The Best Character You Never Got To Play


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I know this may sound somewhat bad under many aspects, but the character I most loved was a pure and simple Pit Fiend. I played it for just one session back then, when I wasn't stuck as a GM (yes, me too).
A Pit Fiend loose on the realm of mortals, springing plans and machinations to blacken and stain the souls of the most pious mortals while hiding a bestial might and dark appetites under a shroud of wisdom, phylosophy and silken words.


Chaoseffect wrote:
Are you like me and end up reading Pathfinder stuff when you get bored and then get really excited about a character concept, map it out, and then never get to use it?

ya that's alot like me, that plus I get distracted easily... I jump from one character concept to another. Currently Ive jumped from a goblin mobile fighter, to a teleporting asterion, to a Aldori Swordlord,to a master summoner, to a ragechemest/wild rager, to a Sundering half-ork breaker, to a deathless inniate unbreakable ork, to a stonelord dwarf covered in stone, and now my current exploding goblin (melee focused fire bomber). out of all of these Ive only managed to get 2 to an actual game :( The rest are just new ideas i keep finding and experimenting, but dont seem to actually get created anywhere.

ps the exploding goblin and the mobile fighter are the ones that lived
chances are, ill post the stats somewhere so that they can live on someone elses table and have there stab at Gory Guts and Glory

Edit, not a telephoning asterion, a teleporting asterion XP love spell check...

Dark Archive

Zau was a character for a PbP that didn't last past 2nd level. This isn't my favorite or the only one I have. Its just the one I could find info on.

Spoiler:
Name: Zauathin Zisal
Gender: male
Alignment: CN
Classes: warlock/cleric2
Race: tiefling

Experience: 3000

Ability Scores:
Str: 10(-)
Con: 10(-)
Dex: 18(+4)
Wis: 17(+3)
Int: 12(+1)
Cha: 15(+2)

Hit Points: 12 (8 firstlevel+4 rolled for second level)

Fort Save: 3
Ref Save: 4
Will Save: 6

INI: 4 (4Dex)

Base Attack Bonus: +1

Range: +5(1BAB+4Dex)

Attack Options: Eldritch Blast
To hit: +5 ranged touch
Dmg: 2d6
Crit: --x2
Range: 60'

Melee: +1(1BAB+0Str)
morningstar 1d8, x2 crit, 6lb, blugeoning and piercing

AC: 14(4Dex)or{18(4Dex+4mage armor)} Touch: 14 or 18(mage armor) FlatFooted:10 or 14(mage armor)
If wearing Mithral Shirt +1
AC: 19(+1 magic enhancement+4Dex+4Armor) Touch: 14 Flatfooted: 15

Racial Abilities: Darkness 1/day (class level as caster level)
+2 bonus on Bluff and Hide
Darkvision:60ft
Resistances:cold, electric, and fire 5
Medium Size
30’ movement
+2 Dex,+2 Int,-2 Cha

Class Features:Eldritch Blast(sp) : 2d6 untyped damage. ranged touch ray with range 60' and allows SR. Equivalent spell level of 1st unless modified by blast or shape essence.
Detect Magic(sp): As the spell, at will.

Invocations
caster level 2
highest invocation grade known: least
invocations known:2
Least
1. Devil's Sight
2. Summon Swarm

Cleric domains
1. Celerity
Granted Power: your land speed is faster than normal for your race by 10 feet. this benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load.

2. Spell
Granted Power: you gain a +2 bonus on concentration checks and spellcraft checks

Spells prepared
Cleric- 0 LvL: (4) / 1st LvL: (2+1D+1B)
Domain
1. mage armor (or expeditious retreat if wearing Mithral Shirt)

0 level
1. create water
2. guidance
3. cure minor wounds
4. cure minor wounds

1st level
1. cure light wounds
2. bless

Rebuke undead: (2d6 + level + 4[Cha]) of undead 5/day within 60'
check:d20+2(Cha)+2(synergy,knowledge religion)

Skills:

appraise=1(int)
balance=4(dex)
bluff=4(2Cha+2Racial)
climb=0(str)
concentration=4(2Racial+2Domain granted bonus)
craft(unassigned)=1(int)
diplomacy=2(cha)
disguise=2(cha)
escape artist=4(dex)
forgery=1(int)
gather information=2(cha)
heal=3(wis)
hide=6(4Dex+2Racial)
intimidate=2(cha)
jump=0(str)
knowledge(arcana)=5(1Int+4Ranks)
knowlege(history)=2(1Int+1Rank)
knowlege(planes)=2(1int+1Rank)
knowledge(religion)=6(1Int+5Ranks)
listen=3(wis)
move silently=4(dex)
ride=4(dex)
search=1(int)
sense motive=3(wis)
spellcraft=4(1Int+1Rank+2Domain granted bonus)
spot=3(wis)
survival=3(wis)
swim=0(str)
use magic device=3(2Cha+1Rank)
use rope=4(dex)

Languages:
Common
R.Infernal
1.Abyssal

Feats:
1st: Fiendish Heritage
You gain a +4 bonus on fortitude saving throws against poison. you also gain a +1 on saving throws against spells or other effects produced by good creatures.

