Inevitable

JABIII's page

Organized Play Member. 37 posts (224 including aliases). No reviews. 2 lists. No wishlists. 10 aliases.


RSS


Looking at the rules tonight.


I could go Bounty Hunter for some sneaky? If I did could I exchange some martial ranged Weapon proficiencies for some firearms?


Alright, I'll get my Ratfolk Gulch Gunner alias into commission soon.


Sounds like fun. How bout a Ratfolk Gulch Gunner with an ingrained 'morality problem' despite being despised and even hated by most of the city's inhabitants. Kind of 'dirtbag with a conscience' type of character that suffers from the subconscious desire to be an actual hero(at least behave like one) from time to time. His moral misgivings are more concerning collateral damage and things of that nature than a desire to do good to any noticeable degree.

Your thoughts?


Pretty certain that's the prevailing sentiment.


Here's my third creation just for kicks.

The Dragonlords:

Type:Dragon
Size:Medium
Speed:Standard(30ft)
Ability Scores:+2 to Str, Con, Wis & Cha(Changes Below)
Language:Standard
Racial Abilities
-Darkvision 60ft
-Lowlight Vision
-Immunity to Magic sleep & Paralysis
-Flight 60ft(Good)
-Blindsense 30ft
-Breath Weapon(Choose from below for cosmetic scale colors/ability modifier changes/damage type/shape/2 enhancements.)
-Red&Gold/Fire/Cone/IncDam+PowBre
-Green&Copper/Dex,Int,Wis Cha/Acid/Cone/IncAre+ExtBre
-Blue&Bronze/Con,Int,Wis,Cha/Electricity/Line/IncAre+IncDam
-White&Silver/Dex,Int,Wis,Cha/Cold/Cone/IncDamx2
-Black&Copper/Dex,Con,Int,Wis/Acid/Line/IncAre+PowBre
-Red&Brass/Str,Dex,Int,Cha/Fire/Line/ExtBrex2

Background:Dragonlords are a near mythical race of dragonkind originating on the same world as the Ascended. Created by the all-but-annihilated dragons of that world, the Dragonlords took millennia to evolve from saurian creatures to what they are today. Each individual has a unique design of two colors of scales, one always metallic and the other chromatic. These exemplify differences in psychology, physiology, and most notably their breath weapon.


Here's my second creation.

The Greylings:

Type:Outsider(Native: Positive/Negative Energy Planes)
Size:Medium
Speed:Standard(30ft)
Ability Scores:+4 to Con & Wis
Language:Standard
Racial Abilities
-Deathless Spirit
-Eternal Hope
-Fearless
-Lifebound
-Resist Level Drain
-Blindsense 30ft
-Lowlight Vision
-Light & Dark
-At-will SLA: Music of the Spheres

Background:An energy race born as a side-effect from the creation of the Positive and Negative Energy Planes Greylings are humanoid energy beings. Always wreathed in a coruscating black and white light, most see them as a greyish color, hence 'Greylings'. While able to tolerate positive and negative energies, Greylings prefer positive for obvious reasons like living. Most Greylings travel the planes combatting Darkness emanating from the dawn of creation itself.


Here's a little something, pretty vanilla but humans deserve some lovin' too. I'll design a second race as well.

The Ascended:

Type:Humanoid(Human)
Size:Medium
Speed:Fast(40ft)
Ability Scores:+2 to Everything
Language:Standard
Racial Abilities
-Greater Spell Resistance(11 + Character Level)
-Lesser Lucky(+1 to All Saves)
-Damage Reduction(5/Magic)
-Fast Healing(1)
-Wyrmscourged
-Blindsense 30ft

Background:Created by the greatest scientists/wizards, Ascended are a race of genetically perfect and magically enhanced soldiers designed to fight dragons on a distant and now forgotten world.
Now able to breed true due to genetic tampering of their own, these not-quite-human beings are a force to be reckoned with.


Awesome, I'll cook something up :D


This is still open for ideas, right?


Sounds interesting, I'll throw something together for you. I was thinking of making a Tatooed caster of some kind.


Male Human

Dotting in. So, should I craft a loose-fitting alias?


Oh yeah, a Gnome Warpriest of Brigh!


Male Human

if i'm in this, i'd like to choose a pocket knife, a pocket flashlight, and duct tape for my starting items. for my vehicle i'd like a mountain bike.


I like the sound of this. We talking lovecraftian horror? Any kind of horror is cool with me but lovecraftian horror is my favorite :)


Alright, have an idea for a dwarven stonelord/shielded fighter that transitions into a stonelord/stalwart defender at 11th level. A superpowered defensive build with an awesome earth elemental companion to boot? Would this be feasible in your campaign?


This sounds very interesting, I'll look into gestalts and see what I like.


Still looking?


still down to play, was just a thought. the machinesmith has been a class i've wanted to testdrive for a while. no worries though. i'm thinking a divine class of some kind, maybe a blight druid, or a warpriest. haven't decided. the druid would be fun though :)


Like the sound of all of that. Just an aside, but have you dealt with a Machinesmith before?


