipient of the "Hide Life" spell. Since it costs 5,000 XP, maybe create a "race" with this as a free ability giving them an ECL of +3, (Just throwing numbers around for ballpark reasons.) That way he'd still have a penalty for being wounded, and would be immortal, but wouldn't necessarily dominate combat. I'd also keep track of his negative hit points, so if he rushes into a horribly lethal situation, healing him up to full normal might completely exhaust the party's healing resources.

Greg
 

Rel

Liquid Awesome
I agree with the consensus that in my opinion, this character, in that adventure would ultimately be less than fun and detrimental to the rest of the group even if he isn't for you.

I have a slight twist on the concept that you can feel free to steal because I stole it in the first place.

I played a character once (in Rolemaster) based on Nakor from the Raymond Feist books. He was a little, old, black man with a big grin all the time. He was immortal in the sense that he had been alive forever as far as he knew. The trick was that he had a normal human memory and tended to forget things that had happened more than 50 or so years in the past. He was constantly getting feelings of deja-vu because he was going places he had been before long, long ago (he had lots and lots of different "lores" that were triggered at times like this).

He was sure that he would never die of old age. He was fairly certain that he was immune to disease. He wasn't sure about poison (he was highly resistant but not immune) or death by violence (he wasn't immune at all). But he had a great love for life and adventure and knowing he was immortal, he desperately wanted to stay alive in order to "find out how it all turns out".

None of the other players knew what his capabilities were but he seemed capable of a wide variety of minor miracles. In fact, he was just an illusionist with a great Bluff skill so he kept people convinced that he was much more powerful than he really was.

Also, just like the character in the novels, he had a sack of endless oranges. Any time the party hit a low point, he would just pass out a few oranges with a grin and suggest that they have a snack and take a few minutes to regroup.

Anyhow, this character was tremendous fun to play and a slight twist on the immortality theme you suggested. Feel free to take it or leave it (or just take some of it).
 


Quickbeam

Explorer
Longish reply...

Please allow me to give a bit of background, before I delve into my full reply.

Our group now consists of seven people, three of whom (myself included) take turns DMing. Clearly, each of the three DM's have different styles and run different campaigns, and thus we all have more than one character to play, kept separate for each world. This may seem tedious or bizarre to some of you, but it keeps everything fresh from our perspective and allows the DM's a chance to re-charge on occasion.

One of the fellas who DM's loves to integrate very, VERY interesting NPCs and encourages unique and unusual character concepts. Some of his experiments have been truly brilliant, and have made the game more exciting than it otherwise would have been. When he DM's the world is never fraught with typical commoners, and PCs from the standard class and race list. His campaigns allow us to playtest feats, skills, spells and characters that me and the other DM likely wouldn't allow. In that respect (and others) it's a good thing.

Now, here's the negative side of this approach -- and the part I feel is relevant to your situation. About a year ago, this DM introduced an NPC very similar to the character concept you are proposing. This NPC appeared to be immortal, and while he wasn't a complainer he seemed to have no really useful skills or talents. After a short time, the group got very tired of having this character around...escpecially since he didn't fight much, couldn't cast spells, and never really helped in a significant manner. Like a previous poster mentioned, we took more damage than normal because our foes recognized that hitting this little freak didn't affect him to an appreciable degree. When the group was ambushed, he disappeared only to resurface to help rescue us; when a tough battle ensued he stayed out of the fray; and other than leading us past a few traps he was USELESS!! We did everything we could to get rid of this NPC, and eventually had to have an out of game talk with the DM because none of us were happy anymore. The DM enjoyed his creation, but none of us did.

All of that said, I implore you to really think long and hard before you introduce this character into your campaign -- in any capacity. Our entire group came to resent an NPC who never truly contributed to the group's efforts, couldn't help us overcome our challenges, and never seemed to be at risk of dying like we all were. There was a mountain of needless frustration, all caused by one person's desire to play a "cool" concept PC which left the rest of us in the lurch. I don't know your group or your DM, but I do know that the other players aren't going to like risking their creation's lives every encounter while you're having a blast roleplaying an immortal.

That's my two cents :) .
 

Galfridus

First Post
Quickbeam said what I wanted to say.

If you really, really think that the other players won't be bothered by this character -- think again. If you still think so, then here's what I would do for balance.

This character is already incredibly good at something: staying alive. This can be used in several ways (springing traps, springing ambushes, setting ambushes -- "they wouldn't fireball us, they'd kill one of their own", reaching places that normally couldn't be reached, etc. Giving him another speciality, IMO, would be unbalancing. The ability to not have to worry about being killed should be enough.

If this guy showed up in my game, I would be fitting him out for a Thieves' World/Tempus style appointment with the local vivisectionist. :)
 

Acmite

First Post
Have you thought about making him a Divination specialist (be it as an arcane caster, or a divine caster)? It is a relatively passive option, and this way one of the reasons he whines all the time is that "he's seen the future, and he isn't impressed" or something similar.

This way, he is still useful to the party (and as such, they may not kill him or abandon him), and the concept of the character remains mostly intact.

Personally, I think the idea of an immortal character with some kind of fore-sight (ie: divvination) ability who doesn't use his powers to change the future (whether it is because he is afraid/apathetic/depressed/whatever) is interesting.
 

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