Roleplay Ideas?
Philhelm
Member Posts: 473
There are a few roleplay ideas I've come up with but have never executed. While I'm on a cleric kick at the moment, I find the thief ideas to be alluring.
1. Bounty Hunter - Play LN to the hilt. Help the Flaming Fist officer kill Viconia. Make sure that Greywolf doesn't steal your bounty. Go on a personal mission to collect bandit scalps for Officer Vai.
2. Assassin - Like the Bounty Hunter but more ruthless.
3. Thief - Become a Shadow Thief of Amn. Get the Shadow Thief Studded Leather as soon as possible. Once you get to Baldur's Gate, make sure to trespass every building and steal everything! Amass as much gold as possible.
4. Undead Hunter - Better for BG2, but you know what needs to be done. Don't manipulate Bassilus so that you are forced to fight off his skeletons. Don't limit yourself to just undead; werewolves and other creatures that go bump in the night must be destroyed.
What are some of your ideas?
1. Bounty Hunter - Play LN to the hilt. Help the Flaming Fist officer kill Viconia. Make sure that Greywolf doesn't steal your bounty. Go on a personal mission to collect bandit scalps for Officer Vai.
2. Assassin - Like the Bounty Hunter but more ruthless.
3. Thief - Become a Shadow Thief of Amn. Get the Shadow Thief Studded Leather as soon as possible. Once you get to Baldur's Gate, make sure to trespass every building and steal everything! Amass as much gold as possible.
4. Undead Hunter - Better for BG2, but you know what needs to be done. Don't manipulate Bassilus so that you are forced to fight off his skeletons. Don't limit yourself to just undead; werewolves and other creatures that go bump in the night must be destroyed.
What are some of your ideas?
2
Comments
Solo BG1. Come BG2, you'll end up as a fighter for a bit. But it'll be a welcome change of pace by that point, and you'll get levels back fast. Eventually, you'll end up with a shadowdancer with ***** in your weapon of choice. Katanas are fun, for the 1d10 base damage. Your backstabs will be insane. You'll be able to quickly add something like Belm to your offhand, pushing you up to 5APR a round. You can combine fighter HLAs with your backstab. You'll end up with a character who can backstab and then go toe to toe with just about anything. And as he'll be a shadowdancer, he can just hide in the shadows again if things get hairy and do another backstab.
7. No questions asked Paladin - Use detect evil on everyone and attack any identified as evil, with or without talking to them first. Maybe game breaking.
8. Artist Bard - Seek interesting locations and "draw a painting" (rest twice, 16h). If attacked before two full rests, defend yourself from any attackers at least five times before giving up on a location. Probably travel alone or with other bards, anybody esle is likely to get bored to death. RP extra: do a 30 sec sketch of the location
11. Your significant other - as above, but for God's sake don't tell them or you'll be on rations for eternity!
13. Alchemist - a thief or bard with awful stats and a full potion case. Would be more interesting if there was an actual potion crafting system, so instead just empty your wallet at High Hedge whenever possible.
Take over the house that you can rest for free. It is across from where you encounter Silke. Place guards (Dorn, Kagain) outside and move any other NPC not in the party inside. Start robbing houses and people till you have all the monies and all the items stashed away.
Druid of the wilderness
For as long as possible, steer clear of settlements and just venture forth into the wilderness. Become a shadoow druid and take on the iron throne bring the fight to the city eventually.
Bump in the night
Easiest to do with a shape changer, but a polymorph spell would also work. During the day you are your mild manner adventure, at night however, you are cursed and become a sinister and dark creature hunting and killing anything that moves. You need to lock yourself in a room before the sun goes down (read, rent a room) or the change happens to bloody consequences.
My significant other is a misanthropic plant geneticist, so I think she'd make a pretty good avenger. Now if I could just get the hang of lightning bolts...
For example a fighter PC, hero of the sword coast captured and humiliated by Irenicus. And just when he/she manage to escape his/hers childhood friend gets taken away.
Seeing how pc must have been educated in the art, even if pc went fighter as a class pc would have no problem dual to mage from a background perspective.