::sigh:: Alright then. Happy hunting.


So, how close to recruitment are we?


I am definitely interested though I've never played Iron Gods before. Mind if I throw a toon together for this?


This game done recruiting?


I could cook something up for this if you're still looking?


Would love to play a whitecape vanara in this kind of setting :D. Most likely play as a brawler for some hardcore CMB & CMD bonuses.


I'll throw some background your way and draw something up in the meantime. It'll be a male human hedge witch named Vænn Urðrmund (Handsome Hand of Fate, roughly translated).

Beginnings:
Vænn was a mindful child in a remote part of Irissen, his village largely self sufficient and unimportant in the scheme of things.

As if Fate itself chose to spite his ignominity, the young boy joined his father on his first hunt into the northern woodlands.

That evening after a strangely fruitful hunt, the two northerners were visited by a strange woman cloaked in white. Immediately alarmed at the possibility that this was a witch, Vænn's father trained his bow on the broken and bloodied woman.

She smiled and waved her hand, the weary hunter falling asleep and collapsing but his bow loosed its arrow into her chest. She staggered, the blood loss and internal injuries now finally taking their toll.

"Come here, child," she beckoned, blood oozing from the corner of her mouth, "do not be afraid." Something in her beautiful eyes drew the adolescent boy in close.

Her hand caressed his face and as she uttered words of power warmth filled his being and he could feel power radiate from within.

"Use this gift to make a difference," she gagged as blood filled her lungs, "bringing healing and life rather than misery and death..."

Vænn nodded and she smiled breathing her last. A gust of snow swept over the camp and her body discorporated into a flurry of snow.

The boy went on to heal the wounds of his village's injured for a number of years but after a casting of the bones he was sent off into the world to bring his gift to those in need of it.


To be honest, I like the Investigator, go for it :D.
Here's my character: Kor, Breaker of Chains. Critique, please. I appreciate constructive criticism.

Appearance and Backstory:

Name: Kor, Breaker of Chains
Skin Color: Black tapering to blood red at the extremities.
Chitin Color: Steel gray with bright white streaks.
Eye Color: Golden yellow
Age; 27
Height: 9ft 7in
Weight: 376lbs
Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world.
Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox.
After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all.
This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious.
Upon awaking he found himself stripped of his gear and yet again without his freedom…

Core Statistics and Information:

Race: Trox
Class/ Levels: Barbarian (Unchained)/9
Favored Class/ Benefits: Barbarian/ +3 Hit Points & +6 Skill Points
Size: Large (10ft x 10ft) Reach: 10ft
Alignment: Chaotic Neutral (CN)
Religion: Ancestor Worship
Languages: Common, Terran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan, and Undercommon.
Movement Speed: 40ft Burrow Speed: 20ft
Strength: 22 Mod: +6
Dexterity: 12 Mod: +1
Constitution: 14 Mod: +2
Intelligence: 12 Mod: +1
Wisdom: 10 Mod: +0
Charisma: 14 Mod: +2
Initiative: 1
Base Attack Bonus: +9(+15)/ +4(+10)
AC: 19 Flat-footed: 19 Touch: 10
CMB: +16
CMD: 27
Rage Rounds/ Day: 22
Danger Sense: +3
Hit Points: 72
DR: 1
FORT: +8
REF: +4
WILL: +3

Feats and Race/Class Abilities::

RACIAL ABILITIES
Darkvision 60 ft.: Trox can see in the dark up to 60 feet.
Frenzy: Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Grabbing Appendages: A trox’s smaller arms are useful for little more than aiding grappling. Trox gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main arms.
FEATS
BONUS FEAT: Improved Grapple (Combat): You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Source: PRPG Core Rulebook
1st Level: Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Source: PRPG Core Rulebook
3rd Level: Cleave (Combat): You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Source: PRPG Core Rulebook
7th Level: Cleaving Finish (Combat): When you strike down an opponent, you can continue your swing into another target.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Source: Ultimate Combat
5th Level: Great Cleave (Combat): You can strike many adjacent foes with a single blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Source: PRPG Core Rulebook
9th Level: Improved Cleaving Finish (Combat): You can cut down many opponents in a single strike.
Prerequisites: Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.
Benefit: You can use Cleaving Finish any number of times per round.
Source: Ultimate Combat
CLASS ABILITIES
1st Level: Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
1st Level: Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
2nd Level: Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
3rd Level: Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
5th Level: Improved Uncanny Dodge (Ex): At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
7th Level: Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage reduction can reduce damage to 0, but not below 0.
RAGE POWERS
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
2nd Level: Intimidating Glare (Ex): The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian’s current rage.
4th Level: Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.
6th Level: Ground Breaker (Ex): The barbarian can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 Reflex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.
8th Level: Greater Ground Breaker (Ex): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.

