| Hartbaine |
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As we (the people I run games for) play Pathfinder the PCs they've created take on a life of their own. This shouldn't be news to any of us here, so I'll not preach to the choir about memorable characters.
I say that to say this though, as I read Paizo products (mostly adventure paths) I see more and more that they create NPCs who are, as they put it, 'destined for greatness and glory' (Queen Arabasti, for example) and so they amp the NPCs stats up to a 32 point buy system. Or they grant some insane increase in ability scores without explaining why or use wishes to +5 to every ability. Mind you this is not a complaint. I'm not saying the deck is stacked in the NPCs favor, considering the NPC generally has but a couple henchmen while 5-7 angry PCs wielding hell-fire and brimstone come barrelling forth to smite and loot.
As such though, we got to thinking. In my games the PCs are destined for greatness since I never run a game where they just adventure for 20 levels and then retire. Instead of giving out 32 points at creation we instead come up with ways to uniquely personify the characters in the form of traits that are exclusive to them.
I thought I'd share a few with you guys.
First up is Meldarian, the Fighter and all around nice guy.
Blood of Titans
Some say that House Delgath possesses the blood of titans somewhere in its history, granting them phenomenal strength. While the public whispers it, House Delgath refuses to confirm or deny it.
Effect:You are capable of feats of strength beyond the ken of mortal men. Once per day you may treat your strength score as 8 points higher for determining how much you can lift, pull or drag. You may continue to hold or carry this extra weight for a number of rounds equal to you 1+ your unmodified strength modifier. If your feat of strength involves smashing or breaking, you may ignore 5 points of hardness or lower the break DC of an object by 5.
This bonus not be applied for combat purposes to deal extra damage, but it may be applied to combat feats that rely on brute force like Sunder, Bull Rush, Overrun or even a grapple.
Next up, Tellara Razavath, Scion of House Razavath. (Yes, you have to refer to her by the whole name, like a Pimp Named Slickback or A Tribe Called Quest)
Tantrum
Prerequisite: Must be a spoiled brat with entitlement issues.
The noble House Razavath number s many prestigious Wizards amongst their number, but only one do they refer to as a 'prodigy'. Tellara Razivath is young woman barely 15 years old and has already mastered many ancient mysteries. She's also a rich, spoiled, pampered little brat.
Effect: Whenever things aren't going Tellara's way (i.e. whenever she feels like throwing a hissy fit) she becomes a ball of rage. As a result she fumes into a Barbarian-like mental Rage spouting rules, regulations, doctrine, insults with big words in them, and all the while threatening to 'have their job', or see them 'burn in in the nine hells', see their 'house fall to ruin'.
During this 'Mage Rage' (as Meldarian puts it) Tella's Intelligence and Charisma are increased by 4 points providing a relevant +2 bonus on all skill checks. She's not any more smarter than normal but she tends to possesses an odd mental clarity during this time, allowing her to rain facts and spout erudition like no ones business. While she's not any more likeable, she's certainly more overbearing and displays a much more forceful personality. The increase in her Intelligence also increases the save DCs of any spells she casts as well as providing her a +2 rage bonus on level checks to overcome spell resistance. Any spells cast that inflict damage, Tella may apply +1 bonus to damage for each die rolled.
After the Rage Tella is mentally exhausted and just doesn't feel like bothering with anything for awhile. During this time she suffers a -2 penalty all her Intelligence and Charisma based skills. Her spell DCs are lowered by 2, making them easier to resist.
(Tellara as gotten the party thrown out of a few throne rooms beause of her attitude)
Next, Liana's, the magical construct who's learning of the world around her.
No Boundries
Liana is a magically created simulacrum to act as a body double for wealthy, evil queen. Somehow coming into a soul of her own, Liana escaped and sought a life of her own. Created by strange, forbidden magics Liana finds that sometimes she's not bound by the same rules of nature that others are...
EffectAs a Ranger, Liana finds that she is not bound by the 'pick and choose' training regiment that others of her ilk are. As such she doesn't choose a fighting style as second level, she simply learns both as well as acquiring both Hunters Bonds as well.
At 2nt level she gains her fighting style but she doesn't learn the second style until 5th level. So she advances Archery at 2nd, 6th, 10th, 14th, and 18th as usual adding Two-Weapon to the list at 5th, 9th, 13th, 17th, and 21st.
Unlike a Ranger, Liana must qualify for all the feats she takes, even bonus ones granted by her fighting styles.
Opal, the alluring bard who's a consummate partier and tart.
Siren's Song
Lovely beyond reason, Opal learned early in life that men aren't too hard to impress as long as you smile, seem interested, and show a bit of skin here and there. When she discovered her natural singing voice, everything just got all the more easier.
