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Could I have some Advice on my Character please?
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<blockquote data-quote="LegionError121" data-source="post: 6975030" data-attributes="member: 6870641"><p>Hi. </p><p></p><p>So, I came up with a character whoom for now, I shall call 'Mar'.</p><p> </p><p>She is not my first character but rather one I would be happy to try and play. </p><p></p><p>My other 2 characters basically consisted of "a Smart Swordsman with a mystery past who doesn't understand what it means to live yet is very capable and existed purely as a tradegy" and "a Cleric who heals people, can run very fast and hits people in the genitals with her stave before running away". </p><p></p><p>Please note that I have not played D&D before but I would really like to get this character "up and running" and "refined" before I actually do get around to playing with some people I know. I as a person am not very "human" but I feel I could make up for that by having an interesting character on the get go. If my character is too powerful, unclear or lacking, please tell me how I could fix things. Thank You. </p><p></p><p><span style="font-size: 15px">Mar (or you can just call her Mercenary)– Human – Fighter - </span>[FONT=Arial, Helvetica, sans-serif]<span style="font-size: 15px"><strong>Neutral Evil</strong></span>[/FONT] </p><p></p><p><strong>Basically, Mar.</strong></p><p>Mar is a Mercenary. She fights not for meagre payment but for spoils so she tends to travel with “groups of heroes”. Gold or Anything else of value is important of course in terms of negotiating with her as she has a sense of business about her. </p><p></p><p><strong>What is her nature?</strong></p><p>Though evil at heart, she makes sure to look out for her allies (if she knows they will look out for her) and makes sure to take a caring approach when they care about something though brashly.</p><p></p><p>Other than that, Mar loves the thrill of fighting and is always happy to share the experience with friends and foes alike.</p><p></p><p>If left to her own devices, she will probably commit some kind of evil.</p><p>------------------------------------------------------------------------------------------------------------------------</p><p><strong>Things to know.</strong></p><p><strong>1.</strong></p><p>[FONT=Arial, Helvetica, sans-serif]<span style="font-size: 10px">Mar is played in 2</span>[/FONT][SUP][FONT=Arial, Helvetica, sans-serif]<span style="font-size: 10px">nd</span>[/FONT][/SUP][FONT=Arial, Helvetica, sans-serif]<span style="font-size: 10px"> person perspective. </span>[/FONT]</p><p></p><p><strong>2. </strong></p><p>Mar will communicate to her teammates most of the time but can also act ahead of allies during key points of decision making to initiate things. It's just part of her nature.</p><p></p><p><strong>3. </strong></p><p>In the short time Mar has been a Mercenary, Mar has always acted impulsively and speaks her mind. Should she feel like she's not getting a large enough cut of the loot or gold, she'll probably pressure you into negotiating or explaining yourself.</p><p></p><p><strong>4. </strong></p><p>On the Offensive, Mar is brash though she tries to stay aware of what her allies are doing if she isn't fighting someone at the time. On the Defence, Mar will think strategically both for her party and NPC's as survival is a key part of being victorious. </p><p></p><p><strong>5.</strong></p><p>Mar is always judging. She remembers when you've ticked her off and she remembers when you've done something for her. Balancing her opinion of you is key to not having her betray you. (This means, I've got to actually write stuff down and weigh it out and remove things as she forgets/forgives)</p><p><strong></strong></p><p><strong>6.</strong></p><p>Mar is a <em>very resilient fighter</em>. As she actually gets hurt during a fight, she <em>doesn't lose anything</em> but becomes <em>disabled to varying degrees</em>. If her Teammates, leave her alone by being DEAD, Fainting or Running away, <em>it is possible for her to be beaten to death</em>.</p><p>(In other words, she can't lose her limbs or Bleed but she is just as vulnerable as anyone else if things don't turn around for her or party in time)</p><p></p><p> ------------------------------------------------------------------------------------------------------------------------</p><p></p><p> </p><p></p><p> </p><p></p><p> “<strong>Pale Figure” (unique quality/skill/feature)</strong></p><p></p><p>Mar has a strange appearance in that she appears to have gray/white bones and muscle. Though this makes her look somewhat unhealthy or similar to a vampire, she is neither of those things and instead can choose to push herself to accomplish extreme measures of action. It is worth noting though that she has slightly pink skin simply because she has a normal skin tone.</p><p>------------------------------------------------------------------------------------------------------------------------</p><p><strong>Legs:</strong></p><p><u>Empowered Run</u>: Can empower her run so that she can cover twice as much land.</p><p><u>Empowered Jump</u>: Can Translate 10% of her Strength into Metre high/long jumps.