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A Romulan's Character Drafts


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Late to the game, but just joined. I abandoned an old account many years back that I can't access anymore, but oh well, fresh start.

I have had this character bouncing around in my head, never sticking to one class but always for certain a Dhampir who is, or will soon dedicate herself to a Good/Neutral god of the afterlife and not an Evil one, with the intended conversion serving as a personal story hook and adding a bit of mystery to her interactions. I dislike the skill list of 3.5, I prefer the pantheon of Toril over Golarion, so it'll be Kelemvor I really love that there are an elite class of holy warriors in the Church of Kelemvor called Doomguides which is also a prestige class. I'm itching to play her but for now she goes here. The background names Cyric as her patron god, but could easily be switched to Myrkul. My main concern is how that might raise a red flag: "Let me introdue you to the pale-faced red-eyed daughter of a reclusive noble, who worships the god of undeath."

So this is Pathfinder 1e rules in Toril, a dhampir anti-paladin using the standard array from 3.5, portrait is not mine.

Priela Nightwood
Dhampir, Anti-Paladin 1

Stats
HP 11, BAB 1, AC 18, Fort 3/Ref 0/Wil 2

Abilities
STR +2, DEX 0, CON +1, INT +1, WIS 0, CHA +2
Strength 14, Dexterity 10, Constitution 13, Intelligence 13, Wisdom 10, Charisma 14

Skills
Bluff 8, Intimidation 6, Kn. Nobility 7, Knowledge (Religion) 5
(Alternative with Background Skills rule: Bluff/Intimidation/Religion/ and background skills Knowledge (Nobility and Profession (Emissary)

Feats
Noble Scion (War)

Starting Gear
Chainmail, Longsword, Shield

Portrait

RedditPlateBlondeFighterresized.jpg.c74b91d4d9f1a31ff89ff513cebe9577.jpg

Background

Voices are hushed and eyes are averted in the wake of the lofty Nightwood noble family wherever they darken the door of the landed gentry of Amn and abroad. A strange and disdainful lot, it is suspected that the pale, grey-and-white-haired progeny of the evergreen patriarch Lord Nightwood share blood not with their mortal mother, but that of a near cousin, or even of scandalously nearer blood relations. Few would dare repeat the rumor in the presence of the scions, let alone Lord Nightwood himself, on the rare occasion he deigns to leave his demesne, often sequestering himself in his mansion in the city of Amn. Often he sends his spawn to answer for him in absentia, is his ghostly-pale daughter Priela most peculiar among them, a fleering devil who shares a striking resemblance to her vibrant albeit lush mother. Priela is inexorably called to the entropic energies of death. It was whispered to her on the day of her birth, and it spills from her insincere lips between her vexatious jabs at her perceived lessers and her father’s slighted neighbors. And what is more, rumors swirl around Lady Priela’s behavior changing just a couple of years after coming of age. Having been an impetuous tearaway far less disinclined to sup with and share the company of the Nightwood’s rivals and lessers, she was the only outstanding black sheep in the family, though some believe that casting off this behavior is only an act, playing a sheep in wolf’s clothing in a bizarre reversal of the overused turn-of-phrase. She is truly a confounding mystery - the key to the hidden lives of the Nightwood family, some have even said.

Priela was born and raised in Amn to a noble family of vampires, vampire spawn, and a smattering of dhampirs, among whom have the honor of putting on a front for the evil hiding in the midst of the population and the noble peerage of the city. Bearing this burden led to resentment quickly and acting out, frivolously spending money from their treasury, cavorting with and even having a tryst or two with rivals of the family, but still bound by a compulsion to never reveal their secrets. Suddenly she had an about-face, transforming her attitude for the worse (or the best?) and severing long friendships and distancing herself from past loves. Even her spiritual views are different, dedicating her worship to Cyric.

Edited by rorytheromulan (see edit history)
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Next is a goblin made for Shadow of the Demon Lord...

Ratbag
Goblin lvl 0

Attributes: Strength 8, Agility 13, Intellect 9, Will 9, Perception 11, Defense 12, Health 8, Heal Rate 2, Size 1/2, Speed 10, Power 0

Damage/Insanity/Corruption 0

Languages Common Tongue & Elvish
Professions Ratcatcher, Thug

Traits Iron Vulnerability, Shadowsight, Sneaky

Appearance
Age 22, short build, red eyes, wrinkled skin.

