Character builds for Book II
Posted: December 14th, 2009, 1:26 am
So,
since the game is shaping up nicely, I've been tossing around a few ideas in my head for interesting character concepts. Warning: LONG POST, don't bother if you don't want to read.
For sake of this thread I'll assume magic to work exactly like in Book I. Also, I assume some skills to be actually worth raising (like Cartography and Survival). In Book I, I would never put Survival on a tough character, instead pumping their Endurance.
Also, the backgrounds I give are mainly for roleplaying and explaining the class, though some backgrounds do make sense (like the bonuses from Nefarious for an Assassin).
Fighters:
The Mercenary (Atheistic Fighter)
Skills:
Heavy Armor
Bludgeoning Weapons
[Cross]bows
Repair
Mercantile
This character is a based on a mercenary from the late Renaissance. Used to roaming around as part of an army, he doesn't know how to live off the land, instead bartering for what he needs, though he is also always willing to pillage people in times of unemployment (in before Pillage People). He does know how to take care of his own weapons and armor though.
Barbarian (Agnostic Fighter)
Skills:
Throwing Weapons (Axes / Spears)
Cleaving Weapons
Light Armor
Shields
Other possible skills: Dodge, Survival, Foraging
This character is based on a Viking background. Being part of a community, he usually doesn't know how to provide for himself in the wilds, but he is used to surviving in dire circumstances (i.e. aboard a raiding ship for months). His main weapon are heavy throwing weapons, though he resorts to his battleaxe or other heavy blades when the enemy closes in. Given the weight of throwing weapons he only relies on light armor for protection, and a shield goes nicely with his weapons of choice.
Rangers
Hunter (Agnostic Ranger)
Skills:
Bows
Light Armor
Survival
Foraging
Repair
Other possible skills: Magic, Piercing Weapons, Spot Hidden
This character is used to living in the wilds for most of his life, and has all the skills to provide for himself. He casually revers the powers of the elements and the divine because they are all around him, but he doesn't confess to any faith. The true survivalist.
Tribal Warrior (Nefarious Ranger) [Caveman]
Skills:
Piercing Weapons
Dodge
Survival
Foraging
Other possible skills: Move Silently, Hide in Shadows, Bows
This guy is part of the savage, undeveloped tribes that roam the wilds. Wether he was abandoned in the woods as a child or if he grew up among them, noone can say. He is a skilled hunter and fearsome stalker of prey though. Showing up in civilized areas won't get him many friends though... which you may also blame on his lack of armor, or for that, clothing.
Educated Ranger (Druidic Ranger)
Skills:
Divination
Elementalism
Foraging
Alchemy
Other skills: Bows, Light Armor, Survival
Despite growing up in the wilds, this character always favored the study of magic (or books) over the profession of the hunter. He poured over works of magic and soaked up all the knowledge of herbs and plants he could get a hold of. While he may at some point have moved to the city, and may tend to dress and act more civilized than other rangers, he still frequently roams the wilds to study the plants and practice magic.
Rogues:
The Assassin (Nefarious Rogue)
Skills:
Bows
Piercing Weapons
Light Armor
Dodge
Alchemy
Other skills: Move Silently, Hide in Shadows, Mercantile
This character is a professional killer. It's the only thing he's good at, and he probably went down this route in life because he doesn't have any other skills. He tries to face his prey one at a time, and will try to stay clear of mobs. He will steal and kill mostly to make a living, though he can also sell the products of his alchemistic studies.
The Pirate (Atheistic Rogue)
Skills:
Cleaving Weapons
Throwing Weapons
Dodge
Cartography
Repair
Other possible skills: Survival, Light Armor, Foraging, Pick Locks
This character was part of a pirate crew, and he is used to fighting and living aboard a ship. Like all sailors he will favor no or light armor, and a tactic most often employed by pirates is to decimate the enemy ship's crew by showering them with throwing daggers, burning oil and fireballs before closing in. He knows how to map out areas and will do so constantly while travelling. Also, like all pirates, he has learned to be pretty self sufficient and survive outside of civilized areas.
