(http://gasstationwithoutpumps.files.wordpress.com/2011/01/take-a-penny.jpg)
One of the most entertaining part of NWN and EFU for me is, the design and creation of various character concepts. I will often mentally build characters without ever intending to create or play them, going as far as going through the new creation process to see how I would set them up.
Most of us will, after finishing (ie, killing) a character will go through a period we call concepting, in which we decide what next to play. Personal tastes, history, and server class makeup often play a part in this. Otherwise, sometimes people just get inspired out of the blue.
I'd like to start a thread where we share potential character idea's with each other, for either the use of others, or for the sheer pleasure of it.
Rules:
1.
I did it for the luls: No trolling. Joke concepts are acceptable, perhaps even encouraged if they can be done, but nothing outright insulting (unless it's insulting to Thomas then nobody cares). Ex. The N00b, Character Goal: Kill yourself so I can loot you is not an acceptable submission.
2.
RWG Did it: No saying "X has been done." yes, we know, everything has been done. Everything ever has been done since the dawn of time, let alone the start of EFU. Whether it's a bog standard "professional fighter with an honorable code" or "mathmagian who uses algebra to banish demons" (rwg did it), any submission is acceptable. Try not to repeat each other, however, if something has already been posted HERE
3.
That's a terrible/amazing/orange idea: Submission discussion is fine, but please clearly mark submission posts for quick thread perusal (or alternatively, relegate submission discussion to another thread)
Quote"mathmagian who uses algebra to banish demons" (rwg did it),
jaw drops
Submission
The Delusional Survivor
Whether by evacuation or shrouded sleep, your character survived the fall of Nezbezzdos. Unfortunatly, the events of the Dominions fall were so tramautic and upending to your character, and the realities of present day Ymph so harsh, that you live in the comforting delusion that Mistlocke is actually still Dominion era Nezbezzdos. You think whoever the mayor is, is Trenada (and campaign vociferously for Trenada every election), refer to the Freshwater Springs as 'The Wardens District', the village square as "above the kingsman" and think Old Stones is the Docks. The Mayors Muster is The Loyalist Militia, and they have a right to fine you fiddy gold. Whenever your character is in the actual ruins of Nezbezzdos your character is confused and lost, their mind willfully shielding itself from the emotional harm brought on by accepting the fall.
Suggested Character Classes: Any*
Alignment: Any
Character Goals: Join the "Stygian Armada" or become Ennobled by "Trenada", or alternatively make life hard for Loyalist Pricks and Slavers
*Note: Your character should probably have LOW WISDOM to reflect their weak grasp on reality and reduced perception, this concept will not really work with wisdom based casters
Quote from: Jasede;282515jaw drops
That ones not true, I made it up and will do a submission for it next
Submission
Mathmagician
Untold mysterious powers, alien and unknown to the vast majority of the unwashed masses are yours to command. Tremble world, and be amazed, for you know the Value of X if the Value of Y is equal to 7 (it's 42).
Suggested Alignment: Any
Suggested Character Class: Wizard, Cleric, Bard
Suggested Dieties: Oghma, Denier
Suggested Feats: SF Divination, GSF Divination
By the virtue of the infinite knowledge of Oghma, or the universal truths of the meta-text, you understand the underlying principles upon which the universe functions. In the service to your god of knowledge, the sacred truths of Algebra have been imparted to you. In this world there are Words of Power and Symbols of Truth, which correlate not only to the expression of an idea but the very idea itself - the language of creation.
As a Wizard, you calculate probabilities and memorize words of power and meaning to enact your spells
As a Cleric, you rely on your connection to divine providence to whisper to you the secrets of the universe, in convenient alphanumerical form. X= 7-Y+W is a message from your god, now you just have to figure out what it means. Optional Twist, your just crazy.
As a Bard, you understand that in some songs, there is magical power. That is because these songs are the creative expressions of a peoples inherent understanding of the universe. Through study, you can distill these songs to their base essence, eschewing with churlish drum solos and singing hymns about the jungle in exchange for reciting mathematical poetry and some key Words of Power in order to produce these magical effects.
