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unusual character concepts?
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<blockquote data-quote="Sejs" data-source="post: 2088466" data-attributes="member: 4910"><p>On the barbarian end of things, I've had a barbarian/rogue who was basically an urban ghetto dwelling gutter-punk. Ignorant and angry. Did alot of brawling and had one hell of a temper.</p><p></p><p>Recently in my campaign, my players have had to deal with a desert dwelling tribe of gnolls. Generally with humanoid races I try to use a three-classes standard to help define their society. Basically have three different types within the same society and it helps to give them a bit more definition than having them all be homogeneous. For these desert gnolls, I went with ranger (the bulk of the tribe's hunter-warriors), spirit shaman (from cd; the tribe's spiritual leaders), and barbarian (essentially the tribe's 'big guns' - sacred protectors). Part of the schtick with these gnoll barbarians wasn't that they just got mad; they let themselves get possessed by a particular spirit that they had formed a ritual bond with earlier in their lives. One that was called in gnollish Heyaii-Shrr-Shk'urr, or Spirit of Frenzied Bloodlust. When not raging, the Vessels (barbarians) were quite calm, composed, and level-headed for a gnoll - they had to be in order to keep their indwelling spirit in check, lest they slip up and have it take over when they didn't want it to. In battle, the vessel would willingly give up his control over his body and let the spirit take over, making them mighty and fearsome.</p><p></p><p>And that's was just all fluff. Mechanically, they were just the same as any other gnoll barbarian.</p></blockquote><p></p>
[QUOTE="Sejs, post: 2088466, member: 4910"] On the barbarian end of things, I've had a barbarian/rogue who was basically an urban ghetto dwelling gutter-punk. Ignorant and angry. Did alot of brawling and had one hell of a temper. Recently in my campaign, my players have had to deal with a desert dwelling tribe of gnolls. Generally with humanoid races I try to use a three-classes standard to help define their society. Basically have three different types within the same society and it helps to give them a bit more definition than having them all be homogeneous. For these desert gnolls, I went with ranger (the bulk of the tribe's hunter-warriors), spirit shaman (from cd; the tribe's spiritual leaders), and barbarian (essentially the tribe's 'big guns' - sacred protectors). Part of the schtick with these gnoll barbarians wasn't that they just got mad; they let themselves get possessed by a particular spirit that they had formed a ritual bond with earlier in their lives. One that was called in gnollish Heyaii-Shrr-Shk'urr, or Spirit of Frenzied Bloodlust. When not raging, the Vessels (barbarians) were quite calm, composed, and level-headed for a gnoll - they had to be in order to keep their indwelling spirit in check, lest they slip up and have it take over when they didn't want it to. In battle, the vessel would willingly give up his control over his body and let the spirit take over, making them mighty and fearsome. And that's was just all fluff. Mechanically, they were just the same as any other gnoll barbarian. [/QUOTE]
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