Goblin Odd Habit: "Rats are tasty. Stomachs are spicy. They all different - mostly. What, you want one? What you done for Ratbag? Scram!"

Background
"Ratbag grew up in plague. Ate lots of rats in sewers, sometimes on the street. People start throwing them, call me 'Ratbag'." He puffs his chest with pride. "Now Ratbag wonder when next plague come. Good time for Ratbag. Maybe not so good for you. Eh."

Personality: Irascible
"Talk quick, Ratbag not your pal. Don't touch Ratbag stuff, stay outta shed. Ratbag break your kneecaps."

Lifestyle
Dagger, fine clothing, backpack, coil of rope, tinderbox, torches x2, healing potion, small shield, pouch with 3cp
Interesting Thing: a bag of rotting chicken parts

Portrait

PZO9433GoblinIconicFighter_tkldotcom.jpg.96e0361a739f1a320d7e927549959639.jpg

Background
Not much to this guy at the time I made him. He's just an unlikely hero, in that nobody has called him to adventure but he is most notable for helping eliminate a plague in the city he lives underneath, by eating the rats that carried the plague.

=============================================================

...and a Fallout ghoul made with the Dweller's Guide, Vaults and Deathclaws docs on Google Drive.

Macy Grey
Ghoul lvl 1

SPECIAL 0/28+4 Charisma from Traits & Perks
ST 4 PE 6 EN 6 CH 8 IN 8 AG 6 LU 6

Secondary Characteristics
Action Points 8, Armor Class 18, Carry Weight 120, Critical Chance 1-7 97-100, Detection 60
Hit Points 35, Melee Damage 4, Personality 80 ft, Radiation Resistance 117, Sequence 3, Skill Points 34, System Shock 3, Vault Limit 9
Damage Threshold 2-all

Vices and Virtues
1. As long as caps are involved, I’ll do the job.
2. I will try to use my words before seeking violence.

Traits and Perks: Good Natured, Bloody Mess, You're RADical

Languages: English, Sign Language, Tribal Language (TBD)

Skills
Tag: Small Guns 65, Chemistry 51, Doctor 71, Charm 71, Deception 71, Insight 61
Other: Throwing 50, Gambling 24, Sneak 30, Survival 26

Starting Gear
Tag: Pocket Pistol, Medical Kit, Brewing Kit, Guitar, Bass, Banjo
Other: Leather Rags, Canned Food 3/day, Purified Water 3/day
0/25 Caps: .32 bullet x16, Irradiated Water, Sunglasses, Cigarette x2

Portrait

ghoulportraitforMacyGrey.jpg.18659891b0d245f036be93ddac79d603.jpg

Story

The story of Macy Grey, a wastland doctor...

Growing up on a farming town in the middle of the desert, growing cactus for water and fruit and not doing much else, spurred Macy to dream of muddier brahmin trails. Because she had been born during the witching hour, in her presence all manner of misfortune was blamed on her, but the real curse manifested itself in the way death was visited on the small community. Cattle taken out to the big ranch in the sky died messily. Rodent pests sprayed their gore all over the crops if they were hunted in the fields. Most disturbingly, when she visited the doc's clinic to learn his trade, dying patients would violently seize and shriek in pain as they shuffled off the mortal coil.

She always ran ahead whenever she heard that the caravans were coming to trade, so at 11 years old, her parents sold her to a kindly caravanner, who raised her as if she was his own, and taught her the caravan trade. She grew bored with the places they visited, as they were always the same, but their route would at times change, and there were always curious sights to see in the wastes, and danger to navigate around.

Sadly, they couldn't outrun it forever. A band of half-starved, half-mad ghoul raiders lied in wait for them and dumped barrels of toxic waste, knowing whatever became lethal and useless to the poisoned dead would be safe for them to handle. To their shock and grim fortune, Macy had survived amid the grimy and grisly remains of her new family, ghoulifying rapidly, her skin peeling and hair falling off in clumps. After taking turns violating her, the raiders dragged her along to be sold at a mutant town, where she became a doctor's assistant again. Deciding she would rather not let that happen to her again, she bent her willpower over the doctor's lessons and "practice" patients, absorbing knowledge and then deliberately failing on "real" patients. Gore flew about the clinic with each failure, and this earned her master's ire for seemingly being unable or unwilling to learn, and messing up his domicile to boot. When he threatened to sell her off again, she returned fire, asking him who would buy an immature, ghoulified, cursed assistant. He took the bait, and cast her out on her own, granting her freedom.

