How would you develop this character? [Archive] - Wizards Community

Post/Author/DateTimePost
D.K.R.

06-04-05, 01:35 AM
Here is a brief history I have written up - I m not sure what class(es) I should take to fit the flavor. Also, where would you aim him for long term growth (PrC, etc.)? The text says sorcerer but I am not sure on that - I may go paladin, barbarian, druid, hmm... anything, lol.

Marik D'odyn is small by human standards, just a few inches over five feet and weighing a breath or two over one hundred pounds. His hair is deep black - almost blue, almost red, and always with a wet, greasy texture to it. It is worn loose, in large wavy curls falling just beyond his waist. His eyes are twin pools of stormy water, seeming to be boiling with white foam and crystalline blues, with flecks of a slivery sheen. Between them, a squat upturned button nose makes him look slightly younger than his 15 years, though his features as a whole seem very noble and poignant - his bearing would suggest him to be the son of some noble or royal family, though his clothing denies this fact. His skin is a pale red wine, a mixture of rust and dust and rose petals, but easily mistaken for the normal 'human' tones in dim light or shadow. It has a waxy, sickly cast to it in brighter lights, making him look somewhat foreign.

He was born to the most powerful shaman of all the tribes of his people, and his mother was one of the best healers there were. His tribe had been the strongest of all the tribes of his people because of the power of his antecessors. On the day of his birth, a message was delivered by a raven; the pet of a shaman from a tribe often seeking to contest control of all the tribes. The message was an omen, a prophecy.

"Marik D'odyn will bring about great deeds in his lifetime, and be the strongest of all the people in his own right. Yet all those near him will suffer greatly to grant him strength; and in the end will be destroyed because of him, leaving him alone amongst a world of death. Woe to he who brings about Marik D'odyn's death, though - that being will know an eternal suffering such as none before or ever will again."

As it came from a rival shaman, the message was for the most part disregarded; though not forgotten. Then, one year later upon Marik D'odyn's birthday, a freak lightening storm came upon the plains, and a column of lightening bathed Marik D'odyn's hut in brilliant white fire. He was found still alive, clasped twixt the charred bodies of his parents.

Fearing the prophecy, the tribal elders spoke with the members of the tribe. Abandonment may be considered killing him, and none wished the eternal suffering promised from that. Finally, a wizened old woman offered to take Marik D'odyn to the humans, far away. She knew her own death was nigh anyway, and feared little from the death her burden might bring. This was agreed upon, and she was treated as royalty for a full moon, and then given many treasures of the tribe to aid in her long journey.

Taking Marik D'odyn far to the west, she traveled with him for nearly a year before fate claimed her life (coincidentally, on his birthday) - seemingly of natural causes; though none ever had opportunity or desire to investigate. Marik D'odyn was left alone in the desert heat, a toddler amongst the vilest of creatures and harshest terrains. As things tend to go with such tales, he was found by a hermit, who had isolated himself from all society. Though no man of any great power, the hermit could read the stars, and had visions at times. He gave the baby a name, Marik D'odyn, meaning 'living among death' in an ancient tongue; as the boy was found by the rotting corpse of the woman, and there were several dead animals nearby (dead from eating her diseased flesh).

Marik D'odyn was raised by the antisocial man for nearly a decade when the dreams began. Though he did not know it, it was once again the date of his birth when ominous happenings roused themselves. At first the dreams puzzled him, making no sense. Slowly he began to comprehend them, and realized he was being told to leave his 'father' immediately, without telling the man why or where he was going. Not realizing the importance of visions, he ignored the faint and half-coherent dreams for a full week; until his 'father' vanished without a trace.

The dreams became stronger then, guiding him. He knew what his quest was to be, though not how he might accomplish it. He was to travel to the land of his birth and speak with the graves of his ancestors. Traveling for 2 years, getting guidance from his nighttime companions, Marik D'odyn finally made it to the lands of his birth. He recognized nothing, seeing only a desolate wasteland as far as the eye could see, barren wasteland - dried earth flecked with boulders, dying scrub here and there, and vast cracks and fissures. He found a hill which he somehow knew was a burial mound, one of several in the area; and that night in his sleep communed with the spirits of his ancestors. True to his name, he was living among the dead, his ancestors, for nearly a year.

