I'm posting Griswald Maurin, human barbarian for consideration. I'd like to explain his rage as a pseudo-lycantropy that he has some control over. The character would go the beast totem route as he gains more control over his 'curse'. I still need to add traits and a feat but I wanted to post what I had so far. background:
Griswald Maurin Griswald is a relatively new member of the community; he is a quiet young man who works as a lumberjack to earn his keep. Most people haven’t gotten the chance to know him as he keeps to himself and unless he is on the job seems discontent and troubled. When he is cutting down trees and doing manual labor he can forget his thoughts and is much more sociable. The secret that burns inside is his family’s ‘curse’. When he was 15 he was with some friends in the woods and he ran into some local bandits. He was scared about what might happen and then something happened to him. In the heat of the moment he lost control and his muscles pumped with blood, growing in size. Griswald’s pupils changed to blood red. Some fur sprouted, sharp claws grew. When he realized what happened he had killed 2 of the bandits with his bloody claws before the rest fled. He immediately went to his family and was told about the family secret. There was a curse in their bloodline, it was rare and only affected someone every few generations. The affected member was not a true lycanthrope but when enraged or frightened they would turn into a werebeast-like creature. His father said it had skipped some generations and he hoped it would not be passed to Griswald. He was told to flee before his friends told the community and he would be hunted down as a monster. That day he fled to a place where no one knew about his past. Griswald struggles with this internal turmoil; he is afraid of the beast coming out unfortunately he likes the feeling. With the beast comes excitement and power, but also death. He constantly works on mental exercises to control the beast so it only comes when he wills it. He understands that the common folk will shun him if they find his secret so he tries to distance himself the best he can from others. character sheet: Griswald Maurin Male Human Barbarian 1 CG Medium Humanoid Init +1; Senses none; Perception +5 -------------------- DEFENSE -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 16 (1d12+4) Fort +5, Ref +1, Will +1 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Greataxe +4 (1d12+4/20/x3) Power Attack Greataxe +3 (1d12+7/20/x3) Raged Greataxe +6 (1d12+7/20/x3) Raged Power Attack Greataxe +5 (1d12+10/20/x3) Ranged Throwing Axe +2 (1d6+3/20/x2). Range increment: 10
I was thinking of why Throgg would be in Kaer Maga he was but couldn't think of something that I really liked so I'm pitching a different character. Maldrek, tiefling inquiisitor of Asmodeus. I think his character has more of a reason to be in Kaer Maga and more chance to have the Church of Pharasma take notice. Background:
Maldrek was born in a devil’s bargain, where his mother was to give up her first born. He was raised by the church of Asmodeus who adopted him and raised him to follow the way of the Dark Prince. Being devil blooded in Cheliax made him a second class citizen to the common folk but the Church of Asmodeus treated him as an equal. Maldrek hated the irony that a devil worshipping country looked down upon one of devil blood. He had no love for Cheliax and his only loyalty was to Asmodeus so he left to find refuge where he would be more tolerated as soon as he was able to. Eventually he found a city where everyone was tolerated, Kaer Maga. The anarchy of the city was perfect for one who was able to twist his words and lock others into contracts. Maldrek mostly works as a bounty hunter for those who break their word but always kept his ear open for other jobs. Recently he heard of the Church of Pharsma’s need for outside help and he jumped at the opportunity in hopes of having the church owe him a favor… (OOC: having a decent diplomacy modifier I see him using Gather Information to hear about jobs like this). Maldrek finds people and that is exactly what the Church needs right now. Character Sheet: Maldrek Male Tiefling Inquisitor (Asmodeus) 1 LN Medium Humanoid Init +3; Senses Darkvision; Perception +7 -------------------- DEFENSE -------------------- AC 16, touch 13, flat-footed 13 (+3armor, +3 Dex) hp 9 (1d8+1) Fort +3, Ref +2, Will +5 -------------------- OFFENSE -------------------- Spd 30 ft. Melee Heavy Mace +1 (1d8+1/20/x2) Claws +1 (1d4+1/20x2) Ranged Longbow +3 (1d8/20/x3) -------------------- STATISTICS -------------------- Str 13, Dex 17, Con 12, Int 14, Wis 16, Cha 5 Base Atk +0; CMB +0; CMD 13 Feats Point Blank Shot Traits Reactionary (+2 initiative), Blood stalker (You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week.) Skills Bluff+9, Diplomacy+7, Intimidate+8, Knowledge (arcane)+9, Knowledge (religion)+9, Perception+7, Sense Motive+8, Stealth+9 Languages Common, Infernal, 2 undecided Combat Gear Arrows (40), Heavy Mace, Studded Leather, Longbow; Other Gear Backpack (empty), -------------------- SPECIAL ABILITIES -------------------- Darkvision (60 feet) You can see in the dark (black and white vision only). Claws: You have two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. Prehensile Tail: You have a long flexible tail that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action Fiendish Resistance Tieflings have cold resistance, electricity resistance 5, and fire resistance 5 Skilled Tieflings gain a +2 racial bonus of Bluff and Stealth checks. Monster Lore: The inquisitor adds his wisdom modifier on knowledge skill checks in addition to his intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Judgement (1/day): An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a profane bonus or special ability based on the type of judgment made. Stern Gaze +1: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale on all Intimidate and Sense motive checks equal to 1/2 her inquisitor level (minimum +1). Domain (Conversion) Charm of Wisdom: You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy and Intimidate checks. Spells: 0th: Brand, Detect Magic, 2 undecided 1st: Cure Light Wounds, Magic Weapon Gear: Traveler’s Clothes, Quiver, Manacles Coins: 7 gp
In my current campaign I play a 5th level dwarven conjurer. I chose being the dwarf for roleplaying reasons but I will say it has been awesome. My characters defense is crazy. Incredible HPs for a wizard having a 17 con and taking the extra HP for favored class. Being a dwarf allows for the bonus on saves against magic. On top of that one weakness for dwarves is the movement but I went with the teleportation specialist so I can just 'port when I'm in trouble. Both mechanically and thematically this character is a blast to play. Honestly the only thing I miss if I made the character 'optimally' (being an elf/human or half-elf) would be +2 on my int score. While that is extremely important a lot of the weaknesses of a wizard have been strengthened. |