And so she wanders the wastes to this day, hawking her wares and doctoring as she roves.

Edited by rorytheromulan (see edit history)
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Back to Shadow of the Demon Lord, for a Ferren and it basically reads like someone talking about their cat. No portrait, but just imagine Puss in Boots without the boots/hat/sword. I lost a bunch of sheets last year to computer problems so no stat block for this little scamp. I like to post the summaries anyway.

Jacari, Ferren (a cat felid blessed with the power to take a human form)

Story
Jacari got where he is today after getting bored with an ordinary life, growing up in a large community of his kind away from cities. In a dark twist of fate, after chasing a bird into an abandoned building, he wriggled his way into a tight corner and ended up crawling out in Hell. Trapped, he took a devil's bargain for his freedom, a contract with a "nondisclosure" agreement, and was coughed back up miles away from the city and his home. Deciding to make the most of his new surroundings, Jacari familiarized himself with the lay of the land, and then offered his knowledge at a nearby town to serve as a guide. Today, he is the only guide option in his new surroundings, and not a very dependable one.

Personality
Jacari is a tailless, orange longhair with a trusting attitude. Striving to find the best in every situation or person, he will warm up to just about anybody, but gets exhausted after too much attention. He will try to do the right thing when given the chance, and will do whatever he remembers to do - in other words, he won't go looking for opportunity, and will only be held to task if reminded of a promise, but he is always looking for ways to improve himself and try new things. He is easily distracted by sudden movement, enough to leave a conversation to go and observe. He's also taken apart insects and small birds by accident.

==========================================

...And another character from Shadow of the Demon Lord, a robit, no stats but it's a threadbare system as it is.

Ayefor, "Clockwork" - planet Urth's version of non-magical constructs possessing a soul conjured from Hell itself to think/feel/work.
(Yes his name is a play on the keyboard combination Alt-F4)

Dossier
Ayefor never got to meet the man he was made to kill. One thousand pounds of walking machinery, capable of marrying a man's brain with five square feet of a stone-paved street. Such was the design of the genius who created Ayefor and conjured his soul from the ether. He was one of many backups, whom his maker loaned out to the city for various tasks. The people's favorite thing for him to do was to move objects of colossal weight or size, or simply demolish buildings to make space for new ones. Ayefor never got to carry out his original purpose because his maker never gave the order. He had been pulling a wagon full of heavy materials to a nearby hamlet when his key stopped. He awoke to a group of boys playing on him. After questioning them, one confessed to turning his key, and that the year was far ahead of the time he "froze" in. His maker must have died, for indeed, he felt no compulsion to complete his task that had been interrupted many years ago. He was "free". But what did "freedom" mean? He thought about it while the children ran away, and continued to think until several residents from a nearby village gathered around him. A few finally mustered the courage to ask a favor of him, which he interpreted as tasks. In tasks, there lay a purpose for him, so he agreed to their requests, ranging from porting, bracing or lifting objects during construction jobs, and eventually, killing wolves, bandits, and any other threats to the peace.

The Villagers would not get to enjoy their newfound peace for very long. One day Ayefor overheard them talking about people who had left their homes. When he asked them why, they explained that the young often yearn for "something" greater, to see the world beyond their small lives, and to be remembered for great deeds, which Ayefor simplified to "meaning" and "purpose". The machine giant thought about this for a few days, weighing his service to the villagers against the prospect of changing the world at large. He wondered what would happen if he failed in either task, and decided that a more widely felt change upon the world held greater meaning, and that he should seek it out beyond the small lives of the villagers. Sensing that the villagers were unhappy with those who left without saying goodbye, he made sure to tell them that he was going to leave. To his amazement, they were saddened, and some were even angered. In spite of their pleas, even feeling estranged by their disappointment, he held fast to his logic and left them behind, looking to make his mark on the world.
 
Personality Matrix
Ayefor strives to find meaning and keep it, and is fearful of an existence without any at all. He follows cold logical thought patterns, strives to do what is right, honoring agreements and making amends for causing any direct harm to an innocent. While this makes him seem quaint and inoffensive, he is slow to open up. He holds no beliefs in divinity, and harbors strong doubts over the religions practiced by the meat-and-bone denizens of the world. However, he keeps a fortune-telling card deck, a curiosity that combines the abstract of future potential and purpose with a simple, amusing game, as though the high concepts were meant to be laughed at.
 