A variation of this is the Admiral (Agnostic Rogue or Fighter)
Skills:
Light or Heavy Armor
Cleaving Weapons (or Swords for a Fighter)
Shields
Cartography
Other possible skills: Lore, Elemental Magic, Spot Hidden, Pick Locks
This character is in charge of an army's navy, or he is the captain of a pirate ship. He will be a more educated combatant than most other fighters on a ship, and he has some useful skills that go with his position or will ensure his authority, like being able to draw very detailed maps, recognize items/ ships by their looks, swaying the elements of air and water to his favor, spotting enemies in the distance, or even picking the locks on a salvaged treasure chest.
The Outlaw Bandit (Nefarious Rogue or Fighter)
Skills:
Hide in Shadows
Move Silently
Swords
Light Armor
Survival
Other skills: Foraging, Shields, Spot Hidden, Pick Locks
Having committed several crimes/ murders, this wanted criminal will try to stay out of everyone's sight as much as possible. He has learned to live off the road, and he knows barely enough about picking a lock to break into people's cottages, or into their houses should he manage to sneak into a city. Dealing with merchants is hardly adviced for this known criminal, though killing and stealing their stuff certainly is.
Healers
The Monk (Agnostic Healer)
Skills:
Unarmed
Dodge
Divination
Other possible skills: Leather Armor, Meditation, Spot Hidden
The monk is a reclusive and inwards drawn character, though at times he can almost explode into action. After all, all that pent up energy must go somewhere. He doesn't believe in or deny the existence of the gods, but thinks that people should concentrate on themselves. As such, not only has he developed (self)healing powers, but he has also honed his body into a deadly weapon. He is also more perceptive than other people, allowing him to spot danger wherever it hides. His hobbies include tanning leather and meditating for hours.
The Parish Priest (Virtuous Healer)
Skills:
Divination
Mercantile
Lore
Other skills: Repair, Meditation
This character has been the religious center of a community for some time, and he knows how to make people do his will. He also has an extensive knowledge of all kinds of wondrous items. Being the center of a poor community also meant that he had to keep a lot of his own stuff in working order (repairing the church/ temple). OTOH, he will have a hard time holding his own in combat, and he doesn't have a clue how to survive in the wilderness.
The Shaman (Druidic or Nefarious Healer)
Skills:
Divination
Bludgeoning Weapons
Foraging
Other skills: Light Armor, Shields, Dodge, Meditation, Survival
This character is a member of a tribe roaming the wilds, be they peaceful nomads (Druidic) or bloodthirsty savages (Nefarious). He was responsible for healing the wounded, interpreting the will of the gods, and organizing the hunt. He knows how to handle a club both as a ceremonial tool and to bash someone's head in. While life in the wilds is hard, it was less so for him since he was such a revered member of his tribe. Still, he looks down with mild contempt on the "softer" followers of other religions.
Mages
The Foppish Mage (Atheistic Mage)
Skills:
Elementalism
Swords
Dodge
Mercantile
Other possible skills: Alchemy, Cartography
This city-bound mage is the darling of the local academy of the arcane, and the bane of tavern keepers and common people in general. His well rounded education includes spellcasting, the art of fencing, economics, and the sciences. While his combat abilities may be enough for a tavern brawl (especially when his flashy display of rapier skills prevents combat from happening in the first place), he may be in trouble on a real battlefield. Also, in the wilds, he will look as pathetic as a peasant does in a city's theatre, a thing he always likes to remark.
The Necromancer (Nefarious Mage)
Skills:
Elementalism
Piercing Weapons
Hide in Shadows
Other skills: Move Silently, Alchemy, Leather Armor
These vile graverobbers are loathed by all other members of society, yet often envied by other mages for the power they hold. With their ingenious combination of backstabbing and spellcasting, they exercise power over life and death. And while they may be loathe to show their faces in public, they are often valued assets at a noble's decadent party or in their local tavern's drinking contest. The most nefarious of necromancers are rumored to dress in leather armor made from the beasts they've slain (including humanoids), something that only furthers the fascination of others.
since the game is shaping up nicely, I've been tossing around a few ideas in my head for interesting character concepts. Warning: LONG POST, don't bother if you don't want to read.