Submission
Thayan Morale Improvement Consultant
Thay is a land of great magical power carried on the unwashed backs of dejected slaves. The slave trade is a fact of life for the wizards, both a source of free labor and financial gain. Yet the sad truth is, even a dirty slave can overwhelm a clean well bathed wizard if he gets 10 or so of his friends and jumps him. So a certain investment in the agreeability of these slaves (without expensive concessions such as clean bedding or fresh food) is required. Enter the Thayan Morale Improvement Consultant.
Using a simple five step program of melting their goddamned brains out with layered enchantment spells, even the most rebellious slave can be turned into a drooling, compliant worker through a combination of sleep deprivation, brain washing, and repeated applications of Charm Person. The Morale Improvement Consultant utilizes the oft maligned Enchantment school of magic with tried and true mental conditioning techniques to not only break the will of slaves, but make them loyal and happy. The Morale Improvement Consultant cannot be held responsible if your slave is accidentally magically lobotomized.
Suggested Alignment: Evil
Suggested Class: Wizard, Sorcerer
Suggested Feats: SF Enchantment, GSF Enchantment, Magic Specialization - Enchantment
Suggested Skills: Bluff, Intimidate, Persuade
High CHA is logical and necessary for this concept
Character Goal: Join the Conclave, build force of loyal enchanted labor from exiles and monsters, or alternatively enslave monsters for your own personal ends
Submission
(INSERT ANIMAL HERE) Shaman
Druids/Shaman's come in many types and flavors. Some are devoted to specific gods or types of terrain, some to specific elements. Some Druids are even devoted to specific animals, taking on the traits and attributes of that creature in their ongoing mission to protect the natural world. Pick an animal, take that animals habits as your character traits, win at life.
Suggested Animal Types Include:
Any Stargazer Totem
Jungle Fowl (wild chicken)
Auroch (wild cow)
Deer
Snake
Spider
Vulture
Mole
Marmoset
Dolphin
Rothe (Deep Cow)
Suggested Alignment: Any Neutral
Suggested Class: Druid, Sorcerer
I love those! I'm not very creative or I'd contribute. Please keep it up! These are great ideas and help me think about what kind of other neat ideas there could be.
Quote2. RWG Did it:
Some of my favorite concepts were other people's concepts I blatantly ripped off and put my own spin on it. There are never "the same PC", so if you see someone do something that you thought was cool you should absolutely put your own brand on it!
Pfft. All my concepts are stellar. No one here has done them before!
Order Recruiter
The war against darkness is not without a heavy cost in the lives of the devout for the Numinous Order. A few clergy have taken the role of actively recruiting men and women into the ranks of the footman, offering salvation, absolution and often protection to anyone willing to forsake their former lives and join the Order.
A devout of the Dead with a belief in the salvation of any man. He uses the Order´s political sway to offer criminals a second chance as a fanatic of the Numinous Order. The Order Recruiter is a hard man, a man who knows that the core of a non-believer must be broken and expunged before the light of Three can lead him to salvation. He is not afraid to dispense harsh justice, or even death to his wards, though he is firm that the justice and death of his charges must come from his hands alone.
A charge once joined to the recruiter for training is prescribed a harsh regime. For criminals, whom are sometimes forced to fight in chains or manacles and are seldom allowed out of the priory without the escort of the devout, the Recruiter does his best to break them of the habits of their former life. Giving them a new name and seizing from them all their possessions, which are often returned should the criminal succeed in joining the Numinous Order, is common. Others, with only the crime of heresy or disbelief, are often charged with quests or tithes of the Recruiters choosing. When the time comes, often in so short a span as a week or two, the Order Recruiter either offers his charge a place within the Order or a shallow grave. Sometimes he does this upon consolation of his peers, but more often, his judgement is his own.
Curse-Breaker
The darkness is everywhere on Ympth from the H'balan witch, to the armies of the dead within the Ziggurat. There are many things to fear, many things to fight, and plenty of ways to die. You are a Curse Breaker, your goal is to seek out the underlaying dark magics of the isle, destroy them by any means needed, be it the total destruction of Ympth and your life if need be. The world is a darker place, your job is to make it brighter, by any means needed.