Facial Profile

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Edited by rorytheromulan
Forgot to add names and might as well explain what each of these creatures is. (see edit history)
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Before this wraps up I realized this would be a great place to put characters I've made for a 3.5e character-making challenge put to me by a friend. It's up to me to explore the setting of Faerun and understand the lands these people are from or find themselves in mostly on my own. Unfortunately the document I kept them all in is not the latest so I lost the picture I used for this guy's description (thankfully I love jabbering about my characters on a private Discord server, so I can piece them back together)

Name Uaros Jolfa - Lvl 9
Classes Bard 4, Ranger 1, Harper Agent 1, Harper Paragon 3

Languages Chondathan, Turmish, Thayan, Elvish

Stats HP 77, BAB +6 AC 15, Fort 6, Ref 13, Will 9

Abilities
STR 0, DEX +3, CON +1, INT +3, WIS +1, CHA +3
Strength 10, Dexterity 16, Constitution 12, Intelligence 16, Wisdom 12, Charisma 16

Skills Appraise +14, Bluff +14, Diplomacy +17, Climb +12, Swim +17, Motive +14, Songs +14, Dance +4, Survival +4,
Knowledge Local (Sea of Fallen Stars) +9

Class Features Track, Wild Empathy, Harper Knowledge, Aura of Good, Detect Evil, Favored Enemy (Evil, Humanoid-Aquatic)

Feats Mercantile Background, Negotiator, Sacred Vow (Lliira), Vow of Obedience

Gear Merciful Hand Crossbow (Humanoid-Aquatic) +2, Masterwork Rapier, Ring of Swimming, Bracers of Armor 2, Traveler's Outfit, Dagger Master, Hand Cross Bolts x30, Cloak of Resistance 1, Harper's Pin Greater
Transport: Sailing Ship

Money 9075g

Story

Born to a wealthy merchant family in the capital of Turmish, Uaros wanted for nothing. He had all a young boy could ever need or want, including the affection of his adoring parents. They impressed upon him the importance of storing up wealth and spending wisely, and he drank in their lessons in the business of business. They were also devout followers of Lliira and lovers of dance and song, and enriched Uaros' life with their church's values, and the church is where Uaros found his life's calling. A kindly leader mentored him in the true power that lay in melodies. She ushered Uaros forth to spread joy in the name of Lliira and all she delights in, and in his excitement, Uaros all but threw himself into the sea. Since he was a child, he always held an inquisitive fascination with the mysterious waters bordering Turmish, the sea so named for the legend of forming from a falling star, so he pivoted from the church and found work on the docks, learning to sail on the trade routes, and eventually joined crews on expeditions away from the safety of civilized ports of call. It was on one of these ventures that he and a handful of onetime adventurers were nearly party to a slaving transaction, as he and a fellow snoop found the slaves in a magically concealed section of the hold, and decided to free them and turn them on the crew. The survivors of the fight turned the ship around and were intercepted by a navy vessel, who escorted them back to Alaghon. Praise and reward were heaped on the adventurers and Uaros, and word of their heroics spread through the city, reaching the ears of his old mentor, who found him and offered him a commendation for the Harpers. Uaros accepted. Since that day, he has acquired and captains his own ship, accruing wealth for the Guild and keeping an eye on the region alongside his noble peers while exploring the mysteries of the Sea of Fallen Stars, even funding other explorers willing to brave the waters.

Personality

Uaros is a lover first and a fighter second. He is happiest when meeting new people and partaking in their customs. He approaches the world as a student, learning new things as he goes. The only serious subject he devoted time to study in advance was the region of the Sea of Fallen Stars.

Portrait

A swarthy, gentlemanly fellow, whose cheeks are full and darker still, betraying his love of food and drink. A long robe goes down to his knees, concealing a strong and somewhat hammy stomach. Like many of Lliira's patrons, he wears his hair out long and flowing free, and a short braided beard held together with gilded silver twine. In addition to the twine, plain silver and gold rings on his fingers glitter in the sun.

What I was told to make: a Turmish Bard turned Harper, with a Turmish regional Feat, who is captain of a merchant vessel, traveling around the Sea of Fallen Stars. A polyglot of the tongues of this region and has collected a lot of songs in their travels. Skills must be balanced to aid in adventuring and business. Needed to have at least 1 level Harper Agent and 3 levels Harper Paragon, with a 9 or lower Character Level. It turned out that he had to be Level 9 because of skill requirements.

Edited by rorytheromulan
some typos (see edit history)
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