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| staalmannen07-27-07, 04:03 PM | I do not have access to rule books presently so this character concept was basically made by googling and trying to find out some neat classes to fit the whole character concept. Some of the things may thus be locally adapted rules that I just picked up somewhere and some that I invented myself (like the mindsorcerer and the vow of non-violence) What I want from you guys is more feedback on the whole concept of an uber-good character (he will even frown upon Paladins for being violent thugs), which I think can be fun (and VERY annoying for the other players in the group :P). There IS something like being TOO good. _______________________________ Race: Human (Major celestial bloodline), Sex: Male, Religion: Ilmater Alignment: NG Background: As a servant of the weak he has sworn not to harm a living (sentient) being and to the best of his ability help everyone. He does not care for worldly possessions and give up anything he earns during his travels for those who need it more. He is a vegetarian, but do not refuse alcohol or sex (which are not frowned upon by Ilmater) although he does not descend into hedonistic behaviour and will for example never drink so much so that he gets drunk and only enjoy sex with someone who is truly willing (not as “payment” for services or out of gratitude). STR: low DEX: low CON: medium WIS: medium INT: medium CHA: MAX (healer casting cha-based) 1. Healer 1 (Sacred Vow, Vow of Poverty, Practiced spellcaster; Disability: Vow of non-violence*) 2. Healer 2 3. Celestial bloodline ( ) 4. Healer 3 5. (Mind) Sorcerer [Variant: all but Enchantment and Illusion blocked, faster spell progression] (Bonus: Familiar(sparrow)) 6. Celestial bloodline ( ) 7. Healer 4 8. Healer 5 9. Healer 6 ( ) 10. Healer 7 11. Healer 8 (companion: Unicorn) 12. Celestial bloodline ( ) 13. Arcane hierophant (Unicorn familiar companion) etc… * = He suffers Xp penalty if he ever harms anyone living and sentient (physically). Xp damage depends on situation (how intended the action was) and the amount of damage dealt. Play strategy: He will never engage in fights and will even insist on healing the enemies that have not been killed during a fight when securely tied up and no longer posing a threat. As he progresses in adventuring, he realizes that his companions are too corrupted to see things his way and keep on insisting on harming others. This is when he awakens a slumbering ability of his – Sorcery, but he focuses his sorcery in such a way that it is directed towards the minds of his enemies – dazing, charming, making them fall to sleep etc. and refuse to learn any spells that could hurt another person. He can also use some illusions that can be potentially harmful. Equipment: Only a few possessions that are allowed based on his vow. He carries a staff, but he exclusively uses this to parry incoming attacks and never strikes back. Role in party: Healer, ofcourse |