Character Concepts

Trip

First Post
Just curious to see what new and interesting / original character concepts you all have created from time to time. I'm always on the lookout for new ones to use in future games...and it seems I have been running a bit short on ideas. Got anything good?
 

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Sure...


Here are four PCs I'm trying to pick one from:

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Tultetika, female grey elf child of nature sorcerer level 1
Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Widsom 10, Charisma 18
Feat: Spellcasting Prodigy.
Align: Neutral, Hit Points:4
Fort: +0 Ref: +2 Will: +2

Special Abilities: bonus nature's ally spells at +1 caster level. Magic will not harm animal, beast, magical beast, or plant. Usual grey elf stuff.

Skills: 16 pts
Bluff +8[4], Spellcraft +5[3], Profession: Sailor 2, Concentration +4[2], Handle Animal +5[1], Ritual +3[1], Use Magic Device +5[1].

Spells (5/5):
Level 0-Detect Magic, Summon (small viper), Daze, Message
Level 1-Summon Nature's Ally I, Sleep, Charm Person

Familiar: Sanano, female parrot from the Volven jungle
Gives Tultetika 4 languages: Svimohz, Reanaarian, and two more (to match campaign location).

Equipment: Longbow, Longsword, Arrows (20), Shoulder bag [backpack], Traveler's outfit, Waterskin, spell component pouch, 18gp in jewelry, 1gp, 10sp.

Languages: High and Low elven, Merchant's Tongue, Svimohz, Celestial, Sylvan, Reanaarian, Kalamaran, Draconic.

Background: Tultetika is an unusual grey elf in that the call of wild grew strong in her. Distant, even for one of her kind, at some point in her youth she simply wandered off. There is a period of decades she does not fully recall. When at last the mind returned she found herself among the people of Zha-Nehzmish -where the sea called to her with an unresistable urge. She left aboard a pirate vessel -where her elven arrogance proved to make her among the most savage in her crew. A few years, maybe a decade, and in time she left them. Something to do with a wraith and betrayal by a crew grown tired of being put in their place. Left for dead in the seas drained of her great power, she eventually found herself amongst the lesser races again. Sanano, her only true friend, found her there and awoke in her once again the spark it seems to take to get one of her kind to see the world for it's now state rather than the dream state they otherwise exist in.

[OOC: Tultetika may have been as high as level 10 at one point, but she was drained by a wraith under the control of her comrades and thrown into the sea to die. This could have been a week ago, or as much as five decades ago. When a grey elf 'loses focus' they lose time as well. Or at least as I'm playing her.]

Personalty: Tultetika can be as charming and graceful as a sylph, or as cruel and condescending as the darkest of the unseelie. She will see anything but an elf as a lesser creature, even if she learns to respect it's talents. She has a strong bond with the natural world that seems to fuel her magics, and will often lose herself in natural phenominon.

Appearance:
See this miniature:
http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2700s&id=2711_G

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Sisi-Minona Aziri, half-elven bard level 1.
Strength 10, Dexterity 14, Constitution 12, Intelligence 14, Wisdom 8, Charisma 16 (28 points)
Align: Chaotic Neutral, Hit Points:7
Fort: +1 Ref: +4 Will: +1
Feat: Extra Bardic Music (Ult. Feats and Song & Silence)

Special Abilities: the usual half-elf and bard stuff. Bardic Music 5/day

Skills: 32 pts
Bluff +7[4], Diplomacy +8[3+2], Perform [Dance] +7[4], Perform [Sing] +6[3], Appraise +3[1], Balance +3[1], Deciper Script +3[1], Gather Info +7[2+2], Hide +3[1], Knowledge [Art/Music] +3[1], Listen +2[2+1], Move Siltenly +3[1], Ritual +3[1], Sense Motive 3[4], Search +3[+1], Spellcraft +3[1], Spot 0[+1], Tumble +3[1], Use Magic Device +4[1]

Spells (2/-):
Level 0-Filtch (R&RII), Summon (specific CR <=1 critter pending -R&RII), Mage Hand, Daze

Equipment: Entertainer's outfit (*2), traveler's outfit, Shoulder bag [backpack], waterskin, sap, Shortbow, arrows [20], whip, spell component pouch, Mirror, Sewing Needle, Soap (1 lbs), Mule, Riding Saddle, Saddlebags, belt pouch, 8gp, 0sp, 70gp in jewelry.