Equipment:
spell component pouch
wooden holy symbols
travelers clothes
Water Skin
morningstar 1d8, x2 crit, 6lb, blugeoning and piercing
+1 mithral shirt, 10 lbs, no armor check penalty(source DMG,total cost 1100 base plus 1000 for +1 enhancement))

Money: if the starting is $2700 he has spent it all on the armor some gear and drinks!

Physical Description: 5'8", 150 lbs or so, with dusty brown,short,messy hair. he has red eyes and reddish black skin. he has two small horns jutting out to the side, slightly angled forward, from just above his temples.
his dirty and stained travelers clothes are worn and frayed along the edges. his thick,brown eyebrows loom sinisterly above his sunken eyes. his mangey and ungroomed beard and mustache looks like a perfect home for lice and other parasites.
His hands end in long red fingernails that almost look like claws. Most people would dismiss such a pitiful sight as lowly bum and not give him a second thought.

Personality: usually silent unless spoken to or when feeling the need to comment on the situation. Drinks heavily when not on the job. Drinks the most expensive Brandy and wines he can afford. likes to chase cats(hes kinda crazy like that). Distrusts and hates nobility. (work in progress)

Background: (cliche) claims amnesia prior to joining group. In reality he is running away from the assault of a noble in a far away land. His current look is a disguise for his work as much as it is to avoid those looking for the man(tiefling, noble blood,looked down on for the traits of his heritage) he used to be.

Motivation/Ambition: (claims the only thing he remembers)i will be more poweful than a demon! wants to escape the bounty on his head and start a new life away from nobles and their games.


A battlemaster (A homebrew fighter specialist) His name was E.B.B. (essential battle basics is what he claimed it meant. What it is actually short for is Ezekiel Bastonge Bonner). He crafted his only sword and battle gauntlet and would use nothing else.

I got to use him for a couple of campaigns, buthe campaign went south. Several other chances came up to use him, but those campaigns did the same as the first.

Silver Crusade

magnuskn wrote:

So I'm guessing that campaign ( and its accompanying excellent campaign journal ) ain't coming back? Damn. :(

Doesn't seem to be in the cards. :(


Mine was a 3.5 LG half-ogre monk named "Donk" who had been left on the steps of a Sun Soul monastery when he was an infant. In the one game he ever played he never threw a punch. In a fight with a very young black dragon he adroitly dodged it's breath weapon, ran up on it, grabbed it by the neck and wrung its neck like a Christmas goose. Then in the boss battle while everyone else was tied up with minions he tumbled across the battlefield and grappled the BBEG into an unbreakable bearhug effectively removing her from the rest of the fight. I would still love to play him out someday.

Scarab Sages

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Sadly I am almost always the GM. However when the CRB first came out, I got the urge to try the paladin class, but I wanted something a bit different. Thus was born Togg, the Reluctant Half-Orc Paladin of Sarenrae.