Doom Ranter
This character believes in the Apocalypse of Man in some form or another and that the end of times is nigh. He does his best to spread fear and tries to ready the remnant of a remnant for the Age of the End. Whether or not he is a member of the Order's heresy or belonging to some occult group doesn't matter, his obsession with the Apocalypse consumes him and many regard the individual as deranged.
Barbarian of the Great Tortoise
App required
A barbarian hailing from a remote island speck off of Ymph who worships a hertical totem symbolized by a massive turtle. The tribes warriors wear the shells of turtles covered in black and white paint as a light but effective heavy armor and wield massive harpoons which they spear fish with from their turtle shell boats. The Turtle Warrior´s religion is a hybrid of the helmite knights of Mazteca and the Chultan slaves which were their cargo. From Ubtao these warriors have taken a veneration of the giant tortoise and an acceptance that wherever they are in the Maze of Life, they are there for a reason. From Helm they have taken a zealous belief in their duty as guardians, and have honed their deadly skills to protect their people from all manner of deadly perils.
While fishing one of these barbarians was swept away by the mist or strong currents, which he cannot say, after a week of fruitlessly searching for where he thought his people should be, he is deposited on the shores of Ymph from which he has made his way to Mistlocke. This massive barbarian has put his skills as a warrior to use, offering himself to various peoples of Mistlocke as their guardian. He recognizes that the Maze has placed him in Mistlocke for some reason, what he cannot say. He has accepted that he will remain as a guardian to its people until such time as the winding paths of the Maze take him to his death or his wife and children, either outcome being in the hands of the great tortoise god who will either see spears roll off his shell, or his soft neck exposed to a deadly cut. Just perhaps this H´bala is the Eshowdow that his people have warred against in generations past, and perhaps he has been placed in this tiny town to be their shell against her wrath.
Patriotic Fanatic
Being a native citizen of Old Port, having inhaled too much of the mist in your employment as a guard. Your whole perception has changed. You've grown an abstract sense of patriotism. Taking it to a zealous level by obsessive desires to erradicate any opposition within Ymph upon Old Port. Be it mercilessly killing rogue nobles in an alley, or using extortion to create gain for the city... you're a vigilante in your own eyes. An enigmatic and odd figure amongst others. You pursue this cause tirelessly, and are subject to solid loyalty incapable of swaying. You're prone for riddling speech, and you hold a manic and intense demeanor. In your time upon Ymph, you're likely to establish contacts and weave intricate webs of deceit in everything.
Suggested alignment: Lawful Evil
Suggested class: Ranger/rogue or assassin
Suggested stats: Low wisdom, mediocre charisma and high intelligence.
Submission
The Fabulous Dick Dastardly
Some men in this world are fated to be great heroes, men of daring do and courage who rise above their origins, great or small, to shape the world with valor and honesty. But for every hero there must be a villain, and for every light a shadow. This contrast is what inspires great men to become great men.
You belong to a troup of thespian-philosophers who understand all too clearly that, even in the face of great evil, would be hero's need specific agents and individuals to fixate upon. No great hero ever went without a Nemesis. And so, out of your own sense of responsibility to the world, and because it's completely fabulous, you have decided to be that villain.
Suggested Alignment: Non Good, Non Evil
Suggested Class: Bard, Rogue
Character Goals: In your mission to inspire the heroes of the world, you set out to become the villain. Your often comical and inept misadventures rarely do any real harm, yet in your mind you are the epitome of cunning villainy. Isn't it fun? You will kidnap women and tie them to horses, start small fires, stage daring robberies. And you will do all these things theatrically with the full intention of attracting heroes who would stop you, and often you will be stopped - in humiliating and comical ways. This only inspires you to greater feats of artistic villainy, FOR WHAT WOULD THE WORLD BE WITHOUT CAPTAIN JAMES HOOK?
Naturally, you are completely insane, so you should have low wisdom but high charisma.
I am dying at the last one :p:p:p
[COMMENT REDACTED]
The Golden Hearted Camp-Follower
Ever since the beginning of your career, you remember camps, soldiers (mostly in the dark) and an eternally bruised back. Becoming quickly the Lieutenant's favourite, you took a compassionate heart at the struggling young recruit, the hardened veteran, the thorn-ridden scout, the lung-burst trumpeter. Morale soars after each of your visits and suddenly, all sieges seem shorter and sweeter.