Languages: Svimohz, Brandobian, Low Elven, Kalamaran

Background: Born a slave in Vrandol, Sisi-Minona was trained for a life as a concubine. At 19 she was sold for 130 gold and set to be shipped off to Bet-Kalamar. Her ship was taken by pirates along the way, and Sisi-Minona found herself bound for the markets in Prompeldia after some time among the pirates. An asault by The Brotherhood of the Broken Chain however won here freedom. Sisi was given clothes, a handful of silver, and dropped off at the nearest port. She had no idea what to do with herself -having never been free- so she sold herself as an indentured servant for a period of five years to a band of traveling entertainers. There she honed her singing and dancing as well as concubine skills until her contract was at an end, and she was let go [at the location the game begins]. It was during this time that she also made careful observation of her free companions, in order to learn the basics of surviving on her own. She is now 26 and a cross in appearance between a wood elf and a Svimohz-human (looks sort of like a mix of african and korean with pointy ears).

Personality: Sisi-Minona uses the family name of her mother's master, Aziri. She is not fully comfortable with being on her own, and is thus a little unwise to the ways of the world. Sisi views her sexuality as a commodity -it is not a source of joy, pleasure, pain, or remose -merely of gaining advantage. She likewise sees people mostly in terms of what they want from her or what she can get from them. She has no set goals other than surviving and improving her lot. Some would say she is shallow, and this is a product of her background. For Sisi, morality is a non existant concept -everyone's just out to get advantage over everyone else, people are both users and get used.

Appearance:
See this miniature: (on the left)
http://www.reapermini.com/fantasy/gallery/view_photo.php?set_albumName=2400s&id=2448_G
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Famaril Sepiter, Kalamaran human Basarin Dancer level 1
Strength 10, Dexterity 16, Constitution 10, Intelligence 14, Widsom 10 ch14
Align: Neutral Good, Hit Points:6
Fort: +2 Ref: +5 Will: +0
Feats: Combat Expertise, Improved Disarm

Special Abilities: Dancer's Fitness +1

Skills: 36 pts
Balance +6[3], Climb +2[1+1], Concentration +3[1], Diplomacy +6[4], Escape Artist +5[1+1], Gather Info +5[3], Jump [+1], Knowledge [Nobility and Royalty] +3[1], Listen [2], Move Silently +7[4], Perform [Dance] +6[4], Slight of Hand +4[1], Spellcraft +3[1], Swim [1], Tumble +7[3+1], Use Magic Device +3[1], Use Rope +4[1], 4 UNSPENT (need to allocate still)

Spells: (2/-)
Level 0-Dancing Lights, Daze, Prestidigitation, Flare

Equipment: rapier, crossbow, bolts[20], entertainer's outfit (*3), backpack, Mirror, signet ring, waterskin, sewing needle, spell component pouch, Mule, Riding Saddle, Saddlebags, Soap (1 lbs), 5gp, 10sp, 52gp in jewelry

Languages: Kalamaran, Fhokki, and Kors Hobgoblin.

Background: Baron Sepiter had four sons and five daughters. Which is not a good thing when you have little land and not much wealth. A common situation in parts of the empire, too many young nobles with nothing to do and no way to make an honest living. After all, nobles can't work -peerage wouldn't allow such. So Famaril -as daughter five and child eight was sent away to Bet Urula to study under the dancers. The family would no longer have to pay for her -their obligations would be satisfied. Famaril spent her teen years learning the exotic art and living under the idealistic view of being a servant to the empire. In a few short years -with her training done- Famaril returned home.
To an unwelcome house. Father out of the way her eldest sibling had taken charge. Like jealous wolves, rivals were no longer welcome to the pack. Famaril made her way into the world -not looking back. A spring in Bet Kalamar and she found the empire heartless. Famaril took to the roads, part of a traveling carnival. She kept her noble titles to herself and let the shows carry her. When the seasons came round again, and the Carnival made for the heart of the empire Famaril said her goodbyes and set off on her own.

