
The Indescribable |

but none of them ever found out that he was secretly sniffing their panties, even when they did found his hidden stach of women undergarments.
The HELL? LOL. Oh my god, that might just be worse than my pervert kid who played doctor with the princess. And yes, the character WAS a kid.

DungeonmasterCal |

Depends on the character. My Bladebound Magus has a rooster for a familiar and a donkey for pack animal. The rooster has +2 fighting gaffs on it's spurs (thus it's his fighting cock...run with that as far as you wish), and the donkey's name is Hoty.
I started an Inquisitor out at 8th level for a one shot. His backstory was he was a Maasai type warrior chosen by his gods for the mission. He left a farmer and arrived at 8th level, due to his god's graces.
I had a female fighter who was a polearm expert, a soulknife who became the party tank, and on and on. Sometimes it's just a little thing, like high charisma yet very plain looking physically, or trait like the one my bounty hunter had with one brown eye and one green, which gave him the nickname The Green Huntsman. And on and on...

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My Dwarven Cleric did not believe in undead because "His mudder says thar aint no such thing as ghosts". Skeletons were just animated, and Vampires were just stinky blood magic users.
My Half Elven Ranger took points in Profesion: Judge, and settles disputes in whatever village he passes through.
My Halfling Rogue is maxed out in cooking and makes the best doughnuts in the land.

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SterlingEdge wrote:My Half Elven Ranger took points in Profesion: Judge, and settles disputes in whatever village he passes through.That is AWESOME! I'm so going to steal this for my next PC, or at least suggest it to one of my players.
Being a Judge isnt the driving force of the campaign, because it could deter from the other players if it is made too big a time sink every town. Its just a minute or 2 that the GM uses to give us a little background of the town, I do a sense motive (Maxed out) and assign a ruling.
I did drop the money for a masterwork sword, but instead of just buying it from a vender, I was presented with it from the Judges association. It bears a signet identifying my character as a judge. A Judges Sword (I duel wield them, and I have named them "Law" and "Order". I also have a Lucerne Hammer I have named "The Long Arm" (It has reach).
I also keep a blank book and ink and quill to note all court proceedings and annotate judgments and fines.

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SterlingEdge wrote:My Half Elven Ranger took points in Profesion: Judge, and settles disputes in whatever village he passes through.This has strong enough game implications that as a DM I would probably require you to take this as a trait as well.
It honestly doesnt come up that often. I get no financial perks from it, no tracts of land, no bonus skills. In fact, to make the character more RP I have Sense Motive maxed out, when there are other skills that are more advantageous, as well as the points I put into profession: Judge, which has no game value in my sessions.
If the title came with a +1 to sense motive and made it a class skill I could see it being a trait.

Mark Hoover |

My current character is sort of generic and I haven't figured out how to flavor him. NG male dwarf (gestalt) cleric/ranger 1. We were allowed to roll stats and he ended up with an impressive array
Str 17
Dex 13
Con 18
Int 12
Wis 17
Cha 14
I can't quite get the way to play him other than helpful. I've only had one session so far, but I don't seem to be able to get a bead on who he is. I had writer's block making him so I used the Ultimate Campaign book to generate his background
Morngrymm Ironheel earned his surname as a grunt in the Black Wyvern Company; a now-defunct mercenary troop. It was run by a tough but fair dwarf named Havlek Wyvernspyt (LN male dwarf fighter 8) with low scruples, save fairness of the deal. His father was a grunt before him and his mother was once a skeld taken as spoils of a campaign who later became an... entertainer of the troop. As such Morngrymm has a half-brother as well though both their fathers are dead.
The boy was raised in the company and knew them as his extended family. Boss Wyvernspyt ran a tight ship but took contracts with anyone who could pay. In his young-adulthood Morngrymm began to disagree with the boss but couldn't leave. As a result Boss Wyvernspyt gave the lad terrible and dangerous jobs, oftentimes using Morngrymm as an advance scout. Morgrymm proved his worth and Wyvernspyt took the boy under his wing, even going so far as to finally change his moral compass a bit.
Then came their last campaign with the Blood-Ripper tribe.
A hobgoblin warlord had begun consolidating the frontier and employing mercenaries to augment his troops. Though Boss Wyvernspyt had begun to change his ways the money was just too good. Morngrymm chafed against working alongside goblins and raiding mortal settlements in the hills but the boss assured him; this would be their last job. After this the company would be leaving the region to settle far from here among the old dwarven lands to the east. One more job, then they'd go home.
As their final raid was ending Warlord Vreshk of the Blood-Ripper tribe betrayed them. Goblins, outnumbering the Black Wyvern Company 4-to-1 surrounded the dwarves. The company was already battle-worn from their campaign. Suddenly Morngrymm's mother appeared on a hillock at the edge of the battlefield and called the company to her using her bardic powers. The Black Wyverns made a last stand around her and cost the warlord dearly for his treachery, but in the end the company faltered. A handful of survivors, including Morngrymm's mother and half-brother escaped and fled to the east. In the waning moments of battle Morngrymm Ironheel was struck by a goblin sling and then overrun, where he was killed by the malicious horde.
Morngrymm was left for dead only to be found by a lone stranger wandering across the battlefield. The boy later awoke in the company of the elder dwarf; he never got the man's name but the stranger was gray in the beard, kindly, and told tales of the gods to bolster the boy's strength. Morngrymm remembers distinctly the man's boots which were much finer than his traveler's gear and hob-nailed at the toe and heel. Then Morngrymm noticed they were not alone; a horde of undead, the fallen of the Black Wyvern Company, were stalking through the dark. They were the vile spirits of the dead coming to drag Morngrymm down into the pit. The boy knew a fear stronger than any he'd ever felt.
The Gray Stranger told him to fight back the fear. He kept telling stories and the dead ignored him. He chortled to Morngrymm and bade him forget the dread specters promising that if the boy saw dawn he would be safe. The fear clawed at his heart and each time it did the dead drew closer until his old boss Wyvernspyt was breathing the stench of the grave down his neck. But the stories filled his ears and the traveling dwarf and the hob-nailed boots and suddenly the fear began to subside. As Morngrymm focused through the fear the specters faded and suddenly the gray of dawn was rising. He turned to thank the stranger but he was alone next to the hillock still surrounded by the fallen.
Morngrymm dragged himself from the field the next morning having survived death itself.
Weeks later the young man entered the dwarven hills and made for where the company had meant to settle. Along the road he found shrines where old, worn boots were hung. Asking a passing caravan about them he learned of the dwarf god of travelers, guides and wanderers; a divine old dwarf often depicted in fine, hob-nailed boots.
Since then Morngrymm has studied the dwarven pantheon and devoted his life to his patron, the Wandering Dwarf. While some of the devout wander aimlessly for their lives Morngrymm has taken up the only life he's ever known: as a guide, scout and combat-medic with a group of adventurers. He returns to visit his mother, brother and the others of the company whenever he can.
Yet even with ALL of that, I just can't seem to get a handle on him. Mainly I play Morngrymm as jovial compared to most dwarves, and nearly fearless (one of his traits is Fearless Defiance from having survived a brush with death). He's also a trained soldier (Profession: Soldier) as well as an accomplished ranger/cleric. Oh, and his first favored enemy is goblins.
He ends up playing more like a Halfling than a dwarf in my hands. The one quirk I worked in last night while playing was since he didn't have anything to contribute to an interrogation scene he went into a kitchen and helped make sausages. He doesn't have any skill there but whatever. For the rest of the night Morngrymm, this tough soldier dwarf was walking around offering sausages to everyone. It's weird where we find motivation.