You are a local star every time you enter the Muster's HQ, and Xumar always empties the bunks when you approach. It is said that even Nightrisers break a smile when you approach the Zigurat. N'duru and the Count consider you both their lucky charm and your warm manners, kind heart and the phenomenal speed with which you part with your clothes has raised wild speculation about your planar (?) origins.
Class: Bard or Rogue
Alignment: Neutral Good or Chaotic Good
Suggested Feats: SF Perform, GSF Perform
Suggested PrC: Shadowdancer (mostly for Hide in Plain Sight, especially as far as underwear are concerned)
Greedy Dwarf
Even among your kin your greed for all the sparkled and shined was avaricious and disturbing. Throughout your life, you hoarded and accumulated wealth to become one of the richest dwarves in your holdfast or fortress. Jealous of your wealth, you hid and secreted away so that none may find it, only you knew where it was.
Suddenly taken to the Isle of Ymph, your fortunes were lost, and here in this small, destitute village, you seek to take all that lies within, at the expense of kin, clan, and human alike.
Quote from: Holy_Rage;282695Ever since the beginning of your career, you remember camps, soldiers (mostly in the dark) and an eternally bruised back. Becoming quickly the Lieutenant's favourite, you took a compassionate heart at the struggling young recruit, the hardened veteran, the thorn-ridden scout, the lung-burst trumpeter. Morale soars after each of your visits and suddenly, all sieges seem shorter and sweeter.
You are a local star every time you enter the Muster's HQ, and Xumar always empties the bunks when you approach. It is said that even Nightrisers break a smile when you approach the Zigurat. N'duru and the Count consider you both their lucky charm and your warm manners, kind heart and the phenomenal speed with which you part with your clothes has raised wild speculation about your planar (?) origins.
Class: Bard or Rogue
Alignment: Neutral Good or Chaotic Good
Suggested Feats: SF Perform, GSF Perform
Suggested PrC: Shadowdancer (mostly for Hide in Plain Sight, especially as far as underwear are concerned)
EFU needs more hookers.
Aboriginal
A native to the land that was brought to Ymph via the portal. A women of white skin that is often heard as saying "The only white thing about me is my skin"
Quote from: MexicanGunslinger;282751Aboriginal
A native to the land that was brought to Ymph via the portal. A women of white skin that is often heard as saying "The only white thing about me is my skin"
I... What?
Is this an Aussie thing? Am I missing something?
This is awesome, not very creative when it comes to concepting so stuff like this will definitely help people like me.
I regularly think of things that would entertain me no end. Some are shamelessly ripped off from fiction or popular movies. See if you can guess which ones!
QuoteTHE WISE OLD MONK
From your contemplations in a cave atop a mountain somewhere in the Frozen North, you have been rudely ported to the ziggurat. This was not what you were wishing for, however, you have spend 70 or 80 years surviving. It is not even a challenge for you any longer. Though the old strength and dexterity is long gone, the age-tempered wisdom remains.
Your goal is to find a suitable cave in the forgotten forests and make it your home. You will leave cryptic clues alluding to your solitary life in the mountains, allowing those in Mistlocke who care to to come to you, whereby you shall deliver them some ancient knowledge of yours allowing them insights in to the paths their lives should take. After all, the hundreds of barbarians, wizards, and rogues that litter Ymph tend to have one thing in common - a lack of direction. Direction they will find from you.
But of course, living in a cave does have its drawbacks. Some creatures and monsters get jealous of the inhabitant. So from time to time you will venture out, on little vision quests. Every adventure to you will allow you the impartation of wisdom - there are goblins in the 'grainery' you say? The goblins represent those people in life who do not realise the sheer amount of effort and time it takes to make a bag of grain. Creators and destroyers exist everywhere. And, the punches to their faces each represent a blow of civilised society.
QuoteTHE BOSS
You never do anything for yourself. What's the point of all this adventuring when you can hire folk to do it for you. From the moment you set foot in Mistlocke, you simply hire folk to quest for you.
Rats in the basement? Dirty things. There're two folk sitting in the square. Maybe they're game... introduce them to each other. Set them off. But warn them that you deserve 30% of the take for the finders fee.