</p><p></p><p><u>Empowered Run/Jump Con</u>: If the player doesn't role a 10 or higher for either action, Mar will put too much pressure into her legs and collapse causing 20% of her max health damage to her and preventing her from moving until she either heals using a potion or sleeps it off. </p><p>------------------------------------------------------------------------------------------------------------------------</p><p><strong>Arms</strong>:</p><p><u>Empowered Punch</u>: Can punch things extremely hard without taking damage to her hands or other arm parts. 10 or more role to see if lands the hit, 10 or more to determine the effectiveness of the punch. This move takes her Strength stats and adds it additionally to the current hit bonus that her weapon would provide and transforms it into a devastating punch hit. (Powerful weapon = more confidence in power)</p><p></p><p><u>Empowered Punch Con</u>: Rolling less than 10 will result in dislocating the arm in question and possibly falling over. Rolling 1 will result in the force of her punch dislocating her arm, taking 10% of max health as damage and she will fall over and remain fallen for at least 1 turn. </p><p></p><p></p><p> </p><p><u>Hard Parry</u>: Mar can use her arms to hit against weapons in order to parry them. </p><p></p><p>A successful role of 10 results in a normal parry. </p><p></p><p>More than 10 results in a Hard parry which knocks foes over. </p><p></p><p>Less than 10 will guarantee that her arm will be dislocated (which can be sorted AFTER a fight) and she may get hit if she can't dodge the follow up attack. </p><p></p><p>1 results in having her arm's bones and muscles severely damaged and will take 20% of her Max Health as damage to herself and knocked down.</p><p>------------------------------------------------------------------------------------------------------------------------</p><p><strong>Back:</strong></p><p>Taking a hit for the team: Mar can attempt to body block any form of physical attack and she will brace herself for the outcome. </p><p></p><p>Rolling a 15 or more will result in a successful block and will allow the protected Character if he/she is nearby to make a follow up action of any kind. </p><p></p><p>Rolling less than 15 results in taking the hit as anyone else would, being knocked over and a Roll of 15 or more must be made to determine whether she becomes paralysed.</p><p></p><p>Rolling a 20 results in the enemy's Weapon Breaking.</p><p></p><p>Landing a 1 results in taking 50% of Maximum Health, being paralysed, being knocked down and being knocked out for the rest of the day. </p><p></p><p> ------------------------------------------------------------------------------------------------------------------------</p><p><u>Empowered throw</u>: This skill is purely utility. This skill is not used in combat but rather can be used before combat starts or any other time of activity. Depending on the Dice Roll, she will be able to throw a teammate or object said number of metres far/high. </p><p></p><p></p><p><u>Super Empowered throw</u>: This skill is purely utility though it can be used during combat or events but only on Allies and small objects. This takes the previous 1 to 20 metre throw of the Empowered Throw, adds in some of her strength up to 20 additional bonus metres and adds in an extra role to see if takes any injuries. This move can only be used once per day.</p><p></p><p><u>Super/Empowered throw Con</u>: The main risk of both of these moves is that the characters and objects in question are at peril. A role will be made to see if a Character's arms remain intact/unscathed and a role will also need to be made to see if they have landed or latched on to the surface without mishap. </p><p> ------------------------------------------------------------------------------------------------------------------------</p><p> <strong>Disadvantage</strong></p><p>Other than the other plethora of backfiring issues with her skills. Her Pale skin makes the uneducated unsure of her. Character's in question may think:</p><p></p><p><strong>1</strong>. <u>She's terminally Ill</u>. If so, a roll will need to be made where a 1 or more results in the character backing off and trying to escape from her. Pursuit will result in the character screaming either in the normal sense or that there's a plague coming.</p><p></p><p><strong>2</strong>. <u>She's a vampire (even if she's walking around in daylight)</u>. A roll will have to be made to see if they act cautiously and mind their own, scream or call for help. If your party who is a wizard or sorcerer can get the “mob's” attention, he or she can convince the audience that they're being stupid because Mar is walking around in daylight.</p><p></p><p><strong>3</strong>. <u>She's an undead</u>. They may dismiss the thought, may hold their tongue and acted cautiously or run away, screaming for their lives as they shout “LITCH! LITCH! LITCH!” and then Mar has to hide from said individual for the rest of the day. </p><p></p><p><strong>4</strong>. <u>To ask if she's alright. </u>Mar just says she's k. </p><p></p><p><strong>5</strong>. <u>Is just a pale human.</u> Totes like Whatevs but that's a temporary -2 to Charisma just towards that character when Mar is talking to them or her party talks about Mar for her.</p><p></p><p><strong>6</strong>. <u>Or is Royalty/Nobility.</u> Peeps will be very friendly then. </p><p> </p><p></p><p> <u>Exception</u></p><p></p><p>Allies can go around with her and communicate her needs or wants for her, express their trust of her to friendly NPC (other Evil or Sketchy character's will need to make a role to see if they trust what your character says) and will express in taverns or, shops or merchants that she's just pale and Mar will agree. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Thank You for reading.</p></blockquote><p></p>
