The Chaplain (A Badass Bard Who Doesn't Present As A Bard)


Pathfinder First Edition General Discussion


I've railed against this before, but too often we pigeonhole characters based on how their roles have traditionally been perceived. Take the bard. Handsome or beautiful, dressed in something eye-catching, with a rapier on one hip, and an instrument on the other. Usually a human, a half elf, or an elf. We expect grace over power, a low constitution, and a lot of singing, dancing, and piping.

Enter The Chaplain. A character who combines a regional knowledge of the traveling priest, with the leather-lunged bellow of a drill sergeant. The character may be mistaken for a cleric as well, which is an important lesson; just because you're an ordained priest, that doesn't mean you have an aura about you.

Scarab Sages

It's true. I am firmly entrenched in the "class names don't matter AT ALL" mentality of character creation. It's part of why none of my Rogues are thieves, and most of them are as good as I can make them.


Playing classes off-label is always fun. Bard probably isn't the best pick though, because as soon as you announce to the table the words "Inspire Courage", they know what you're up to. Unless they think you're an Evangelist.

The Chaplain is a pretty awesome concept, whether you're drawing from actual historical chaplains, fantasy concepts, or that dusty old horse, Warhammer 40k. There's nothing like a skull-helmed, frothing madman chanting the litanies of hatred and charging forwards with some kind of laser sword or something.

Should've just pasted it here, in my opinion.


You do give up the game sooner or later, Jaunt. Whether it's your mysterious party boost that always comes when you shout battle cries, or how your broad-shouldered, bastard sword wielding thug suddenly parries an incoming attack because he's actually a swashbuckler, it's impossible to hide your mechanics from a knowledgeable table. That said, though, once you've done something unexpected once, players are less likely to just take your character's abilities on faith, and will actually try to find out who you are and what you're capable of through roleplay.

Often that one surprise is all it takes to shake up the status quo. Do it often enough, and pretty soon the rest of the table wants to play with the shiny new idea toys, too.

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