People looking forlorn/lacking for things to do? Well, they could go and do some hunting for you. The pelts around gotta be worth something. Let them know that you got contacts who will work with them, and send big Lenny as the 'mule' for them. Remind them again : 30% of the take.
Goblins in the what... grainery? Some sending came out about that. Carl's not busy. Carl can help them, he's good with a blade. Hm, looks like they're pretty weak. Carl'll demand 50% of the take and they'll take it or leave it.
And if they leave it... well, then I'll make them an offer they can't refuse.
QuoteTHE PREDATOR
An obsession with hunting cats has caused your ranger to study them extensively, their patterns of thought are of great interst to you. So much have you studied them that your thought processes have begun to mimic them somewhat, and you spend far too long in the wilderness hunting and eating smaller creatures. You will never hurt, nor allow to be hurt, a hunting cat.
Inevitably, individuals or groups will come across you. With a feral snarl you will leave them be, but there will be friction eventually, when they are inevitably involved in combat with the H'bala starved members of the jungle cats.
Stalking them with your portable blaster in the dark, you will use your superior infrared vision to bewilder your foes. Leaving the skinned carcasses of your enemies in locations inaccessible to them, and taking a simple trophy from those you defeat (perhaps the 'totems' they are so fond of that they are forever seen speaking into?), you will become a supreme hunter.
Low cha only. You are one ugly m&%^£$&%r.
05:30 Valo is now known as Valo|UglyM&%^£$&%r.
:P
(I am seriously considering doing that, lol)
The Calishite Overlord
You have been raised from a young age to believe that our nation is the greatest most civilized nation in all of Fearun. Some of your countrymen have gone soft and thought to tolerate others perhaps even claiming they are somewhat civilized as well. You disagree, you are better than everyone in fact you are the example all other residents of Calimshan should emulate. Anyone who does not act like you is in need of education to instruct them on how very wrong they are.
You will take it upon yourself to claim territory in the land most similar to Calimshan and show the simple minded fools who reside there what it is like to be of the greatest race and ethnicity in all of Fearun, because of course they cannot possibly fathom it by themselves. You will dress in the finest of clothing and make others do everything for you, because you are a noble and they are northern barbarians. This is not to say you will not be a capable magician to be able to show then what's what of any of the insolent commoners get out of line.
Chaos sorcerer from this time of Mystra's death.
Magic at current is wild and unpredictable, and violent. The sorcerer doesn't control when it awakens with them or how or why. It just does. It is heralded by spontaneous magical effects, very minor, that might hint at the awakening power that has risen to the surface.
This character is terrified of that potential. The power that manifests, without their control, causes catastrophic maladies in this current time when magic is so volatile. At the same time if they do not learn to harness their powers by practicing it then it may continue to gush out random effects that may be as harmless as coloring a person purple or harmful as destroying the Mist's End in an explosive fireball while they sleep.
Brief outline for a reluctant chaos sorc idea. Someone cursed with magic, to either let it run free and randomly cause wild magic chaos, or risk it all and try to harness the magic and brave the catastrophe that might come with practicing to control it.
There is a perk fitted for the concept even before wild magic (I used it twice)
That's right! The chaos perk, which this concept is designed for.
The Industrialist
A Gondsman or gnomish inventor from the technologically advanced realm of Lantan, you find yourself wrested from your homeland to the isle of Ymph and Mistlocke. Surrounded by ruins falling even further into decay and underutilized potential, you feel... disgusted. You decide that the best thing you can do is to work towards progress and strive to make this island truly civilized - make the hamlet grow into something more, and tame the wilderness. Damn the druids, and damn any and all who stand in the way of progress. You will force the townsfolk to make a forced march towards a brighter tomorrow, and if they refuse, you will drag them kicking and screaming.
On another related note, you found your spouse and yourself unable to conceive a child... and they blamed you and left. This left a huge emotional scar upon you, and you secretly desire to create a son or daughter made from iron... A child of your own forged by your own hands.
The Ozymandias
You arrive in Ymph and quickly learn of the Withering and its effects... and you worry. The Withering, while localized to Ymph now, can surely spread, and such cannot be allowed to happen. Therefore you decide that for the good of the realm, the isle of Ymph must be reclaimed by the sea or otherwise destroyed. You are utterly convinced that danger will befall the rest of Faerûn if nothing is done, and you are the smartest man to work out and formulate the plan for Ymph's destruction.