backstory:
Togg used to be a normal member of the Skullsplitter Tribe, happily bashing in the skulls of the rival Marrow Eater Orc Tribe, as well as the occasionally human or elf. Even though he was a half-breed, his zest for skull-bashing and his sheer force of personality made him an orc to be acknowledged.
Of course, that was before a terrible fate befell him, and now he bore the eternal curse of misery as a result. He could not understand what he did to deserve such a wretched fate, but now he, who once aspired to lead his own vaunted tribe, was exiled from his kind, ridiculed for the acts his new sovereign ruler forced upon him.
He still remembered the terrible day when the Lady of Fire came to rule his life with an iron hand. He remembered well the moment it happened. He was standing atop a hillside, surveying the remains of his latest vicitims, and thinking about the recognition he would get from his chief for personally crushing in the skulls of two of the Marrow Eater’s best warriors, when the light from the bright noonday sun reflected off the helmet of one of them, blinding him. He felt lightheaded, and like a weakling human, fainted. No, he reminded himself, it was obviously the evil magic of the Lady of Fire, which laid him low that day, for no orc would ever faint.
She came to him in a dream, a dark, wretched dream, full of vile notions and twisted words.
You must bend your will to mine Togg, you foolish dog of an orc. I have work for you to do my slave. You must give up your old ways, and follow the ways of the Flame. You must act weak before everyone, say stupid things you don’t mean, and occasionally bash a skull I want bashed. For my flames shall haunt your dreams, burning you night after night until you bow down and worship me and do my bidding.
Well, those weren’t the exact words she used, hers were weaker and more confusing, but that’s basically what she said. Since that day, every time he did his best to live up to his highest standards as an orc, he was tormented with dreams of fire, and a burning lady chasing him with her fiery embrace. She offered to ease his pain, which he knew was a lie, as she meant to burn him to ashes. Still, he began finding himself listening to her awful words, because failing to do so returned her to his dreams, like one long horrid nightmare.
Now the only solace he received was “punishing the wicked”, which basically meant bashing skulls. He felt sick and nauseous if he bashed the wrong one, and was haunted by fire at night. Soon he learned only to bash the skulls of those who made his brain itch first, a sure sign the Lady of Fire agreed they needed bashing. Togg learned to save up his frustration with the Lady and take it out on those who displeased her. Righteous Wrath she called it, which suited him fine, and soon he learned to call things by the same name she did, shouting out her words to his enemies. He even stopped to heal the wounds of those in need, an utter waste as they were surely weak and stupid to get hurt in the first place. With this final piece, and much to his amazement, she stopped chasing him in his dreams. The more fervently he shouted, and the more he skull-bashed those who made his brain itch, the more peaceful his nights were. Today, Togg is a most fervent paladin of Sarenrae, preaching her words and smiting evil villains in her name. And he never has a problem sleeping at night.
Personality: Togg is a bit unusual and hard to get used to upon meeting him. He looks savage and seems to take great glee in battle, and enjoys intimidating the hell out of people. However, he frequently turns the blade of his greatsword and smacks his opponents with the flat of his blade, usually accompanied by a great look of disappointment and dismay on his face, like he resents having to spare their lives. He frequently espouses the glory and teachings of Sarenrae, but in a strange manner, like a foreigner who quotes something in a language he doesn’t understand. He knows he is saying something important, but there is no emotional content to it. Often after quoting praise to the goddess or upon meeting someone for the first time, he will cock his head to one side and pause, like he is listening for something (he is actually waiting to see if Sarenrae approves of his words or this person). If he dislikes the person he is looking at, he may pause longer, hoping his brain will start “itching”[detect evil]. He is otherwise a dumb brute, though he has learned at least basic manners due to “flaming nightmares”. This means he leaves the thinking up to other people unless it involves combat, which he does not need brains for, just his orcish instincts.

Contributor

Astrid'izilindria'noxamilla - half-faerie dragon sorceress/wizard/ultimate magus

I got to play her for about three sessions, then the DM moved and the campaign got put on long-term hiatus.


Rotuthem ... a Bluespawn godslayer. He had 1 level of Fighter and was able to apply 1 attribute point to his Dex which increased his AC by 1. That was all it took to shift the odds.
I only got to use him in one campaign. There were 2 teams of PCs and I played the monster. It was a blood bath! Only one PC other than mine survived (due to the rules of engagement). We were supposed to have several more campaigns, but some people moved away (like the people that created the campaign.). I miss that character.


xanthemann wrote:

Rotuthem ... a Bluespawn godslayer. He had 1 level of Fighter and was able to apply 1 attribute point to his Dex which increased his AC by 1. That was all it took to shift the odds.

I only got to use him in one campaign. There were 2 teams of PCs and I played the monster. It was a blood bath! Only one PC other than mine survived (due to the rules of engagement). We were supposed to have several more campaigns, but some people moved away (like the people that created the campaign.). I miss that character.

That would be me.


Mine was a Human Half vampire prince for a friends homebrew setting, the premise of the campaighn was we were all champions from one of five nations summoned to fight a great evil. This was 3.5 and he was a soulknife with the feats from complete psionic to make his blade a two bladed sword, and the half vampire template from liber mortis we were level 10 or ecl 10. I never got to use him but the idea behind him was the the sword was red and he wore black chainmail and clothing so he was a little like darth maul. unfortunatley the game fell apart due to two of the players who were dating had a very horrible end to that which broke up the group and ended the game. Now I most only dm so i've never played him.


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Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
redcelt32 wrote:

Sadly I am almost always the GM. However when the CRB first came out, I got the urge to try the paladin class, but I wanted something a bit different. Thus was born Togg, the Reluctant Half-Orc Paladin of Sarenrae.

** spoiler omitted **...

This is full of awesome. :-D

Dark Archive

Since monk's are allowed to use any part of their body to attack with, I've always wanted to make a small raced Monk who dry humps people's legs to death. Now that we have the ARG, I ought to make a small sized canine race for this character...


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Pathfinder Rulebook Subscriber

With his jump he can...
Nevermind. I won't finish that thought.

Liberty's Edge

Pathfinder Battles Case Subscriber

Maybe not the best, but the most frustrating was a dwarf ranger's character sheet that sat in front of me for two or three months waiting for a chance to do something he was designed to do.

