The Tray: Take a Character, Leave a Character

Started by Gotham, April 10, 2012, 01:54:51 AM

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Gotham

Sir Havel the Rock


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

Teeth in a Bowl

Quote from: Gotham;314109
Sir Havel the Rock


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?

Gotham

Quote from: Teeth in a Bowl;314110Wearing armour made of stone is optional, right?

No

AllMYBudgies

A few ideas taken from The Complete Druid's Handbook 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.



UnholyWon

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]

The Beggar

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!

Kotenku

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.

---

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 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.

el groso

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.

Quote
Chubby Half-witted "Wizard"
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.

xxWhisperingWindsxx

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
[20:20] <crump> nature's not outright trying to murder everyone there, it's playing gentle, lures everyone into a false sense of security. then it strikes. chicago's weather is the bdsm of nature systems