You plan to manipulate others into helping with your goals, not informing them of his true goals or purposes. There are many who might die, but those people would be dying assisting with a greater good.
Sir Havel the Rock
(http://tap-repeatedly.com/wp-content/uploads/2011/12/steerpike_DarkSoulsDiaries_HavelTheRock.jpg)
Screw magic, Screw dragons. You're goddamn Havel from Dark Souls. You wear heavy armor and a swag ass helmet, and wield a big damn club with a tower shield. You may or may not be a cleric. You don't like magic or dragons, especially ones without scales. Your not much for talking, but you can one shot crush a bitch with your dragons tooth club.
Alignment: Any Lawful
Class: Fighter, Cleric, or Paladin
Gender: Male
Must Wear Heavy Armor
Must Use Tower Shield
Must Crush the Weak
Must Hate Dragons
Quote from: Gotham;314109Sir Havel the Rock
(http://tap-repeatedly.com/wp-content/uploads/2011/12/steerpike_DarkSoulsDiaries_HavelTheRock.jpg)
Screw magic, Screw dragons. You're goddamn Havel from Dark Souls. You wear heavy armor and a swag ass helmet, and wield a big damn club with a tower shield. You may or may not be a cleric. You don't like magic or dragons, especially ones without scales. Your not much for talking, but you can one shot crush a bitch with your dragons tooth club.
Alignment: Any Lawful
Class: Fighter, Cleric, or Paladin
Gender: Male
Must Wear Heavy Armor
Must Use Tower Shield
Must Crush the Weak
Must Hate Dragons
Wearing armour made of stone is optional, right?
Quote from: Teeth in a Bowl;314110Wearing armour made of stone is optional, right?
No
A few ideas taken from The Complete Druid's Handbook (http://www.amazon.co.uk/Complete-Handbook-Advanced-Dungeons-Supplement/dp/156076886X) with a hope to inspire a few more Druidic concepts on the server.
QuoteAvenger
The Avenger druid has seen Nature suffer great wrongs. Take the case of the druid Torrens. He had hoped to live as a Guardian or Village Druid (listed later in this chapter). However, during his training, forces defiled the area under his protection and slew his mentor. Maybe he feels he was too gentle, too weak. It doesn’t matter. He won’t let it happen again. Torrens the Avenger no longer holds the defensive. Instead, he roams the world seeking wrongs
to right and foes to fight. And whether his opponent is a brutal king cutting down an ancient forest to build a fleet of war galleys, or an evil vampire menacing a peaceful halfling village, the Avenger acts to stop him. Permanently.
Role: This druid is a grim, strong, and silent warrior of the wilds. Torrens has little time foranything but his mission, although he’s as patient as a spider when it serves his plans. A loner, he avoids love or friendship, fearing either could compromise his mission; if he associates with a party of adventurers, he treats them as allies, but not as friends. The Avenger rarely speaks more than absolutely necessary to humans and most demihumans (although he may talk to animals or sylvan races like wood elves). He doesn’t bother to explain or justify his actions. The Avenger dislikes remaining in one place, and frequently moves on after finishing a particular job.
QuoteGuardian
Some druids establish themselves as the guardians of a particular placeâ€"the habitat of an endangered species, a stand of ancient trees, the lair of a dryad, or a sacred grove. Often the druid watches over a sacred grove with magical powers that others try to exploit for selfish or evil purposes.
The DM should decide the extent of the Guardian’s responsibilityâ€"usually one druid protects no more than a few acres of wildernessâ€"and establish why the area needs special druidic attention. For instance, a mountaintop might serve as the nesting place of a rare breed of hawks prized by nobles as hunting falcons, forcing the druid to continually guard against those who want to steal the chicks or eggs.
A druid with the Guardian kit may act as the protector of several places in a lifetime. Say the druidic order places Wazir, a low-level Guardian druid, in charge of a nonmagical grove. If he fulfills his charge (and rises to at least 3rd level), the Order may grant him the responsibility of a magical grove, while a lower-level druid takes over his old position.
