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Character stats and history! Post yours!

Sorvan76Sorvan76 Member Posts: 76
edited December 2014 in Off-Topic
Ok, I was tasked yesterday to write a convincing background for my new character (we're playing 2nd Ed. AD&D rules). This is what I came up with, would love to have some feedback - plus any character history anybody else has, I love reading that stuff! ;)

I rolled a Minotaur (from the Complete Book of Humanoids) Fighter/Thief. Level is 1/1. He is Neutral Good.

STR - 18/99 (fairly rolled, lol - he gets +2 on my roll of 16 and 99 percentile was lucky!)
DEX - 12
CON - 15
INT - 6
WIS - 10
CHA - 6

Balrog is a runaway from a large community of pirates....

He doesn't know where he comes from.

He was brought up on stolen vessels and was put to work at a very young age (usually as a beast of burden to perform menial tasks or recruited as extra muscle on raids). As he got older, on the ships, he became valued for his strength, considerable endurance and the fact that he never complained. His only role model while growing up was an aged, CE human thief (Garlabond – 13th level Assassin, STR 8, DEX 16, CON 8, INT 17, WIS 9, CHA 15) who took him under his wing and taught him thieving skills over the course of 10 or so years. Ultimately, Garlabond used and manipulated him (although Balrog didn't realise this) by getting Balrog to steal for him and perform petty tasks.

Balrog fled for his life after refusing to murder his best friend (a CN Half-Orc thief) aboard a pirate vessel at the request of the ship's Captain for entertainment. He killed the Captain by dragging him overboard and drowning him, but not before witnessing the murder of his friend at the hands of angry pirates. Balrog never learned how to swim, so has no recollection of how he ended up on land after jumping off the ship with the Captain. As Balrog went over, dragging the Captain like a puppet by the neck, Garlabond threw a small item at him screaming “wear this, wear this!!!”. Balrog doesn't remember anything after that (he doesn't remember snapping the Captain's neck under the water). He never retrieved the item and to this day he doesn't know why Garlabond threw it to him.

Unusually for a Minotaur, Balrog values guile over strength. This is probably because he was not raised in Minotaur culture, and also because of Garlabond's tutelage. Also, rather than being suspicious of magic like most Minotaurs, he is completely fascinated by it (although he cannot wield it for himself). This fascination amounts to the same as a child's fascination for magnets, for dinosaurs or spacemen. He has witnessed mages and sorcerers and has faced them before in combat; he wishes he was able to do what they can do. He is aware of how dangerous they are - and likewise, is completely aware of their vulnerabilities.

Although simple, Balrog can be complex to understand. He will not steal from his friends for example, but will happily murder somebody intending to hurt his friends and/or steal from them. He will freely give away the profits of a killing or theft to his friends just to feel accepted. He has no appreciation of the value of most treasure, so is at the mercy of any party to give him his fair share – unless it's something he knows specifically about (i.e. a weapon he is skilled with, thieving tools, etc). His personality is friendly, but he finds it extremely hard to mix with others because of his perception of himself and his bestial appearance (he was raised amongst humans mainly - he feels, and acts, like a misfit). Conversations with Balrog are usually awkward and short and his social skills (by human standards) are disgraceful. He keeps quiet most of the time and lets others do the thinking/talking - unless given a free role. He hates cruelty and bullying of all kinds (maybe because of his treatment as a child) and will not befriend any cruel or bullying characters.

Although a bruiser, Balrog has embraced his training and bestial senses to the point that he is now a talented thief. His life as a pirate was extremely brutal and in order to survive, he had to cultivate special skills – this was helped along by his keen senses and under the tutelage of his CE mentor, he excelled. Despite his huge frame, he is adept at hiding and sneaking and is surprisingly nimble with both hands. He knows how to set and disarm traps, and is acutely aware of danger. Balrog isn't able to explain how he has come to be accomplished at any of these skills (he lacks the insight to do so), but regardless - he continues to improve.

In combat, Balrog is fearless and he will never hesitate to protect those he views as friends. He is aware of basic tactics and will usually try to protect the most vulnerable members of a party (especially magic users) – unless a friend is at risk. In a straight fight, he will attempt to disarm bladed foes first (as he takes damage as a large creature, he knows these weapons can severely hurt him). His kills are always quick – he never prolongs any creature's suffering, no matter what they have done.