It was then that Marik D'odyn fully awakened his true inner powers; from that point on his ancestors were no longer limited to dream sendings but could speak subtly to his mind at all times. While camped out at the funeral mound, he met the lone animal he had seen since entering this wasteland, a ??? (not sure what animal yet). During the year he spent in close communion with his ancestors, he formed a friendship with this animal, and named it '???' (not sure yet). Within days he was as strong a sorcerer as any apprentice his age who had spent their life in training could have hoped to be, but it took the remainder of that year for him to become a true sorcerer, guided by the spirits.

Once he had been made into a sorcerer, it was made clear to him what his new quest was to be, though once again he had no clue how to start, or how he, a boy of only 15 years, could possibly bring it to fruition. Marik D'odyn has to find their murderers and avenge his tribe, avenge all the tribes of his peoples.

Notes - the animal may be a familiar, animal companion, or simply a pet.

Classes available include anything not forgotten realms, and even wilder from WoT.
Cardinal Teplin

06-04-05, 11:24 AM
Hmm.. are you wedded to the idea of sorceror? He'd make a pretty good spirit shaman (basic class from minatures handbook). This would specifically allow you to use your own ancestors as the sprits you gain power from, and some of the guidance feats would allow them to advise you (complete adventurer). It also gives you a familiar spirit - that could look like a pet animal.

Round about 10th level you could then either keep on with spirit shaman, which is good, but becomes a little elemental themed at that point, or duck into contemplative (Complete divine) and go for dream or similar domain.

Alternatively you could play up the horror side of things, and go for something more necromantic in nature. Necromancy is usually portrayed as messing with corpses, but speaking to the dead is just as thematic, and fits the AD&D wizard spells in the necrimancy school rather better.

Almost ANY class get get a familiar by getting the appropriate feat. The main advantage of this is that it gets more hp and better saves and improved evasion, which means in practical terms you can actually take it with you into danger. The main problem with non-magical pets is their tendancy to either die at the first fireball, or to spend all their time locked away so they don't get hurt.

The most obvious sorceror prestige class to take would be fatespinner - it seems to fit you pretty well (complete arcane). I'd personally recommend master of shrouds from the old 3.0 defenders of the faith, but your DM may well rule that out - it's a pain to adjudicate.
D.K.R.

06-04-05, 12:10 PM
Are you sure Spirit Shaman is in Miniatures? I couldn't find it in my copy. Do you have a page #?

Edit - found it in Complete Divine.

Also, what are the guidance feats you mention?
Cardinal Teplin

06-04-05, 12:40 PM
There are a few feats that have, as a prerequisite, that you have a guardian spirit (in other words, that you are a spirit shaman). I had thought they were in the complete adventurer, but as you've noticed, I don't have my books with me. I only have complete series, races of stone and races of destiny, though, so they have to be in one of those. If not complete adventerer, try complete arcane.
D.K.R.

06-04-05, 11:47 PM
Ahh, I do know the feats you're speaking of, though I can't remember where I read them; I would guess it is the complete divine as well.

I was leaning towards something along those lines myself, but before I had a chance to bring it up to the DM, he made a few comments that led me to believe he would be less than happy if I were to ask about that - so I am going to stick to a 'core' core class from the PHB for now, and move into prestige class(es) later.

The character is starting at 6th level, and while I thought of starting with 1 level in a PRC, I think it may not be the best thing to do, so I will go pure core. I am torn between cleric and sorcerer. I know wizard is out, as he has no way to formally study and is not the scholarly type. I thought of druid, but I don't see him as the nature loving wild shaping type.

So it will most likely end up as sorcerer, since if I go cleric he will not worship any god, but his ancestral spirits, and I am not sure how well that would play out - I don't really want him worshipping them, just seeking vengeance on their behalf.