Tasker was a subterranean-focused ranger with ranks in Profession:Miner, Knowledge:Engineering, Favored Enemy:Aberrations, basically all kinds of useful stuff for running around caves. The GM knew this, didn't discourage it and then ran us through a one-session-and-done cave adventure at level 1 before moving his whole campaign into the ocean. The dwarf spent the next five levels sitting on a boat with nothing to do but occasionally roll Engineering checks to assist with firing the ship's ballistae. The whole time, the GM kept promising we'd soon find solid land where Tasker could thrive so I stubbornly continued to advance my ranger along the path of a caver, even taking levels of a Dragon magazine Prestige Class called The Mole. When we finally spotted land, I was ecstatic. Tasker was the first one into the longboat and even offered to jump out and kick-paddle the thing if it meant getting to shore sooner.

We were on the surface of that island for one 4-5 round encounter fighting harpies, no less, when the NPC captain declared we were going to back to the boat as soon as we finished gathering some fruit for supplies. At that point, I announced Tasker was using his Mole burrow speed ability to dig into the earth and tunnel away to a place where the GM could never find him...Then I packed up my gaming materials, left the table and never looked back.


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Pathfinder Adventure Path Subscriber

This is kind of a cheat, since I did get to play this character a bit, but... you'll see.

When Savage Species came out, I had an idea for a one-eyed medusa pirate. Because of a childhood injury, only one eye had the trademark gaze attack, hence the eyepatch, while the other eye could see fine. Her snakes would hang down limply, giving the appearance of dreadlocks.

The campaign reached 6th level, where the first time the gaze attack kicks in thanks to the slow progression. And that's when the campaign ended. Never once got to turn anyone to stone. :(

RPG Superstar Season 9 Top 16

I think this topic transcends editions, so I'll reminisce about a hybrid Warlord/Paladin I built for a 4e game that never got off the ground.

This is more or less what I sent to the DM, for his homebrew world. I included a few explanations of what the Northern kingdom is like, where relevant.

Sgt. Karch:

Johnson Karch was an up and coming young hero, back about six years ago (he's 33 now). He was retired by a troll punch to the chest. He survived, and his fellow adventurers managed to fend the troll off (though not slay it). They took him to the nearest temple (they were in the northern lands at the time, which is dominantly human and a theocracy, described as good but overbearing and strict. This was also Karch's birthplace, though he disliked religion and left). The damage was healed, but the imprint of the troll's fist remained emblazoned on him, his ribs cracked inwards. It was clear his chance for glory was up. He bid farewell to his friends, and stayed in the North for a long mend.

When he was well enough, the theocracy put him to work training their young paladins and battle-priests for combat, and Karch found he was well-suited for the task of drilling. He taught his students to fight as hard and dirty as they needed to in order to win. The result is more important than the means. This earned him the nickname "Heartless Karch", the rumor being that he survived the troll's blow by just having empty space where his heart should've been.

Karch worked up the ranks, eventually becoming a sergeant. He interacted regularly with the other drill sergeants, most of whom were paladins that taught faith, and what it meant to be a hero. It was by talking to some of them that Karch realized that some of the philosophies of the dominant religion (the Father god) resonated with his own. At one point, he spoke to a childhood friend, who was skeptical like him, but has since taken up the cloth of priesthood. This makes Karch more comfortable with his budding belief.

One day, some adventurers were passing by (a member, or members of the new party). Karch, by now a good judge of potential, immediately recognized that they have a destiny. Karch caught them up at a bar, and insisted that he could help them out. He filed for leave, and went with the new group, with the promise to help them earn a name and glory for themselves, but deep inside, Karch wants a second chance for all that for himself as well.

Karch is Sergeant Rock, essentially. His Warlord side is definitely dominant, but I hope the Paladin side will peek out in interesting ways. In combat, he's got the knight in shining armor look (longsword, heavy shield, plate armor), though he's a little short for it. Outside of combat, he usually dismisses his plate armor (Summoned Armor). He's somewhat stocky, and he's got the gruff look, a five o'clock shadow all the time. His hair is short, and there's some gray to his black.


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My favorite character idea that was only used for a session before the GM took an indefinate hiatus.

Orem Kavara Sa'dul
Warmage / Favored Soul / Mystic Theurge (optimization be damned)

as a double spontaneous caster, he had a devil may care attitude towards the use of magic, filling his pockets with many and various minor magical trinkets for even the most mundane of tasks.

split personality of destruction and preservation. With the added benefit of dirt poor wisdom (made foolish choices). Also confuses the opposition when the shield and sword and light chain using "cleric" starts throwing Fireballs.