Balrog will never follow an order he perceives to be evil, or that he thinks will hurt an innocent or vulnerable person/creature. Although he is not a decision maker (in a party scenario) and is often told what to do, he cannot follow instructions very well - simply because he struggles to process complex information. If given a free role, however, and left to his own devices with a single specified objective, his instincts take over completely. His natural cunning enables him to act in ways that actually appear to be very clever. He relies primarily on stealth, and on brute strength to overwhelm his foes and achieve his objective. Although simple and brave, he knows the difference between courage and foolishness due to his harsh upbringing.

Balrog never regrets anything he does - he always feels he is doing the right thing (and he refuses to do anything that doesn't seem right to him). He lives in a black and white world.

Balrog has become paranoid that the Minotaur gods are watching him (they're not). In combat situations, Balrog will always seek to slay Minotaur foes over any other, especially priests or shamen. He has slain 4 Minotaurs already in his short life (he's 20 years old, although he doesn't know it). He is scared of all holy symbols displaying Minotaur gods (he was shown and taught to fear these symbols by Garlabond – probably to control him). Balrog doesn't exclusively worship any gods, although he likes Mystra. He will occasionally pray to her (possibly because of his fascination with magic and the fact he knows she's a god of good alignment). He believes that Mystra saved him the night he fled the pirate vessel. He fears and respects Talos and Umberlee (and will occasionally offer a prayer to both while at sea).

Balrog doesn't know it, but he has older siblings (2 brothers and 2 sisters) roaming the Realms.

Balrog's main goals are to find friendship and to be accepted. He enjoys his new freedom. He would like nothing more than to own his own ship one day, and maybe even have enough money to buy some ale and hire an illusionist to entertain him and his new friends.

Can't wait to play this guy. Please post your own character history and stats (any Edition is fine) in here. :)

I've edited this a few times - happy with it now... I think. :D
Post edited by Sorvan76 on

Comments

  • Sorvan76Sorvan76 Member Posts: 76
    kcwise said:

    You should keep a journal of your character's exploits and post it here periodically.

    Yes, I think maybe I will do that. I play him for the first time tomorrow night, so I will try to keep you all posted on his progress on a session-by-session basis. Very happy that people are interested in him.

    I am also keen to read character histories from any other people who may have a character (and stats) they wish to share! :)
  • Sorvan76Sorvan76 Member Posts: 76
    My word, where do I begin? lol. After all this time...

    Introduced this character to my brother's quest last week, beginning in a small isolated town called Ferwood (surrounded by boundless miles of forest - one road in, one road out). It was quite the session - 6 hours. I will write up an account of what happened. Beware - it involves capture, cannibals and wolf-like monsters! I'd never encountered them before, so interesting! :)
  • Sorvan76Sorvan76 Member Posts: 76
    Well, we've had 2 sessions now. Amounting to around 10 hours. Needless to say I'm still a 1st/1st fighter/thief, lol. But I'm still alive! :D

    Anyway, as I work long hours and don't have much time to write stuff - I'll try as best as I can to break Balrog's quest into half-hour chunks.

    My best recollection of our 1st half hour..... here goes! :)

    The quest began on a forest track, some way outside of Ferwood. I awoke to find myself shackled and bound (hand and hoof), crouched, huddled and uncomfortable inside a caged wagon which contained several others – prisoners, like me.

    I felt a bit giddy, but was not injured.

    As a reaction, I tried to snap my bonds without drawing attention to myself. I failed. The bonds were made of thick metal and were far too strong, even for me.

    I hadn't yet come to my senses fully - despite that, my first thoughts were of escape! I sensed danger.

    I had a heavy cloth bag over my head, so could not see anything - I could hear the cries and pleas of others who had been captured beside me. I could even smell the silent ones, barely – under the cloth bag. The heat and moisture helped.

    Our wagon sounded as if it was being escorted by men on horseback and also on foot – in front and behind. They were mostly armed/armoured men from what I could hear.