In order to abandon this kit, a Guardian like Wazir has to find someone else (usually a druid of similar level) to take over his guardianship. He must abandon the kit involuntarily if someone destroys or irreparably desecrates his grove. In this case, the Guardian might become a Lost Druid or and Avenger.
Quote
Natural Philosopher
From youth, the unbridled curiosity of Natural Philosophers has lent them a fascination about everything from the characteristics of plants and animals to the workings of natural forces like lightning and weather, in addition to the ancient history of the druidic order. Besides the usual ability score requirements, a druid needs at least Intelligence 15 for this kit.
Role: Xenia, a typical Natural Philosopher, delights in the study of new plants and animals. She thinks nothing of venturing into a haunted forest to observe a rare circle of toadstools or visiting a dragon’s den to observe firsthand the miracle of a hatching. She rarely interferes with her subject of study, preferring to observe and sketch rather than bring home specimens.
Natural Philosophers often undertake adventures out of sheer curiosity. This becomes a good role for an NPC druid: Xenia (as either a doddering old sage or a brash young student) hires a party to accompany her on a dangerous scientific expedition to visit a living island spotted in a sahuagin-controlled ocean. A party also might accompany her to study the ecology of the salamander on the Elemental Plane of Fire or to check out a rumor that a previously extinct species of giant owl now lives in the woods by a lich’s castle.
QuoteSavage
This druid lives in primitive Stone Age tribe, usually in a rain forest. Haro, a typical Savage druid, differs from a savage priest, shaman, or witch doctor in that he belongs to the worldwide druidic order and, of course, to a druidic branch. Some Savage druids work and live among primitive tribes as missionaries from more civilized cultures.
Role: Rather than associate with a particular tribeâ€"as do most shamans or witch doctorsâ€"the Savage druid adopts a neutral position, mediating intertribal feuds and handling relations between human tribes and neighboring humanoids, demihumans, or intelligent monsters. Most Savages live as hermits in the wild, although if Haro gains high rank, he could control a coalition of tribespeople, nonhumans, and animals.
If Haro joins a party in more civilized lands, he occupies the role of outsider and observer. The Savage character should act puzzled by some aspects of more advanced civilization, impressed, amused, or disgusted by others. The Savage druid’s reaction to big cities is unlikely to be favorable!
QuoteTotemic Druid
The Totemic Druid closely identifies with a particular species of mammal, reptile, or bird. While Vanier, a typical Totemic Druid, stops short of worshiping his totem animal, he believes that particular animal represents his spirit. The Totemic Druid picks a normal (real-world) wild mammal, reptile,or bird as his totem. This creature cannot be larger than a bear or smaller than a mouse. Some common choices include the black bear, bobcat, eagle, owl, wolf, rattlesnake, and beaver. In addition, Vanier’s totem animal must correspond to his branch; if Vanier belongs to the desert druid branch, he
can select as his totem only an animal that normally lives in the desert.
Role: Totemic Druids tend to adopt characteristics associated with their totem animal. They feel especially protective of their totem animal in the wild and want to befriend the creatures. As a Totemic Druid, Vanier acts to promote the interests of the totem species and its individual members. Even if his totem is traditional prey (a deer, for example), Vanier never hunts the animal himself, nor does he eat its meat. While he usually does not try to ban hunting of his totem (except in the case of endangered species), he opposes cruel or wasteful hunting practices.
Quote[FONT="Times New Roman"][SIZE="4"]Smogson Prize Fighter[/SIZE] requires app[/FONT]
[FONT="Times New Roman"][SIZE="4"]Growing up in Mistlocke was tough and filled with back breaking work that seemed to never end, not to mention your family name isn't the most respected or prominent in the village. Through the years your body was forged by honest work, and a never ending fight to prove yourself. Whether it was the Mist's End Arena, or the dark tunnels of Old Stones your fists rang out like hammers to an anvil against flesh sending away your opponents broken and beaten. Now your name has begun to rise among the populace and prominent families, lords and ladies, and business owners are now willing to see how good your skills as a fighter truly are, and are willing to pay handsome rewards for interesting bouts. As the winnings, notoriety, and challenge increase how much are you willing to sacrifice to remain on top, and are you willing to risk the withering for the glory?[/SIZE][/FONT]
Quote-Ass Bandit
A bandit is an integral part of medieval life, though it’s up to you (the player) how to interpret that. Bandits are needed to make normal characters feel heroic, to balance the economy of Loot, and occasionally rob people of valued XP when conflict occurs (though it must be replaced with equal value or greater RP). This character comes in many flavors, some are below.