One of the members of our game group offered to run the Shackles AP for us. There wasn't enough interest to start the campaign, which made me sad because I had already blocked out my character - Mad Gaston. MG was going to be the ship/party healer. He was an alchemist with profession (cook) and craft (brews and spirits) specializations. He would have kept the crew well-fed and watered (VERY important detail when you're out at sea). All his potions would have had a strong alcoholic base. And all his mutagens would have been based on... wait for it...

Spoiler:
spinach.


One of my more "fun" characters that only saw play a few times was Pein Smole.

He could've used the necklace of umbral metamorphosis, but it didn't suit his style. (he payed off the level later on, so everyone in the party was same level. (I gave my GM enough GP to purchase the necklace, but made it as if the necklace took over my soul abit, darkening it a bit, so that's why the template was allowed w/ buyoff, no penalty later on.

Pein Smole is a LE (3.5) whisper gnome swordsage, swashbuckler, rogue, who was from the plane of shadow. (shadow template).

He would use different stances and abilities, to get his stealth, disguise, move silent, and acrobatics (jump, +) up extremely high. Then he would outright decimate the opponent through the sheer amount of attacks and AoO's he would make, or provoked. Couldn't be detected unless vs. his stealth, and this was by most types of detection, magical and not.
He was played more as a 'Dexter' type character, as in, he might have been evil in a way, but still ha purpose for the good.

Sczarni

I made myself a Gnome Summoner with an eidolon mount. I drew a picture of the eidolon-- a deer, but with its muzzle split open like a banana and peeled back, so that its entire head was just a multi-seamed maw of teeth. Its eyes were on stalks coming up from its throat, and its antlers were forced back by its mouth into just the position so that my Gnome could hold them like handlebars.

The whole character idea came out of the idea of me roleplaying as both a happy-go-lucky gnome, and as a gurgling Lovecraftesque monstrosity-- the two of which somehow got along together.

The campaign lasted one session, at which point our GM admitted he just ran out of ideas.


An awakened snail, wise in the ways of the world.

Story is, my char got killed, it was taking a while to come in as a new one, so one session the party met an awakened snail, which advised them in their battle against the forces of darkness. Dm was annoyed, other players laughed.

Wish I could play that snail again...


Kobold swashbuckler with maxed out ranks in perform (cyprus folk dance).

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Hollow Graves Esq. (B. Nec)

A human necromancer from Diamond Lake (age of worms) that learned necromancy via correspondence. He had a skeleton familiar from Unearthed Arcana. The GM decided he was too powerful. Hollow Graves is now an NPC in my Kingmaker game.

Billy Canary

A halfling psychic (Green Ronin's psychic's handbook). Replaced Hollow Graves. Burned down an observatory. The GM refused to run any more of the campaign. It took about 3-4 years before he was willing to GM for me again. If I ever play Billy again I'll either make him a sorcerer or psion. Although... With Pathfinder's rules applied to skills Psychic skills take a massive Nerf since max ranks = level.

Now I'm in Legacy of Fire, he's much more confident as a GM and I deliberately pull my punches as a player. Everyone is happier all round.

-

Kaveen (human transmuter)

Was supposed to play through the Everflame Trilogy but that campaign never made it past the first adventure. Tragic, as I was going to focus on shapeshifting later.

-

I've always wanted to play in a "focused origin campaign", so all wilderness classes, all dwarves, all casters, all work for the same temple. I think it'd be awesome.


Velcro Zipper wrote:

Maybe not the best, but the most frustrating was a dwarf ranger's character sheet that sat in front of me for two or three months waiting for a chance to do something he was designed to do.

Sad Story

Sounds like an interesting concept. One that'd deserved to be treated better.

Somehow a lot of GMs don't seem to care that really ruine a player's fun when they just wave something through without telling the player that this pc will be absolutely useless (and thus not fun to play) in their campaign.


Mmm, if you went an anti-ooze ranger, and dived into dungeons and never fought an ooze, you would be sad.

Moar oozes DM!


In 2e, I rolled up a fighter and ACTUALLY rolled 18/00 strength. We never played one session. Never saw another 18/00 :(

Liberty's Edge

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Pathfinder Battles Case Subscriber

@3.5 Loyalist - Oozes were his 2nd Favored Enemy. We never fought a single ooze or aberration.


Let that dm know, you don't want to make him run your dungeons, but you do want to fight your favoured enemies.

Especially if you are taking a ranger for the next game they run.

RPG Superstar Season 9 Top 16

Oozes really are a longshot. I like to pick Dragons, since though they might not be common, the boost is really appreciated when they do show up. If ooze hunting is your concept...talk to the DM about it before introducing the character.


i have a list of them.

Koakuma. Female Tiefling of any intellegence based casting class. could do well as either a wizard or a magus. shy cambion library assisting who defends her sickly spouse, Archmage Patchouli, the seven day witch. has vestigial wings, a prehensile tail and claws.

