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Assorted character ideas:

I keep going back and looking at old characters I made, so, I might as well share them here whenever I go look at one. Expect things with horns and scales.

King of Beasts, Typhir: Mutants & Masterminds/God-game

Theomachy
A sacred beast and guardian of nature, who is resurrected every time he is killed. He serves as prey for worthy heroes to hunt, a predator towards those whom would despoil nature, and as food for the poor and impoverished. Wherever his blood is spilled, barren ground becomes fertile soil and flora explodes with life.

Typhir is built for speed, strength, and above all stamina; as well as being a big tanky beast, he possesses healing breath, which he can use to regenerate, heal others, and supercharge animals. In addition, his horns (if sundered) can be used as powerful weapons by other characters, his hide provides immense protection, and his blood can be used to make powerful elixirs.
His desires line up with his duty as a divine being; to hunt, be hunted, and revitalize nature where it's been wounded or left barren. Outside his obligations, he also likes music, tasting gourmet food, studying the mortal perspective on biology and experimenting on life within his lair within Cal-Arbor.

Moonwood Unicorn, Sylvanus: D&D 3.5

Cruinne'ce Comhnard
A unicorn and caretaker of the Moonwood, a mystical forest rife with illusions and phantasms. Possessing a powerful ability to see through illusions, his normal life involved tending to the Moonwood and helping travelers navigate its illusory depths. Recently, he's been approached by a ranger named Artemicion, asking for his help with battling the monsters of the world, those that threaten nature and civilized lands alike.

Sylvanus has an odd mix of abilities; the protective and healing powers of a unicorn, but also extraordinary powers of perception and abilities to see through illusions and deceit, due to having adapted to the Moonwood. His class of choice is Cloistered Cleric leading to a variation of Church Inquisitor, for its unicorn-esque abilities and ability to pierce illusions; if gestalt, he uses Warlock as well for its illusory/anti-illusory invocations.

Bardulf Wilde, Fey-Blessed Werewolf: Mutants & Masterminds/Pathfinder

The Thornkeep Experiment
When Valdus Wilde rescued a trapped fey beast, he was blessed so that his children would have the strength of wolves. When Bardulf (and his siblings Sigmund and Mathilde) were born, he learned that the fey was being literal.
A natural werewolf, a werewolf lord at that, Bardulf is more comfortable in wolf skin than human skin; though he grew up hunting with his father, he never quite developed an attachment to the land, and after a few false starts began developing skills as a blacksmith. Before long, however, his skills and natural durability led to him being recruited as a cohort by adventurers, then as a squire by a paladin named Pelias, who ended up teaching him divine magic and recommending him for the Pathfinder Society.

Bardulf was actually originally built in M&M 3e, but his stats are meant to emulate a dire werewolf lycanthrope ranger. He isn't exactly self-motivated or ambitious; he fell into adventuring somewhat by accident and tends to go along with whoever's holding the proverbial leash or whoever needs help at the time. Left to his own devices, he tends to do canine things like chase sticks or howl (LOUDLY) at the moon.

Watch this space.

Assorted character ideas:

I keep going back and looking at old characters I made, so, I might as well share them here whenever I go look at one. Expect things with horns and scales.

King of Beasts, Typhir: Mutants & Masterminds/God-game

Theomachy
A sacred beast and guardian of nature, who is resurrected every time he is killed. He serves as prey for worthy heroes to hunt, a predator towards those whom would despoil nature, and as food for the poor and impoverished. Wherever his blood is spilled, barren ground becomes fertile soil and flora explodes with life.

Typhir is built for speed, strength, and above all stamina; as well as being a big tanky beast, he possesses healing breath, which he can use to regenerate, heal others, and supercharge animals. In addition, his horns (if sundered) can be used as powerful weapons by other characters, his hide provides immense protection, and his blood can be used to make powerful elixirs.
His desires line up with his duty as a divine being; to hunt, be hunted, and revitalize nature where it's been wounded or left barren. Outside his obligations, he also likes music, tasting gourmet food, studying the mortal perspective on biology and experimenting on life within his lair within Cal-Arbor.

Moonwood Unicorn, Sylvanus: D&D 3.5

Cruinne'ce Comhnard
A unicorn and caretaker of the Moonwood, a mystical forest rife with illusions and phantasms. Possessing a powerful ability to see through illusions, his normal life involved tending to the Moonwood and helping travelers navigate its illusory depths. Recently, he's been approached by a ranger named Artemicion, asking for his help with battling the monsters of the world, those that threaten nature and civilized lands alike.

Sylvanus has an odd mix of abilities; the protective and healing powers of a unicorn, but also extraordinary powers of perception and abilities to see through illusions and deceit, due to having adapted to the Moonwood. His class of choice is Cloistered Cleric leading to a variation of Church Inquisitor, for its unicorn-esque abilities and ability to pierce illusions; if gestalt, he uses Warlock as well for its illusory/anti-illusory invocations.

Watch this space.

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