[QUOTE="LegionError121, post: 6975030, member: 6870641"] Hi. So, I came up with a character whoom for now, I shall call 'Mar'. She is not my first character but rather one I would be happy to try and play. My other 2 characters basically consisted of "a Smart Swordsman with a mystery past who doesn't understand what it means to live yet is very capable and existed purely as a tradegy" and "a Cleric who heals people, can run very fast and hits people in the genitals with her stave before running away". Please note that I have not played D&D before but I would really like to get this character "up and running" and "refined" before I actually do get around to playing with some people I know. I as a person am not very "human" but I feel I could make up for that by having an interesting character on the get go. If my character is too powerful, unclear or lacking, please tell me how I could fix things. Thank You. [SIZE=4]Mar (or you can just call her Mercenary)– Human – Fighter - [/SIZE][FONT=Arial, Helvetica, sans-serif][SIZE=4][B]Neutral Evil[/B][/SIZE][/FONT][SIZE=4] [/SIZE] [B]Basically, Mar.[/B] Mar is a Mercenary. She fights not for meagre payment but for spoils so she tends to travel with “groups of heroes”. Gold or Anything else of value is important of course in terms of negotiating with her as she has a sense of business about her. [B]What is her nature?[/B] Though evil at heart, she makes sure to look out for her allies (if she knows they will look out for her) and makes sure to take a caring approach when they care about something though brashly. Other than that, Mar loves the thrill of fighting and is always happy to share the experience with friends and foes alike. If left to her own devices, she will probably commit some kind of evil. ------------------------------------------------------------------------------------------------------------------------ [B]Things to know.[/B] [B]1.[/B] [FONT=Arial, Helvetica, sans-serif][SIZE=2]Mar is played in 2[/SIZE][/FONT][SUP][FONT=Arial, Helvetica, sans-serif][SIZE=2]nd[/SIZE][/FONT][/SUP][FONT=Arial, Helvetica, sans-serif][SIZE=2] person perspective. [/SIZE][/FONT] [B]2. [/B] Mar will communicate to her teammates most of the time but can also act ahead of allies during key points of decision making to initiate things. It's just part of her nature. [B]3. [/B] In the short time Mar has been a Mercenary, Mar has always acted impulsively and speaks her mind. Should she feel like she's not getting a large enough cut of the loot or gold, she'll probably pressure you into negotiating or explaining yourself. [B]4. [/B] On the Offensive, Mar is brash though she tries to stay aware of what her allies are doing if she isn't fighting someone at the time. On the Defence, Mar will think strategically both for her party and NPC's as survival is a key part of being victorious. [B]5.[/B] Mar is always judging. She remembers when you've ticked her off and she remembers when you've done something for her. Balancing her opinion of you is key to not having her betray you. (This means, I've got to actually write stuff down and weigh it out and remove things as she forgets/forgives) [B] 6.[/B] Mar is a [I]very resilient fighter[/I]. As she actually gets hurt during a fight, she [I]doesn't lose anything[/I] but becomes [I]disabled to varying degrees[/I]. If her Teammates, leave her alone by being DEAD, Fainting or Running away, [I]it is possible for her to be beaten to death[/I]. (In other words, she can't lose her limbs or Bleed but she is just as vulnerable as anyone else if things don't turn around for her or party in time) ------------------------------------------------------------------------------------------------------------------------ “[B]Pale Figure” (unique quality/skill/feature)[/B] Mar has a strange appearance in that she appears to have gray/white bones and muscle. Though this makes her look somewhat unhealthy or similar to a vampire, she is neither of those things and instead can choose to push herself to accomplish extreme measures of action. It is worth noting though that she has slightly pink skin simply because she has a normal skin tone. ------------------------------------------------------------------------------------------------------------------------ [B]Legs:[/B] [U]Empowered Run[/U]: Can empower her run so that she can cover twice as much land. [U]Empowered Jump[/U]: Can Translate 10% of her Strength into Metre high/long jumps. [U]Empowered Run/Jump Con[/U]: If the player doesn't role a 10 or higher for either action, Mar will put too much pressure into her legs and collapse causing 20% of her max health damage to her and preventing her from moving until she either heals using a potion or sleeps it off. ------------------------------------------------------------------------------------------------------------------------ [B]Arms[/B]: [U]Empowered Punch[/U]: Can punch things extremely hard without taking damage to her hands or other arm parts. 