Countess Umbriere Nera Nox Astrum Lunas Moonwhisper IV. niece of count Maximilian Moonwhisper. a female fetchling bard who dumps strength and constitution to minmax mental stats

Rena Shadowsong; Young Female Elf Master Summoner. little elven girl who creates servants with her imagination.

Little Leaf; Female Elven Treesinger Druid with a treant companion and a focus on melee combat. uses a longspear in plant form.

Kazeko; Young Female Sylph Rogue. has the like the wind, weather saavy and breeze kissed alternate racials. spring attacking scout.

Liberty's Edge

Pathfinder Battles Case Subscriber

@ 3.5 Loyalist - I'm never going to play with that GM again. It was several years ago when I lived on the other side of the country. As it turns out, the rest of the group gave up on him about a session later. He was just a bad GM and his 1st Edition roots were showing pretty badly. This was a 3.5 game and he didn't bother to really learn the updated rules. He also often made up his own rules and then failed to be consistent with them and he never planned ahead.

@ Petty Alchemy - I agree with you, but I didn't pick oozes because I thought we'd fight a ton of them. I picked them because I was building a caver and, from an RP perspective, oozes made more sense than many other options. The other thing is, I told this guy exactly what my plans were for the character and how I wanted to build him. I didn't want the campaign to be all about me. I just wanted the GM to know what I was doing so I'd know ahead of time if he was going to shoot it down or if he wasn't planning on taking the game in that direction. Basically, you're totally right about communicating your intentions to a GM. I mostly GM and I tell my players that all the time. I just got stuck with a lousy GM that time.


Two, one from 2E, Drake Steelwind, a Braxtonian noble from my buddies homebrew world, a fighter specialized in the longsword and specialized in single weapon style who dual classed to mage at level 7. He was going to be paired with my buddies character Louvin, a fighter specialized in the dagger (both throwing and melee) who dual classed to thief at level 7. Rolled him about 10 years ago, has an 18/94 strength, 17 Dex and 17 Int, lowest stat is a 12.

The second, from Pathfinder, I hope to still play but havent got the chance yet, a CG Andoran Paladin of Freedom who worships Cayden Caliean, he drinks, he bluffs, he fights tyranny, he beds down random women (go immunity to disease!), he...drinks some more.


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I had an idea for a LN/LE Inquisitor of Irori. The concept came to me while at work one day after dealing with an onslaught of very frustrating interactions with customers. A few of us got into a conversation about how some people shouldn't be allowed to breed/live. Focusing on the self perfection aspect, the character eventually determines through years of helping people try to achieve enlightenment and better themselves that some are beyond help. He eventually snaps and to try and make the world a better place, decides to eliminate those who believes unworthy to exist. By divine mandate of Irori of course. I could never find the right game to incorporate him as he doesn't mesh well with most parties. Plus, I always DM. I've often thought of running a campaign with him as the main antagonist.

Silver Crusade

Velcro Zipper wrote:

@ 3.5 Loyalist - I'm never going to play with that GM again. It was several years ago when I lived on the other side of the country. As it turns out, the rest of the group gave up on him about a session later. He was just a bad GM and his 1st Edition roots were showing pretty badly. This was a 3.5 game and he didn't bother to really learn the updated rules. He also often made up his own rules and then failed to be consistent with them and he never planned ahead.

That sounds exactly like a horrible DM I played one session within Orlando. Terrible.


Jack Bastard, human bard, raised by a commune of prostitutes who had unionized and taken over their house. Young punk socialist hyper-feminist iconoclast. Went into adventuring both to escape his little town and live outside the constraints of society. Currently horrible at all types of performance and combat, but enthusiastic about eventually inspiring the world and kicking all the ass that his mommies will allow.

Alas, only got about 3 sessions before player schedules and GM burnout broke it up.

RPG Superstar 2012 Top 32

In 3.5, we ran a rotating DM campaign based out of the World Serpent Inn, an alternate transitive plane that was basically an infinite tavern.

Anyways, I played a human ranger 1/warlock X with the eldritch blow invocation. He spent pretty much all his starting gold on a githyanki silver sword. His favored enemy was githyanki, since they were hunting him down for stealing that silver sword (a magic greatsword that could cut astral tethers and I think also lowered SR). He DID get to fight some mindflayers, but never saw a githyanki.


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Lincoln Logg, axe fighter with skill focus: lumberjack. He was a soft spoken and polite boy with a crush on Sue-Ellen. The day that orcs raided the lumber camp and Grannie was hauled off, he knew he had to help her, or no one would ever taste her famous flap-jacks again.


Although I DID get to play this character, it was for a very brief period of time...

I created a Fighter/Rogue named Merrick Marrington, a delusional, swashbuckling nobleman adventurer. With an incredibly low Wisdom score, he had been conned out of his family fortune by a thieving enchantress, who convinced him (with her mind-affecting magic), that he was destined to become a great hero who would unite the entire world as a single kingdom that he would rule.

