Timespike
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I've sat down and written some old PCs up under the new rules in the PRPG, and I've noticed two things: not only are they charcters cooler and seem like they'd be more fun to play, they're also closer to the original concept. Case in point, my grim, tragic paladin, Michael Nemerov. Michael was a very hard-bitten kind of paladin. He had little patience for banners, shiny armor, or high-minded ideas about fighting. When he got into combat, he took his enemies apart with ruthless precision and any resources he had at hand, including his fists if need be, but he was also a master of improvised weapons. For example: once after he cut his way out of a metal net that he'd been thrown in a cell still wrapped in, he wrapped his arms with the remains, jagged metal prongs facing out.
Old Michael:
Human Paladin 9
STR 18 DEX 15 CON 16 INT 12 WIS 14 CHA 16 (he was supposed to be a reincarnated Lord Soth, so the GM gave me staggeringly-good abilities. He was one scary mofo, even under the old rules.)
Feats: Power Attack, Cleave, Improved Unarmed Strike, Two-Weapon Fighting, Skill Focus: Intimidate
Class abilities: Aura of Good, Detect Evil, Smite Evil 2/day (+9dmg), divine grace, divine health, aura of courage, turn undead, summon mount, remove disease 2/week
New Michael:
Human Paladin 9
STR 20 DEX 15 CON 16 INT 12 WIS 14 CHA 16
Feats: Power Attack, Cleave, Improved Unarmed Strike, Caught off Guard, Two-Weapon Fighting, Razor Sharp Chair Leg
Class abilities: Aura of Good, Detect Evil, Smite Evil 3/day (+9dmg), divine grace, divine health, aura of courage, channel positive energy, Divine Bond (sword), remove disease 2/day, aura of resolve
Now THAT'S the "pious freight train" I had in mind when I made him!