10 or more role to see if lands the hit, 10 or more to determine the effectiveness of the punch. This move takes her Strength stats and adds it additionally to the current hit bonus that her weapon would provide and transforms it into a devastating punch hit. (Powerful weapon = more confidence in power) [U]Empowered Punch Con[/U]: Rolling less than 10 will result in dislocating the arm in question and possibly falling over. Rolling 1 will result in the force of her punch dislocating her arm, taking 10% of max health as damage and she will fall over and remain fallen for at least 1 turn. [U]Hard Parry[/U]: Mar can use her arms to hit against weapons in order to parry them. A successful role of 10 results in a normal parry. More than 10 results in a Hard parry which knocks foes over. Less than 10 will guarantee that her arm will be dislocated (which can be sorted AFTER a fight) and she may get hit if she can't dodge the follow up attack. 1 results in having her arm's bones and muscles severely damaged and will take 20% of her Max Health as damage to herself and knocked down. ------------------------------------------------------------------------------------------------------------------------ [B]Back:[/B] Taking a hit for the team: Mar can attempt to body block any form of physical attack and she will brace herself for the outcome. Rolling a 15 or more will result in a successful block and will allow the protected Character if he/she is nearby to make a follow up action of any kind. Rolling less than 15 results in taking the hit as anyone else would, being knocked over and a Roll of 15 or more must be made to determine whether she becomes paralysed. Rolling a 20 results in the enemy's Weapon Breaking. Landing a 1 results in taking 50% of Maximum Health, being paralysed, being knocked down and being knocked out for the rest of the day. ------------------------------------------------------------------------------------------------------------------------ [U]Empowered throw[/U]: This skill is purely utility. This skill is not used in combat but rather can be used before combat starts or any other time of activity. Depending on the Dice Roll, she will be able to throw a teammate or object said number of metres far/high. [U]Super Empowered throw[/U]: This skill is purely utility though it can be used during combat or events but only on Allies and small objects. This takes the previous 1 to 20 metre throw of the Empowered Throw, adds in some of her strength up to 20 additional bonus metres and adds in an extra role to see if takes any injuries. This move can only be used once per day. [U]Super/Empowered throw Con[/U]: The main risk of both of these moves is that the characters and objects in question are at peril. A role will be made to see if a Character's arms remain intact/unscathed and a role will also need to be made to see if they have landed or latched on to the surface without mishap. ------------------------------------------------------------------------------------------------------------------------ [B]Disadvantage[/B] Other than the other plethora of backfiring issues with her skills. Her Pale skin makes the uneducated unsure of her. Character's in question may think: [B]1[/B]. [U]She's terminally Ill[/U]. If so, a roll will need to be made where a 1 or more results in the character backing off and trying to escape from her. Pursuit will result in the character screaming either in the normal sense or that there's a plague coming. [B]2[/B]. [U]She's a vampire (even if she's walking around in daylight)[/U]. A roll will have to be made to see if they act cautiously and mind their own, scream or call for help. If your party who is a wizard or sorcerer can get the “mob's” attention, he or she can convince the audience that they're being stupid because Mar is walking around in daylight. [B]3[/B]. [U]She's an undead[/U]. They may dismiss the thought, may hold their tongue and acted cautiously or run away, screaming for their lives as they shout “LITCH! LITCH! LITCH!” and then Mar has to hide from said individual for the rest of the day. [B]4[/B]. [U]To ask if she's alright. [/U]Mar just says she's k. [B]5[/B]. [U]Is just a pale human.[/U] Totes like Whatevs but that's a temporary -2 to Charisma just towards that character when Mar is talking to them or her party talks about Mar for her. [B]6[/B]. [U]Or is Royalty/Nobility.[/U] Peeps will be very friendly then. [U]Exception[/U] Allies can go around with her and communicate her needs or wants for her, express their trust of her to friendly NPC (other Evil or Sketchy character's will need to make a role to see if they trust what your character says) and will express in taverns or, shops or merchants that she's just pale and Mar will agree. Thank You for reading. [/QUOTE]
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