So the character became and adventurer, charging into battle with reckless abandon, having no fear of death (he was the legendary hero, after all...how could he possibly die?). He took to calling the other party members his "loyal subjects", and one of them, a naive cleric, even BELIEVED he was destined to rule and became his 'squire'!

The two characters behaved much like Don Quixote and Sancho Panza, with my character introducing himself to NPCs as 'the future king'...and then the campaign ended at 3rd level because the DM had a lot of big stuff come up in his life and didn't have time to run it anymore. I've never had so much pure fun running a character, and really wished I could've seen Merrick played to even mid-levels.

RPG Superstar 2012 Top 32

Trianii wrote:

Although I DID get to play this character, it was for a very brief period of time...

I created a Fighter/Rogue named Merrick Marrington, a delusional, swashbuckling nobleman adventurer. With an incredibly low Wisdom score, he had been conned out of his family fortune by a thieving enchantress, who convinced him (with her mind-affecting magic), that he was destined to become a great hero who would unite the entire world as a single kingdom that he would rule.

So the character became and adventurer, charging into battle with reckless abandon, having no fear of death (he was the legendary hero, after all...how could he possibly die?). He took to calling the other party members his "loyal subjects", and one of them, a naive cleric, even BELIEVED he was destined to rule and became his 'squire'!

The two characters behaved much like Don Quixote and Sancho Panza, with my character introducing himself to NPCs as 'the future king'...and then the campaign ended at 3rd level because the DM had a lot of big stuff come up in his life and didn't have time to run it anymore. I've never had so much pure fun running a character, and really wished I could've seen Merrick played to even mid-levels.

You should have named him Juan Sand 'the future king....'

RPG Superstar 2012 Top 32

I mean "Juan Sand Future King."

Like that book they keep reading in that X-Men movie....


Every shifter (and the sole changeling) I've tried to play, the campaign has never lasted very long. As well as an anthropomorphic mutant fox I had in a d20 Modern/Future game. The latter was a very fun character, and I wish that campaign would have lasted. The DM fell off the face of the planet.


Was an NPC I introduced briefly but I never got to try the concept out before we switched to PF and houseruled no 3.5 books. Made a Gelun Druid/Walker in the wastes shapeshifter that was fun to play out, but sadly after the PCs were done assisting him they teleported away and left him to his own devices.

The Exchange

I love playing sorcerers of all stripes, but they seem to be the kiss of death for a campaign. Any time I make one, the game stops after one or two sessions, like clockwork.

Recently my group started a new game and (knowing that the current fellow taking a turn as GM can be rather tough) I decided to scrap my sorcerer and make a cleric at the last minute since our group needed melee/support.

Of course that's the campaign that found legs and has been running regularly for months.

I also would like to play a monk maneuver (trip)/weapon (kama) master just because I was amazed when I put one together and actually liked it.


The character that I really want to but never ever will get to play because it needs a neutral god of death that isn't pharasma.

Neutral Haunted Juju Oracle 1/Undead Lord X with the versatile channeler feat. He basically roams the land and is haunted by restless spirits whom he places into dead bodies so they may find peace. He only wants to help others, but the necromantic blights that affect him make it difficult, although he is still able to tap into the positive energy plane of life to heal the living.

but that's never going to happen =[
I do kinda like the idea of a Neutral Undead Lord of Ugrotha focused on the lust aspect of the diety. She's all about enjoying life and everything it has to offer for the rest of eternity, so she seeks immortality as Ugrotha did.

any of several Thunder and Fang users... nobody seems to think that feat isn't broked, so guess that's not going to happen...

I may actually get to play my Binder through, which is super exciting tho! Infernal SOrc that will everntually become a Diabolist. He's First Mate in my S&S game!


my PF group got annoying when playing a bunch of CN characters that would fight over loot and lie, hide things, and steal
my LG paladin wasnt looking like a good choice to keep with that party so i rolled a new character, decided i liked the paladin route (this was my first time playing PF and really wanted to see how the upgrade from 3.5 on paladins worked) so i went with a female dayborn dhampir anitpaladin

i named her after a female friend of our group who loved the twilight series (since dhampir and all) and she took the trait charming

since all our PCs were males with low WIS she maxed out Bluff, her whole thing was she lied to and seduced everyone into giving her all their stuff for free

GM decided that he wanted to punish the players for being selfish and didnt want me to play an evil character

made me sad, had really good stats too, and i was excited to play a dhampir antipaladin because i could still heal myself

Assistant Software Developer

This one


After 7 campaigns where the party played as villains trying to take over everything, I have yet to successfully enslave the entire cosmology to my will. Psshh...oh well. I guess having an empire will have to be enough.