    Some were having discreet, chit-chat conversations - but not in any language I could understand. The chit-chat seldom raised beyond a murmer and was muddied anyway by the sound of the horses' hooves and the trundling/crunching of the wagon's wheels. Combined with the background clinking of the mens' weapons and equipment - and the muffling effect of that fucking cloth bag – it was difficult to position my ears outside of the wagon!

    The DM informed me that I had no recollection of how I came to be where I was. All I had was a vague memory of escape from a pirate ship.

    I tried again to focus on the sounds and smells inside the wagon.... shutting out all else.... and recognised a familiar scent. Somebody I knew...


    Boring first half hour - the next one is better! :blush:
  • Sorvan76Sorvan76 Member Posts: 76
    Sorry for the lack of updates folks! But what a quest, lol. I shall keep this brief, as I can't promise to be able to make regular, detailed updates.

    We're mid-level at moment. The party consists of a human paladin using the samurai kit (LG, P6), a human fighter using the Bushi Kit (CG, F7), a svirfneblin cleric/illusionist (nobody is sure what his level is, we haven't found out yet and his player is being very mysterious about his character - but he has demonstrated 3rd level spells in play, divine and arcane and seems to be a good character. Certainly, our Paladin hasn't detected anything untoward), my character - as you know a minotaur fighter/thief (F5/T6).

    We got captured (again) by people associated with the same group we had been captured by in the first place, and cloned recently in some kind of diabolical mirror; our alter-selves are now running riot and causing havoc with our good names in the campaign. We are stuck in a place called the 'Dungeon of Anxiety', and so far have not figured a way out.

    Here are some magical items from our campaign; all of these items have been recently acquired by the party - hopefully they can help us get out of this dungeon (my character wields the sword Cothromóir ;))

    Juuchi Fuyu, “10,000 Winters”

    Katana, +1 Flametongue, +2 vs. Regenerating Creatures, +3 vs. Cold-Using, Inflammable or Avian Creatures, +4 vs Undead

    Juuchi Fuyu is a Lawful Good, intelligent Katana with an intelligence of 10 and an ego of 10. It sheds light when the proper command word is spoken, bursting into supernatural black flame. Although the flame is jet black, it casts a light equal to the brightness of a torch. When activated, Juuchi Fuyu easily ignites oil, burns webs, sets fire to paper, dry wood, etc. Juuchi Fuyu communicates by speech (Kara-Tur language) and sounds to listeners like the disembodied voice of an ancient, whispering warrior. Juuchi Fuyu's personality is serious, strict and meticulously lawful - to the point of being pedantic on points of (what it considers to be) lawful conduct. It has the Etiquette (12), Singing (12), Direction Sense (15) and Weather Sense (13) proficiencies; whether or not it chooses to use them is up to the sword itself.

    In addition to the above powers, Juuchi Fuyu can cast Cure Light Wounds twice per day (or Cure Serious Wounds once per day) and can Create Food and Water once per day at the 10th level of ability. Food and/or water created by the sword appears on the ground instantly, forming a circle around the wielder (after a blinding flash and a blast of smoke and sparks). Unless the wielder has taken special precautions to contain the water created (i.e., has prepared receptacles such as water skins, bowls, etc.), it simply creates a puddle or wave (depending on the amount of water created), which flows outward away from the wielder in all directions. Food created by the sword always tastes burned, but is nonetheless nutritious. Once per year, Juuchi Fuyu can cast a Heal, Regeneration or Resurrection spell as a 20th level priest – it will only do so if on very good terms with the wielder, and/or in pursuit of a mighty quest or cause.

    Juuchi Fuyu is utterly terrified of spiders; in any encounter with arachnids, it is 90% likely to withdraw into itself, becoming a normal katana with no magical pluses or other powers until the encounter is over (although it remains a magical weapon with respect to being broken, damaged, etc). If it makes the check (10% chance), the sword functions normally but inflicts double damage vs. arachnids, compelling the wielder to attack those creatures first, above all else.