For sake of this thread I'll assume magic to work exactly like in Book I. Also, I assume some skills to be actually worth raising (like Cartography and Survival). In Book I, I would never put Survival on a tough character, instead pumping their Endurance.
Also, the backgrounds I give are mainly for roleplaying and explaining the class, though some backgrounds do make sense (like the bonuses from Nefarious for an Assassin).
Fighters:
The Mercenary (Atheistic Fighter)
Skills:
Heavy Armor
Bludgeoning Weapons
[Cross]bows
Repair
Mercantile
This character is a based on a mercenary from the late Renaissance. Used to roaming around as part of an army, he doesn't know how to live off the land, instead bartering for what he needs, though he is also always willing to pillage people in times of unemployment (in before Pillage People). He does know how to take care of his own weapons and armor though.
Barbarian (Agnostic Fighter)
Skills:
Throwing Weapons (Axes / Spears)
Cleaving Weapons
Light Armor
Shields
Other possible skills: Dodge, Survival, Foraging
This character is based on a Viking background. Being part of a community, he usually doesn't know how to provide for himself in the wilds, but he is used to surviving in dire circumstances (i.e. aboard a raiding ship for months). His main weapon are heavy throwing weapons, though he resorts to his battleaxe or other heavy blades when the enemy closes in. Given the weight of throwing weapons he only relies on light armor for protection, and a shield goes nicely with his weapons of choice.
Rangers
Hunter (Agnostic Ranger)
Skills:
Bows
Light Armor
Survival
Foraging
Repair
Other possible skills: Magic, Piercing Weapons, Spot Hidden
This character is used to living in the wilds for most of his life, and has all the skills to provide for himself. He casually revers the powers of the elements and the divine because they are all around him, but he doesn't confess to any faith. The true survivalist.
Tribal Warrior (Nefarious Ranger) [Caveman]
Skills:
Piercing Weapons
Dodge
Survival
Foraging
Other possible skills: Move Silently, Hide in Shadows, Bows
This guy is part of the savage, undeveloped tribes that roam the wilds. Wether he was abandoned in the woods as a child or if he grew up among them, noone can say. He is a skilled hunter and fearsome stalker of prey though. Showing up in civilized areas won't get him many friends though... which you may also blame on his lack of armor, or for that, clothing.
Educated Ranger (Druidic Ranger)
Skills:
Divination
Elementalism
Foraging
Alchemy
Other skills: Bows, Light Armor, Survival
Despite growing up in the wilds, this character always favored the study of magic (or books) over the profession of the hunter. He poured over works of magic and soaked up all the knowledge of herbs and plants he could get a hold of. While he may at some point have moved to the city, and may tend to dress and act more civilized than other rangers, he still frequently roams the wilds to study the plants and practice magic.
Rogues:
The Assassin (Nefarious Rogue)
Skills:
Bows
Piercing Weapons
Light Armor
Dodge
Alchemy
Other skills: Move Silently, Hide in Shadows, Mercantile
This character is a professional killer. It's the only thing he's good at, and he probably went down this route in life because he doesn't have any other skills. He tries to face his prey one at a time, and will try to stay clear of mobs. He will steal and kill mostly to make a living, though he can also sell the products of his alchemistic studies.
The Pirate (Atheistic Rogue)
Skills:
Cleaving Weapons
Throwing Weapons
Dodge
Cartography
Repair
Other possible skills: Survival, Light Armor, Foraging, Pick Locks
This character was part of a pirate crew, and he is used to fighting and living aboard a ship. Like all sailors he will favor no or light armor, and a tactic most often employed by pirates is to decimate the enemy ship's crew by showering them with throwing daggers, burning oil and fireballs before closing in. He knows how to map out areas and will do so constantly while travelling. Also, like all pirates, he has learned to be pretty self sufficient and survive outside of civilized areas.