Now pc's bff are away after torture, humiliation and most likely a temporary physical weakening.
Desiding to go mage to better battle Irenicus and the coweled ones is a logical way to go.
If it was possible to dual in to a kit abjurer would be the most logical choice (roleplay reasons). For abjurer can indeed protect themself from magic and battle wizards by breaking their defences.
For me this is one of the few justified duals.
Gorion most likely made sure pc studied magic to some degree. Thief going mage possible for the same reason.
Not able to dual into kit I desided to dual to mage dualist. Only using transmutation and abjuration foresaking all other schools.
Fighter->mage is a powerbuild and restricting my pc this way I have no problem justifying the build from a roleplay perspective.
16. Peacenik - Cleric/mage who disables whenever possible and only kills when required, RP the entire game as seeking a chance to "redeem" Sarevok.
17. Physically weak - Any warrior, but your physical stats are capped at 14 because of your time in Candlekeep and you can't raise them through any means including items and spells.
18. Honorable - Any class, but you use no disabling spells or poisons because you believe enemies should be faced in fair and open combat, nor do you pickpocket anyone.
He/she needs something to get an edge in fights and is keenly aware of his/her relative inadequacy. Upon coming into possession of their first performance enhancing potion they become obsessed with and addicted to them. The following potions are PEDs: Speed, Power, Heroism, Invulnerability and any stat increasing potion including mental stats e.g. genius/insight potion. The PC must consume a PED every single day after getting their first one. The party may not rest without exception until at least one has been obtained and consumed since the previous rest. Rest until healed is not allowed, 8 hour rests only. Obviously nobody else in the party except the PC is allowed to use a PED, without exception. Stat enhancing items may be used but they have no effect on the addiction.
Optional flavour/difficulty rules in spoiler:
This character has a driving need to have the most kills and XP value in the party, or at least be close to the highest number. If any party member is 10% higher or more than the PC in either stat, the PC must start consuming 2 PEDs per rest until they catch up. To alleviate this the party may need to set up some kills for the PC to finish or find a group of gibberlings for them to solo. If you have high calibre fighters in your party this can be problematic.
Due to ego reasons this character cannot fight "smart". The strongest looking melee opponent should always be targeted first by the PC in order to look tough and fearless, he/she won't focus spellcasters or kite or draw enemies to choke points. However if under the effect of potions increasing Intelligence or Wisdom, they can fight using effective strategies. NPCs are not bound by this rule.
If that is not challenging enough, do this on hard or insane with SCS installed.
If that is not challenging enough don't allow the PC to get weapon specialisation either i.e. one * everything except styles.
If that is not challenging enough make them especially addicted to "speed". The first time they are affected by any kind of haste they become specifically addicted to that as well. Require them to use an oil of speed or be effected by haste spell once a day in addition to the usual PED requirement before they are allowed to rest. Quite the dilemma if you run out of PEDs early game and only have oil of speed left.
If Imoen manages to speak with you on coast road you will get an oil of speed and the addiction will start from there. PEDs are rare early on and expensive to buy. You might be best to avoid them completely for a while.
All physical stats must be 12 or less. They may not take proficiency in any weapons early on - all proficiencies must be spent in styles first. This helps to ensure they will be garbage in combat and you will not be tempted to use physical attacks. In combat the skald may cast spells (preferably buff or debuff), use wands/charged items or use bard song. If attacked they must kite, flee or hide using magic/items.
If you reach the end of the game with an extremely low kill count/experience earned % you know that you have done it right. If you avoid Shank, Carbos and the Rats in prologue you might even try for zero kills!
If that is not challenging enough, don't level up. Finish the game on level 1. Your companions are allowed to level up of course. Doing "nothing" is not allowed here, you can't just park at the edge of the map and use the NPCs. Your default action if nothing else is available is to sing and you have to be in range of your party for the buff to work.
I did a pacifist run once (cleric/thief), but more for the challenge than the RP. It was fun though (in BG1, less than 10 kills are mandatory to finish the game).