Equipment:

Weapon:
Masters’ End (+5 Adamantine Earth Breaker)
Damage: 3d6
Critical: 20/ x2
Type: Bludgeoning
Special: Adamantine, Speed, Mighty Cleaving, and Furious
Weight: 28lbs
Cost:[i] 25,000gp

Armor:
Umbral Embrace (+5 Dragonhide Lamellar)
[i]AC:
+9
Max Dex Bonus: +3
Armor Check Penalty: 0
Arcane Spell Failure: 20%
Speed: 30ft
Weight: 50lbs
Special: Dragonhide (Umbral), Comfort, Restful, and Light Fortification
Cost: 11040gp

Wondrous Items
Belt Slot: Heavyload Belt: This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide). COST: 2000gp
Shoulder Slot: Cape of Resistance +2: Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will). COST: 4000gp
Container: Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. COST: 2000gp

Standard Gear
Deluxe Dungeoneering Kit: A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch. COST: 130gp
Masterwork Survival Kit: A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather. COST: 50g
Area Map: A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. COST: 50g
Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hit points). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions. COST: 1sp
REMAINDER: 1729gp 99sp/ 46000gp

Traits and Skills:

TRAITS
Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Source: Ultimate Campaign pg. 61
Prophesied (Faith): Your coming was foretold in prophecy, and people familiar with your legend regard you with awe and fear. You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation.
Source: Ultimate Campaign pg. 55

SKILLS
Skill Points: 51
Acrobatics (Dex): 5
Bluff (Cha): 10
Climb (Str): 11
Diplomacy (Cha): 14
Disable Device (Dex): 5
Intimidate (Cha): 14
Knowledge(History)(Int): 10
Knowledge(Dungeoneering)(Int): 5
Knowledge(Nature)(Int): 5
Linguistics (Int): 14
Perception (Wis): 5
Sense Motive (Wis): 5
Survival (Wis): 5
Swim (Str): 11


Alright, here's my first attempt at using the text formatting. Forgive me if I have to edit the hell out of it, lol.

Appearance and Backstory:

Name: Kor, Breaker of Chains
Skin Color: Black tapering to blood red at the extremities.
Chitin Color: Steel gray with bright white streaks.
Eye Color: Golden yellow
Height: 9ft 7in
Weight: 376lbs
Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world.
Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox.
After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all.
This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious.
Upon awaking he found himself stripped of his gear and yet again without his freedom…


It was more a nod to the party than a game changer for me :). All three are looking fun to play. Just wanted to see if the trox would be okay with you. I'll be translating the stats from paper to post tonight.


Alright, I've shaped 3 potential candidates for this campaign: a kasatha monk (unchained), an ifrit sorcerer (elemental fire bloodlines), and my recent build is a trox barbarian (unchained). Was considering the barbarian for danger sense so that the party could be less worried about traps. Your thoughts?


Just a quick noob question, but how do I type a post to get a button to reduce it. Is that the spoiler thing I see in the FAQ?


Got most of the guts done with my toon. Just need to polish off the numbers and pick out gear and I'm set.


Ah, you may have a point, this is my first dive into being a player after some time...

'Badass' you say? I have been playing around with the idea of a halfling titan mauler. Have a backstory and a killing spree fits the bill perfectly...

Basically, a halfling that excels at killing anything bigger than him, which is pretty much everything :)


Hmm, how does a Kasatha Monk (Unchained) sound? Too out there? T'would be a matter of 'wrong place at the wrong time'. His clan went through a planar portal and a miscalculation ejected him into a city square. The locals freaked out and he ethically despises killing if he can help it so he opted to be taken in for questioning. A sap to the back of the skull and now he finds himself questioning himself and whether or not he should kick the crap out of every human he sees once he escapes.


I haven't played as a player in a while and may be a bit rusty. If you're cool with that I'll draw something up?


I'm a fairly experienced player though I don't get nearly as much practice as I'd like. I usually DM/GM when I play and I've be itching to be a player again and actually enjoy tabletop once more. I like to play difficult combinations of race/class that provide a challenge for me and a combination of entertainment and support for the party. I'd rather not be leader but I tend to get stuck with the role too often for my taste simply because I understand tactics and combat.

Among my favorite characters were a Gearforged Paladin (loved it, was a zealous do-gooder made of metal and faith) and my pride and joy was a doppelganger chameleon from D&D 3.5 (i had all the perfect prestige classes and would shift forms and roles like a champ).

I would love to play a campaign where the details matter and the DM/GM likes innovation and intelligence from their players rather than some permutation of several simultaneous hack'n'slash solo-games that are somehow fused into a haphazard storyline desperately trying to refocus everyone every session.

I don't mean to sound too whiny there but I have experienced this kind of group as a DM/GM and grew to despise tabletop over time due to the absolute nonsense games would evolve into. I hope a good gaming group is out there. Thank you for reading and happy hunting.