A variation of this is the Admiral (Agnostic Rogue or Fighter)
Skills:
Light or Heavy Armor
Cleaving Weapons (or Swords for a Fighter)
Shields
Cartography
Other possible skills: Lore, Elemental Magic, Spot Hidden, Pick Locks
This character is in charge of an army's navy, or he is the captain of a pirate ship. He will be a more educated combatant than most other fighters on a ship, and he has some useful skills that go with his position or will ensure his authority, like being able to draw very detailed maps, recognize items/ ships by their looks, swaying the elements of air and water to his favor, spotting enemies in the distance, or even picking the locks on a salvaged treasure chest.
The Outlaw Bandit (Nefarious Rogue or Fighter)
Skills:
Hide in Shadows
Move Silently
Swords
Light Armor
Survival
Other skills: Foraging, Shields, Spot Hidden, Pick Locks
Having committed several crimes/ murders, this wanted criminal will try to stay out of everyone's sight as much as possible. He has learned to live off the road, and he knows barely enough about picking a lock to break into people's cottages, or into their houses should he manage to sneak into a city. Dealing with merchants is hardly adviced for this known criminal, though killing and stealing their stuff certainly is.
Healers
The Monk (Agnostic Healer)
Skills:
Unarmed
Dodge
Divination
Other possible skills: Leather Armor, Meditation, Spot Hidden
The monk is a reclusive and inwards drawn character, though at times he can almost explode into action. After all, all that pent up energy must go somewhere. He doesn't believe in or deny the existence of the gods, but thinks that people should concentrate on themselves. As such, not only has he developed (self)healing powers, but he has also honed his body into a deadly weapon. He is also more perceptive than other people, allowing him to spot danger wherever it hides. His hobbies include tanning leather and meditating for hours.
The Parish Priest (Virtuous Healer)
Skills:
Divination
Mercantile
Lore
Other skills: Repair, Meditation
This character has been the religious center of a community for some time, and he knows how to make people do his will. He also has an extensive knowledge of all kinds of wondrous items. Being the center of a poor community also meant that he had to keep a lot of his own stuff in working order (repairing the church/ temple). OTOH, he will have a hard time holding his own in combat, and he doesn't have a clue how to survive in the wilderness.
The Shaman (Druidic or Nefarious Healer)
Skills:
Divination
Bludgeoning Weapons
Foraging
Other skills: Light Armor, Shields, Dodge, Meditation, Survival
This character is a member of a tribe roaming the wilds, be they peaceful nomads (Druidic) or bloodthirsty savages (Nefarious). He was responsible for healing the wounded, interpreting the will of the gods, and organizing the hunt. He knows how to handle a club both as a ceremonial tool and to bash someone's head in. While life in the wilds is hard, it was less so for him since he was such a revered member of his tribe. Still, he looks down with mild contempt on the "softer" followers of other religions.
Mages
The Foppish Mage (Atheistic Mage)
Skills:
Elementalism
Swords
Dodge
Mercantile
Other possible skills: Alchemy, Cartography
This city-bound mage is the darling of the local academy of the arcane, and the bane of tavern keepers and common people in general. His well rounded education includes spellcasting, the art of fencing, economics, and the sciences. While his combat abilities may be enough for a tavern brawl (especially when his flashy display of rapier skills prevents combat from happening in the first place), he may be in trouble on a real battlefield. Also, in the wilds, he will look as pathetic as a peasant does in a city's theatre, a thing he always likes to remark.
The Necromancer (Nefarious Mage)
Skills:
Elementalism
Piercing Weapons
Hide in Shadows
Other skills: Move Silently, Alchemy, Leather Armor
These vile graverobbers are loathed by all other members of society, yet often envied by other mages for the power they hold. With their ingenious combination of backstabbing and spellcasting, they exercise power over life and death. And while they may be loathe to show their faces in public, they are often valued assets at a noble's decadent party or in their local tavern's drinking contest. The most nefarious of necromancers are rumored to dress in leather armor made from the beasts they've slain (including humanoids), something that only furthers the fascination of others.