    Koseisho, “Limbo”

    Katana +1, +2 vs. Evil, +3 vs. Evil Spell-Casters and Undead, +4 vs Incorporeal Undead

    Koseisho is a magical sword whose true powers are only realised in the hands of a paladin. Curiously, these powers will also function for a paladin who has fallen from grace, provided he is still of Lawful Good alignment and has possessed the sword for at least 333 days. Otherwise, the sword is a Katana +1. When wielded by a worthy individual, against undead the sword is always considered to be of the most advantageous weapon type (P, B, or S) and ignores the special defences of certain types of undead (e.g. skeletons). The sword glows with an eerie blue light in the presence of undead (it can detect undead in a 60ft sphere, even through walls, floors, ceilings and all non-magical barriers). This glow cannot be hidden unless the sword is fully sheathed, and is as bright as the light from a normal torch. Due to the disrupting influence of this light, undead suffer a -1 penalty to hit within a 10ft radius, no matter what they attack (this stacks with the paladin's aura of protection).

    In addition to the above powers, Koseisho can cast both Sanctuary and Command at the 9th level of ability twice each per day. Once per day the sword can undo the effects of any one special attack from an undead creature inflicted upon the wielder. It can also Remove Curse or Dispel Magic at the 9th level of ability once per month.

    Once in an owner's lifetime, Koseisho can grant the ability to cast any priest or wizard spell of any level. The paladin instinctively knows about this ability when he first holds the sword. When this ability is called upon, the spell has a casting time of 1, is cast at the 30th level of ability and requires no preparation time or material components. Further, the spell has none of the negative consequences on the caster which might normally be associated with the casting of that spell. If this ability is used to further the cause of good, the paladin gains a permanent +1 bonus to Wisdom after the spell is cast; he may never call upon this ability again. If this ability is abused, used foolishly or for gainful purposes, the wielder is instantly disintegrated (the requested spell still takes full effect, however) by the divine power contained within the sword, their soul irrevocably destroyed with no saving throw possible. Nothing can bring the character back, not even a Wish.

    Cothromóir, “Equaliser”

    Two-Handed Sword +2, of Backstabbing

    Cothromóir is a two-handed sword of Firbolg design, its blade etched with ancient runes. In the hands of any creature smaller than large sized, it functions as a two-handed sword +1 with no special powers. In the hands of a thief character of large size or greater, the sword's powers are realised. When a large sized thief makes a backstabbing attempt with this sword, it allows them to attack as if four levels higher than their actual level (with corresponding improvements in THAC0, attack rolls, and damage multiplier). In the case of fighter/thieves, the THAC0 bonus is +2 (the equivalent of four higher thief levels).

    Once per day, Cothromóir can transfer the damage from a successful backstab attack to its wielder as a healing effect. Any excess hit points above the wielder's normal total are added as temporary hit points (which last for up to one hour). Any damage sustained by the wielder comes off these temporary hit points first. The intention to use this ability must be declared before the backstabbing attempt is made (i.e. before any dice are rolled).

    As long as Cothromóir is being carried, worn or held, its owner is utterly unmemorable. They are granted a +5% bonus to Hide in Shadows checks and they are 80% unrecognisable in a crowd. They are almost impossible to recognise after having been seen, no matter what they have been doing or who they were with at the time. Unless a witness (and it must be an eye witness) makes a check against one-fourth of their intelligence, the owner of this sword will have appeared to have been so mundane and boring in appearance that the witness will be unable to relate them to any events at all.

    Ring of Might and Wizardry, Netherese

    When worn by a wizard, this ring doubles the amount of 1st level spells he or she can normally memorise. When worn by a specialist Illusionist, it functions as above and strengthens their Illusion spells, granting a further -1 to save vs. spells against their Illusion/Phantasm spells (stacks with -1 for school specialisation).

    Additionally, the ring grants to its bearer a Strength of 18/01 (when worn on the index finger of the left hand). This boost, unfortunately, is fuelled by a magical reduction in Wisdom (-3), which is in effect for as long as the ring is worn.

    The ring cannot be easily taken off and put back on as one desires. To remove the ring from the bearer's finger, a command word must be spoken. After speaking the required command word and taking the ring off, the wearer becomes instantly fatigued and falls into a catatonic slumber for 3d6 hours (no saving throw allowed) within 1d4 rounds of removal.

    The character cannot attempt to wear the ring again until a number of weeks have passed equal to the number of hours they were asleep for after taking the ring off.
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