Efffect Opal gains a +3 trait bonus when she uses Bluff or Diplomacy on someone that is (or could be) sexually attracted to her, as well as a +3 trait bonus to the save DCs of any her language-dependent spells she casts on such characters or creatures.
Also, Opal's super natural singing voice is so powerful that it negates the visual component for her Bard Performance abilities. Any Bardic Performance that relies on audible and visual components Opal can perform with only the sound of her voice.
Chet, the rogue of the bunch and all around klepto...
If It Ain't Nailed Down
Chethren Amblecrown was raised on the streets and learned at an early age to steal in order to survive. Within no time he's become a master thief. He even refers to himself as a thief, not a rogue.
Effect: Chet is a klepto in the extreme and chances are if you've heard of it, he's stolen it at least once. Ever afraid of becoming impoverished again, Chet hordes items like a miser with his coin.
With pockets, pouches, and packs loaded to the hilt, this packrat generally has just about anything for any occasion. Any sort of gear in the Core Book whose price doesn't exceed 3GP, Chet is assumed to have at least 1 (within reason). When that one item is expended it's assumed Chet 'resupplies' at the next settlement, providing that item would be available. Chet own gear (that which he's paid for) is always expended first and he must to resupply himself. This trait is only used when the thief finds himself out of something, or the party as a whole could benefit. For example: Chet runs out of rations and goes a few days with out eating. Lo' and behold, rummage around his pack he finds old, forgotten about food that he stuffed in there several adventures ago... it's not the classiest meal, but it holds him over for now.
Chet's strength score is considered 2 points higher when calculating his maximum weight limit for encumbrance. This stacks with the bonus provided by a masterwork backpack.
Chet is a master thief. DCs to notice him stealing something (whether from a person or off a counter top for example) are always 2 points higher than his Sleight of Hand skill check.
These are the things that work for us. You may read this and say "that's OP" or 'unbalancing' and honestly you might be right when it comes to your games and how they are played. We run lower magic games, so the PCs enjoy the use of their abilities and skills more often than magical trinkets and store bought magical armaments.
So, basically, I was curious if any of you have used ideas similar to this and what they mat be. How have you made your characters different in a unique sense.
If you feel like adding to this list, please post something below.
| Mark Hoover |
There's a Campaign Trait in my homebrew called Grimm Legacy. Y'see, I described my campaign as a "dark fairy tale" and one of my PC's rolled up 2 characters; he thought it'd be cool to name them the Brother's Grimm.
Grimm Legacy
The blood of of the infamous line of monster hunters flows through your veins and their lore has filtered down to your ears. The family line may have branched in less than reputable ways but the tales of the Grimm and the truths they've revealed go ever on.
Effect: +1 Trait bonus to both Diplomacy for Gather Information rolls and +1 to a Knowledge skill of the PC's choice; this Knowledge skill, once chosen, is always a Class Skill. Also PC receives a -1 to Disguise or Bluff skills opposed by sentient enemies.
What say you to this?
| Harrison |
I wonder if the mythic traits will be anything like these.
That actually would be pretty awesome.
My gaming group does something like this as well, but ours are actual trait-level, so they're not much more than a bonus to a skill or something small like that. Still, they're personalized, and people liked working on them.
| Mark Hoover |
The Grimms are originally a clan of hillfolk from the foothills of the Grimmen Peaks; none know which name came first. These folk raided south, along the coastal lands of the Dunevain (my vikings) until they came to the central provinces. Here they settled along the rocky highlands building a modest keep and hall.
Over time these lands civilized and in the south one great tribe, the Karnossov, created a massive city state. The Grimmen cared little, save that the Karnossov drove out many of the ancient evils of those lands into the central provinces, right into the region that they and other barbarian lords had rightfully claimed. It was then that the Grimm Legacy was born.
Since then, regardless of the political machinzations of the lands of Karnoss the Grimmen, now simply known as Grimm were embroiled in a secret crusade to rid first their own lands and then all of Karnoss of the scourge of the unknowable Fey. Their depredations and those of the creatures and evils they endorsed stole the lives, sanity and souls of all they encountered.
Over the past two centuries the family has also been actively expanding its ranks, both legitimately and...otherwise. It is said that some of the Grimm, corrupted by the very creatures they pursued, have spawned their own enemies or created divergent lines of descent. In all there are 8 accepted lines of the Grimm; another 14 are suspected and there may be others besides.
And yet the blood still produces formidable hunters and painfully cursed victims. Laborgia Dellacole of Arabellyn, an aspiring bard, was visited the night before her wedding by a strange cohort bearing a wicked fiddle; in the morning this cousin of Grimmen Hall was found, her eyes wet with tears of blood, her hands permanently gripping the instrument. On the other hand however you have Gruhtik Von Grimmen, the half orc hunter who uses his unique senses and Grimm-found lore to track down dangerous beastmen and lycanthropes throughout Raveneszk.