Bad-Ass Bandit - A dominating figure in any group, the bad-ass is out to show just how tough a bandit can be. Often out to prove himself against the world, or some great foe (or ideal he opposes)
Crazy-Ass Bandit - Slightly loose in the noggin, the crazy-ass tends to be chaotic in most instances. Banditry is more of a life than a profession, having been driven out of more organized societies due to the danger your derangements cause to others.
Smooth-Ass Bandit - While many bandits are unintelligent thugs, you are a social genius. Your silver tongue not only dominates those who follow you, but gives the ladies you rob a little extra thrill.
Sore-Ass Bandit - You feel that life (or something) has violated you in the worst way - and banditry seems the best way to combat it or seek that revenge against Person, Place, or Thing.
There are many more -Ass Bandits out there than you think. All are out to get you, and violate the things you hold dear. If you feel that the above -Ass flavors stink, by all means come up with your own!
Two that I've come up with, but for varying reasons don't feel up to playing:
Human Paladin of Siamorphe
A former resident of Old Port, departed for the Mainland due to the on-going tyranny of Count Zarono Senuspur. His goal is to return to the Archipelago, seek the Crown of the Isles, and depose the Count.
Along the way, he believes more in the Nobility of the Human Spirit; evil is a corruption of that nobility; therefore the true lower-class are not those lacking coin, but those lacking morals. Thus, the Count is a petty, vulgar despot in very great need of replacement.
Look for the Oubliette.
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Dwarven Rogue of Berronar Truesilver --Inspired by Spellthief perk at 8
Whether a resident of the Delving or a Mainlander, his life was devastated when his wife, pregnant with twins, suffered the effects of Mystryl's rebirth.
On Ymph, he discovers the cause and grows to hate arcane magic of all sorts. Billing himself as a Magekiller, he sets out to slay high-profile wizards, lest their powers cause more tragedy. This (//%22http://www.escapefromundeath.com/forums/showpost.php?p=264344&postcount=2%22) is something to pursue, as well as generally decrying the despicable nature of wizards, of Mystryl, and of the Arcane.
An alternate version of this concept could be a human of Mistlocke, trying to move for arcanists to be banished entirely from the village, until such a time as H'bala's defeat.
If they would spend their time fighting the witch, instead of trying to figure out new ways to kill all the unborn children of the world, maybe we'd be rid of Her by now, he might think.
Further, with Gadyw mad, and Thopsee Shee surely only a temporary presence, he could take the current opportunity to rise as a leader of the village and, when Thopsee Shee vacates the village, step in to remove Gadyw's dangerous influence.
I once concepted this guy to play, but never got to play it, since I tend to go more for badass types, and would quit it in a week.
QuoteChubby Half-witted "Wizard"
(http://i.imgur.com/Ms0XwON.jpg)
Smiling chubby nice guy who has always dreamed of being a wizard, and even own his own tower. The problem is, the lack of brains! Although easygoing and charming, this frustrated guy is not the brightest of gems, and couldn't possibly ever learn a single spell. He carries a 'spell book' around, a book where he tries to write spells, but they're always misspelled. The cover of his book probably says something like 'SPEL-BOOCK'. Although he dresses in wizard robes, not a single spell he can cast. Since he was a kid, he collects all sorts of trinkets, cantrip wands, and whatnot, useful and useless alike, so long as they're magic. Along these years, he has managed to attain a huge collection. Sometimes he pretends he's casting magic, while using some trinket, waving his hands and saying magical words. He has learned how to use them all. Even though he observes attentively everything related to magic, he can't cast spells... yet!
Rogue, Low int, Low dex, high cha, str and con, Skill focus UMD, Lvl 5 perk Packed (Packed with magical trinkets), Lvl 8 perk Spellthief.
Necro'ing the thread because I like the overall idea of the thread :) Even if you don't use a concept here, sometimes just reading about them might jiggle an idea loose