Personality: Like any Kalamaran Famaril knows well the skills of intrigue and betrayal. It is not the life she chooses however, Famaril is an unusually decent minded Kalamaran. She prefers to live life among the 'common people' and will also go to lengths to win their hearts when she travels. She is perhaps the most disdainful of arrogant nobility, and it is only in encounters with them that she will reveal her titles -after insults have been made. Famaril journeys to learn about life, in all it's colors. She wants to see the people of the world -the people she was born to rule over with a cruel hand, the people she is rapidly finding much more complex and worthy than her class wishes to allow.

Appearance:
Famaril is a Kalamaran woman with red hair who stands 5'3" and weighs 115 lbs.


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Jynko, Dejy Human Druid Level 1
Strength 10, Dexterity 14, Constitution 10, Intelligence 14, Widsom 16 Charisma 10
Align: Neutral, Hit Points:8 AC: 12 (10 Flat)
Fort: +2, Ref: +2, Will: +5
Feats: Martial Prof-longbow, Spellcasting Prodigy
Special Abilities: Druid stuff

Skills: 24 points
Concentration [1], Craft [Bowmaking] +3[1], Diplomacy [1], Handle Animal [4], Heal +4[1], Knowledge [nature] +5[3], Listen +5[2], Profession [Herbalism] +4[1], Ride +3[1], Ritual +3[1], Spellcraft +3[1], Spot +6[3], Survival +6[3], Swim [1]

Spells: (3/2)
Commonly Memorized:
Level 0- Detect Poison, Dawn (MotW), Shockwave (RR)
Level 1- Hawkeye (MotW), Entangle

Animal Companion: Enshy - Wolf, Trained to defend.

Equipment: Longbow, arrows[40],

Languages: Kalamaran, Dejy, Druidic, Sylvan

Background: It's been a long journey for Jynko, walking the world from north to south. Born in the Deshada mountains near Slen, Jynko is a Dejy with traces of Fhokki ancestry in her blood, lightening her hair color. Jynko began her wanderings when the call of the wild took her from her family farm. The first winter was the toughest, but she perservered and made her way south. Jynko stayed to the mountains throughout her journey, only venturing out in rare moments. Her goal has been a mystery, but it has something to do with seeing the ocean -facing south. Something that came in a vision. Along the way Jynko has faced a number of trials -a year as a slave to a Kalamaran merchant taught her a new tongue, and a winter with Dryads another. In the last year she came out of the P'Rorul Mountains to find an imense jungle, something Jynko had never imagined in her northern youth. She wandered as a child with open curiosity, a trait which cost her dearly. Caught by goblins and traded to a small band of hobgoblins in exchange for three swords and an aging cow, Jynko and her wolf Enshy were brought into one of the southern cities -bound for the slave markets and remote lands. When she saw the sea Jynko knew she had to fight, she was not facing south. In the night she and Enshy broke free, killed their captures, and set out once again...

Personality: Jynko is driven by the wilds, and what urges call to her. She has little time or patience for civilized company, and does little to understand it. Her time as a slave in Kalamaran lands has taught her some of the ways of men, and they are not much to her liking -somewhere in the Kalasali woods a shallow grave attests to what she will do to win her freedom. It has recently been matched by the body's of three hobgoblins floating in the waters off Pagalido. Jynko is wild, feral, like the wolf at her side. She is a northern tigress -savage and beautiful, worthy of respect and fear.

Appearance:
See this miniature:
http://www.i-kore.com/site1/images/galleries/celtos/large/12309.jpg
Which is roughly accurate, only imagine a deep golden skin tone. Jynko is 4'8" 85 lbs, 17 years of age. She left home at 13.
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d20 Notes:
Filtch and Summon (specific creature) are from Relics and Rituals II.
Shockwave is from Relics and Rituals.
Hawkeye and Dawn are from Masters of the Wild.
Ritual skill is from Releics and Rituals.
Child of Nature if from Quintessential Sorcerer.
Extra Bardic Music is from Mongoose's Ultimate Feats (CD XI), or Song and Silence.
The Parrot Familiar is from Salt and Sea Dogs.
Spellcasting Prodigy is from the FRCS.