Oh...and I'm still a little miffed that my bearded elf had his beard shaved because the dwarf didn't think it was right for an elf to have a beard more impressive than him. After that I was just one more elf without a beard ... *sigh*


I did get to play this Gnoll once, but never again (i had such hopes) ... but i'll put him here anyway since I have his backstory in an email and can easily cut/paste it.

Izigar was born into grief in the City of Jackals. Life was hard, but
he is amazingly tough and strong, and so he survived. He was
eventually forced into the gladatorial pits, a profession which he
soon found that he was quite suited to and even sort of enjoyed.
Foreign investors (human?) in the town one day were intrigued by the
effectiveness of several of the more successful gladiators (including
Izigar), and purchased them from the Flinds and set out accross the
Great Desert to return home and use the gladiators for whatever
nefarious purposes they had in mind...
However, a band of desert nomads who had fallen on hard times and were
desprate for food and/or cash happened accross the merchant caravan,
and thinking it full of fine silks, exotic spices, and other trade
goods and valuables that they could trade for food, they laid an
ambush and killed the merchants, at some cost in blood to themselves.
Unfortunately for them, when they approached to investigate the
merchants wagons, they found that they were not full of trade goods at
all, but instead full of insane gnoll gladiators. Worse still, several
of the wagons had been damaged in the fighting, with the end result
that many of the gnolls were in the process of escaping. The nomad
bandits, really not in any shape to deal with this, were devoured by
gnolls.
[The leader of these nomads was a powerful warrior who weilded the
massive sword that Izibar now posesses. He used it to great effect on
poor Izibar, but really, Izibar has a lot of hit points, and great
effect was not nearly great enough. Perhaps the warrior was wounded or
fatigued from his earlier combat against the merchants' guards. In any
case, Izibar was impressed enough with the blade to take it and learn
its use.]
Anyway, a handful of these gnoll gladiators survived the combat. They
divided up what supplies had survived all of the fighting, and (really
having no idea where the hell they were) headed off in different
directions.
Izibar, having earned himself some XP killing the big sword guy and
being fantastically tough and hardy, survived long enough to pick up a
ranger level and learn how to survive in the desert (though not before
being driven half-mad by the sun). He never learned for certain
what happened to the other gladiators, but they were neither as tough
nor as clever as Izibar, and he suspects that they probably fed the
vultures after a few days or weeks in the heart of the desert.
Since then, he has roamed the desert, learning its secrets and
lessons, and perhaps looking for passage into a more hospitable clime.
He generally subsists by his wits and great physical gifts, but he
occasionally will trade with roaming bands of nomads if they do not
attack him on sight. He has also been known to waylay the occasional
lone traveller, but tends to stay avoid conflict with heavily armed
merchant caravans... though he watches the westward [?] bound ones for
signs that they may contain more gladiators.
He may have some aspirations of one day returning to repay the Flinds
for their cruelty, but then, he is half mad and it is hard to say. In
any case, it is not at the top of his list of priorities, which mainly
includes killing shit and eating it [the buzzards consider him a
friend], finding water, and avoiding bulettes.
As he appears now, Izibar is a huge (nearly 8 feet tall), massively
built gnoll with matted and mottled fur, ranging from a slightly
reddish sand color to the color of rust or dried blood. It is hard to
tell if this is natural, or is just the result of rust or dried blood
that he's never washed off. His black eyes glint with madness, and it
could just be the strange construction of his jackal-like mouth, but
humans tend to get the impression that he's grinning in a very
disconcerting way.
He wears a slightly rusted (or perhaps just stained with gore...who
can say?) chain shirt of fine workmanship, though it appears somewhat
neglected, and a similarly rusted or bloodstained spiked gauntlet on
his right hand. He wears the remnants of loose leather pants, boots
[?], and a head scarf and light cloak in the style of the desert
nomads. He carries a pack and a longbow, and several daggers can be
seen attached to various places on his gear. His only posession which
is in notably exquisite condition is the massive curved sword that
hangs gleaming from his belt.

---------------

addenda:
He was supposed to be a ranger/barbarian multiclass, and have a giant, f$*#ed-up-looking buzzard that would sit on his shoulder, which also had the mange and also had a lazy eye.

In the episode where i did play him, there was a great scene in which we were investigating a crime scene or something and one of the other guys was like, "you're a ranger ... here, what do you make of these bones?" and handed Izigar a femur... at which point I was like, "...thanks!" and just started gnawing on the bone.


Allen Hildebrand, Gentleman Thief.

I had him made up to be Alchemist Batman but he stole things. Always had bunches of alchemical items on his utility belt, and his Bombs were more about utility than damage (Smoke/Stink Bombs, Dispelling Bombs, and so on).

Was really excited to play him but still haven't got the chance to do so.

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