| Post/Author/DateTime | Post |
|---|---|
| obrysii06-11-04, 01:55 PM | Hello all. I want to know how you might role play/further develop this character I will be playing. He's (will be, at least) a Druid 5/Shifter and he is a Merfolk. His background story is: He was exiled from his home for playing a rather bad prank (whatever it might be, I haven't figured out). Now, he's on land and while on the coastline, he managed to become friends with a horse. That's his animal companion. He hates his body, and thus wishes to go into the shapeshifting arts (the Shifter PrC). He is very shy, and has low self-esteem (being different from the rest of the group, who are all core races). How would you role play him or further develop him? |
| Mysteria06-11-04, 03:17 PM | I'd role-play him as the type of person that keeps in the background and lets others do the talking. He'd probably be shy and easily flustered by too abrupt questions, reacting better to nice words. As he's a druid, he's probably decent wisdom, so I'd let his acts show this wisdom even if he doesn't talk much and only hesitantly offers his advice. This would probably go a bit like this: "Maybe ... I mean ... I don't know if it is good idea ... but just maybe we could try <this and that> ... but I'm probably all wrong." *blush* (feedback appreciated: did this help? :) ) |
| obrysii06-11-04, 04:13 PM | Thank you. That's exactly what I was looking for! I'm so gonna use that for him, it works great. Thanks again! |
| Incenjucar06-11-04, 04:27 PM | There's a short novel called "Sirena" that has an interesting view on a mermaid's psychology. Mind you, she's something of an errant mermaid, and this sort isn't the D&D sort, but the siren sort, but it's still a half-decent view on possible merfolk psychology. |
| Cli' San Aquanova06-11-04, 11:20 PM | I created an Amulet of Merfolk, which is a magical item (specifically, an amulet) that allows Fins to Feet spell to last as long as the wearer wishes. It really helps out Merfolk, as well as Tritons, Naga, etc. If you want specific details on it, let me know. |
| obrysii06-12-04, 02:16 PM | Yeah. I asked before on the boards what a Ring of Fins to Feet would cost if it were constantly in effect. 20,000gps. Thank you so far everyone. It's been very helpful! |
| Saeryk06-14-04, 09:19 PM | In addition, as a druid, one can infer that he feels a close connection to land creatures (which he does considering his companion), but what about those of his natural environment? Suppose he sees a 'good' water creature in trouble from some natural or unnatural monster, would he be inclined to risk life and limb to help them out, and if so, how would he be reacted to. What type of prank would serve to get someone exiled from everything and everyone he loves? I suppose that the irreverent death of a fellow merfolk would serve, or a REALLY bad joke that makes too much fun of a royal might as well... What is the REAL reason in his mind, since even a bad and fatal joke is not necessarily the worst thing he's done or accident. You might also use his ability scores for ideas, if he's low charisma he might not meld as well... If he's high wisdom, then his views might irk the party cleric, who might or might not like water creatures in general... Just some thoughts from an irreverant young merfolk lover... Well, you combined two of my my favorite things, merfolk and druids... Hope you have fun playing him as well... |
| obrysii06-15-04, 11:07 AM | The prank would be along the lines of sending a herd of whales or whatnot racing through the city, probably resulting in deaths and a good deal of destruction. He thought it'd be funny to scare people, but when people died...yeah. In his mind, he'll see it as an entirely wrong thing to do...and thus lost a portion of his prank-loving heritage. It only further extends his self-hatred. Anyway, he has the best overall scores of the group. Probably around the same level of combat prowess as the fighters ((I don't honestly know the group structure yet)), and nearly the spell-casting abilities as the cleric. So the group might get envious of his appearent 'power'. ((In terms of game balance, I'm simply gonna be a level behind the rest, which puts it into balance)) His lowest scores are intelligence and charisma, and even then, they're both 14, so they're above average. And while he loved the water, like many rather cliche merfolk, he wanted to see the land anyway, so this just possed as a reason for his leaving...though he didn't want to leave in such a sorry state. |
| obrysii06-15-04, 11:10 PM | I found this setup in another thread, and I like it so I'll use it. Name: Tracey or Maufuku or any other suggestion Race/ Gender/ Age: Merfolk Male, age 17 Alignment: Neutral Religion: *I don't know yet* ;) Whatever the usual druid one is. Single Defining Class: Druid Description: A feminine merboy, he is realitively small, thin. His muscles are defined, but very lean, and he has a long greenish tail. On that tail there are several smaller fins near his hips, to help when he swims. Greatest Strength: His ability to precieve things others might miss Greatest Weakness: A burning self-hatred, and a tendency to do self-destructive acts. Traits and Mannerisms: He is very shy and often too meek to go into combat. He is fearful and doesn't like standing out in the crowd. However, he's a merfolk, and so he does. He stays quiet and in the back, and rarely speaks out. Background: After pulling a rather nasty prank resulting in several deaths and a good deal of destruction he was exiled from his village. He went to the surface, found a horse, and now travels on land. Quote: "It was my fault! I hate myself!" |