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Trip said:
Just curious to see what new and interesting / original character concepts you all have created from time to time. I'm always on the lookout for new ones to use in future games...and it seems I have been running a bit short on ideas. Got anything good?
Neither of these concepts has been played yet, but they have possibilities.
Mec is a female, passifist, half orc cleric. Abandoned as a newborn in a temple, she was well trained as a healer and taught to avoid violence. Since she likes to eat and sleep, this was usually easy to do. Sent to get supplies for the temple, she is captured by slavers. The slave ship sinks and she is stranded on an island where the orcs are the main problem. She does have the brute strength to finish a fight if there is no other way out.
Kea is a male,half elf . He was found at the side of the road by a group of traveling musician, who were going to dump him in the next temple until he picked up a flute and played it beautifully. He never spoke, only played his flute. When he hit puberty, strange things began to happen when he played and he was left at a temple to learn to use his bardic gifts but it was difficult to communicate with him. He has a way of just appearing when his musician or cleric friends need help but his music is as likely to harm as help.
 
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*A gnomish bullfighter (ranger, FE animals). He should sport a curly black moustache and wield spears and a rapier. I haven't yet gotten to play this one.

*A dwarf who's clan was wiped out. He feels responsible, so he shaves his beard and gives up his name (note the PH discussion on dwarven names as 'held in trust' for the worthy ancestors), calling himself Neverbeard and vowing to exterminate his clan's murderers. This guy is one of my favorite characters, though when the helm of alignment change turned him CE he reclaimed his name and regrew his beard (after all, his guilt and sense of responsibility pretty well evaporated). :)

*A half-elf bard called Sarcastro with skills like Perform (ethnic joke) and Perform (insult). Unable to fit in in the elven community in which he was raised, he compensates for his insecurity by belittling others, though in a funny and entertaining way. Eventually shoot for creating a new prc, the Disparager, for him, that would be able to do things like insult an enemy to the point that they break down in tears and stuff like that. Played this guy once in angelsboi's campaign.

*An elven monk. Her order of monks focuses on transcending the needs of their bodies; among other things, they pierce and tattoo themselves and even clip their ears (like some people do to their dogs) as a sign of their disdain of their physical needs. Never truly got to play this one.

*A CN sorcerer (possibly multiclassed with rogue) who tampers with the plane of Shadow and eventually goes into the Shadowdancer prc. She would develop as many shadow-oriented spells as possible, or variants of normal spells with a 'shadow twist' (for instance, a dimension door that traversed shadows). Have not played this one at all.
 

My favorite character is Tyreus, a half-celestial saint paladin/cleric. Recently he's went back in time and recovered the gullet of a great gold wyrm and the spleen of the tarrasque for Karsus, so he would grant the group counsil. We tried to warn him about casting the spell, but he wouldn't listen. Then Tyreus went to the plane of shadow and killed the Lord of shade. (who was replaced by one of our party members) When they returned home, Tyreus went to sigil with his party to spend some cash. While there, he was charmed by an eryinies and now she's pregnant. He was then approached by a Sunite, who needed help removing a curse from her temple because her husband had died and became a worm that walks, cursing everyone in her temple to become ugly. They found the wizards tower, but he was being protected by a mercenary group. Tyreus decided to retreat. Then he recieved a vision of Tyr's holy sword, with a message to retrieve it. He went to Mith Drannor and found it, but it was being guarded by an infernal. He almost killed it, but it managed to escape. He retrieved the sword and prepared to tackle the mercenary group again. This time the party managed to win, but most of them got disjoined. (including Tyreus) He then recieved word that his mother and father have been murdered. Tyreus' father was a chronomancer/paladin that was training a young girl, Tara, the only person to be born without a timeline. (making her a natural chronomancer) Now he has to protect her from the timeless. (the phane)

Tyreus is a half celestial human saint, paladin 4/favored soul 4/fist of raziel 10/divine disciple 4 (ECL: 26) I can post his write up if you want.
 

