| Post/Author/DateTime | Post |
|---|---|
| Vadriel06-14-06, 03:17 AM | I've decided after alot of thought to take the vow of peace for my character, but I'm now slightly unsure how my character will fare in the game, or how I should even roleplay the character. I like the idea, but was wondering if you could offer any help about the characters abilities and thoughts.... The character in question is a divine bard. She prays instead of singing to produce her bardic music ability (no actual change to game dynamics, just a descriptive roleplay feature), and is in search of knowledge relating to her parent, who she has been told "died when she was young". So the real questions I guess are these 1) how does her vow affect her abilities? Would buffing her comrades whilst they are in combat break her vow. I see improving their HD etc as simply helping them to survive, and something she could be fully able to do, but what about improving their attack roll? though it would help them to defend theirselves, it also helps them to harm others (where are bonus hit points is purely defensive). As a result I am at odds with the ethical implications of such a buff. 2) How would she act? I realise this is a broad question, but I shall try to help specify what I am looking for more closely. She is adventuring with 2 characters, neither of whom are exhalted, and both of which are quite happy with killing a couple of orcs in exchange of cold hard cash. Would she stick around with these people, even if doing so helps her acomplish her goals? Also, how would she act if we knew diplomacy would not win over the enemy. eg, we need to get into the orcs lair, and we know that they wont just let us in. Her comrades would instantly jump at the chance of killing a few orcs, but how should I feel about it, and how should I act toward and try to influence the other characters? 3) Lastly, and mostly to help my DM, how should this character be kept interested in the campaign? Since the standard adventure format of "do this for money" or "kill them to save the town" are not really appreciated by my character, the main reason she adventures is to discover her past. How can she be pursuaded to adventure, without removing the spotlight from the other players. Though my past is of great interest for me, and will un doubtedly keep me both interested and entertained, the same cannot be said for the other players. I see the possiblity of staying with the others to "help them in their quests", but due to a severe "disapproval of violence", why would she stick with them? I appologise for the long post, but any help on this subject would be greatly appreciated. I realise the answer of "dont take the feat" is alot easier, but I am very pleased with the character idea, and really want to play it, I simply realise that the roleplay restrictions are there to ballance the feats, and I dont want to wash-over the restrictions whilst taking all the benefits. Thank you in advance, Vadriel |
| CantripN06-14-06, 06:02 AM | You could act as an NPC at times. IE: Make it as if you hired them to protect you. You are above violence. Act all noble about it. In battle, help protect them and yourself. Don't be afraid to run away. If you've seen Firefly, you could be like River. Except the killing. Be curious and friendly. Interact with NPCs. Infact, watch Firefly/Serenity anyway. It's educating and fun. |