I'm thinking about playing a Half orc/half goblin. Goblins and orcs constantly fight together, so it would be possible for them to be doing *other things* together. It would be large for a goblin but still small and somewhat clever compared to orcs. I haven't thought of a class, possibly Rogue. I can't see this character being a great fighter. It most likely survived by being great at hiding.
 

just some toughts

a nordic ranger: human, armed with longbow and greatclub, allmost all skillspoints on survival skill, knowledge nature etc
and animal compagnion a white owl, or wolf.
make it a very harsh character

a swamp druid: animal compagnion a snake, each time you use summon nature's ally call upon a snake and stuff like that

a musketeer: a fance fighter only uses light armor and use disarm, trip etc in combat, fights with a rapier and buckler. (or you might also give him a whip and a rapier)
charisma based skills, intimidate, bluff etc

if your dm allows the use of arquebus, you can make a made gnome sorcerer. that uses transmutation spells on his arquebus, for example casting enlarge on it, increasing the arquebus size, thus increasing its damage

another cool gnome character would be a illusionist that after one round forgets it is only an illusion and fears the images or things he creates, would be fun to play I think
 

a few that I've played or am currently playing:

human fighter, specialized in breaking inanimate objects (worked best with 3.0 rules and the Sunder chain)

dwarven cleric, black panther-esque, big afro hair-do, very militant, racist against humans ("always the Man - the HU-Man - trying to put us down"), usually very vocal and a dynamic hell-fire and brimstone style preacher. often tries to organize dwarven unions and works to free his oppressed "earth brothers"

human samurai, wandering warrior in a foreign land, makes very elaborate and eloquent journal entries about his traveling companions, philosopher and poet as well as warrior
 

Smelly-Dog
Ghostwise Halfling
Cleric 3rd of Uthgar (Greywolf)

and his Brother

Ung-Mutt
Ghostwise Halfling
Barbarian 2nd/Fighter 1st

*The fun fun times i have had with these 2.... :-)
Currently there thing to do whenever they get the chance is play there instraments
Smelly-Dog thinks he can play Lute while Ung-Mutt think he can play a flute.
 

the Jester said:
*A dwarf who's clan was wiped out. He feels responsible, so he shaves his beard and gives up his name (note the PH discussion on dwarven names as 'held in trust' for the worthy ancestors), calling himself Neverbeard and vowing to exterminate his clan's murderers.

Heh, my husband is playing a dwarf almost exactly like this in our current game, right down to the shaved beard. Working out pretty well, too, though he did get us committed to defeating a LARGE army of Zhentarim agents by flapping his gums. :)

Here's a couple PC concepts I've been kicking around:
--Valanthiana Starsong, a "half-elven" bard. She's an attractive, talented, soon-to-be-world-famous, and certainly the best thing to have happened to whoever is around her. Trained by a teacher of renown, with oh-so-artistic parents, she's obviously destined for greatness. Or so she'd have everyone believe. In truth, "Valanthiana" is really named Lula Mae Tanner, and is utterly, utterly common. Picked up some bardic skills from passing minstrels, then got caught with one of them. Married in haste to a neighbor boy, she bolted at the first opportunity. But soon she'll be a star....

--Lishnak the Green. Lishnak was in love with a nice young man of her tribe, and he with her. Until he met Urga, that is. Now he loves Urga, not Lishnak. Well, loved; Lishnak, in a fit of rage, slew her beloved and his new paramour. Then she ran away. If she ever returns to her tribe, she'll have a heavy justice to face....

--Kyralie quen Sarissa. A cleric who follows the precepts of non-violence as much as possible. She never kills her opponents in battle unless it is very clearly self-defense. She also tries to stop her companions from killing. This is not very successful, but she keeps trying.

That's all I got for now. As you might guess, I'm a big fan of character creation. I think it might be my favorite part of the game -- all those possibilities! :)

--Janta
 

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