Showing posts with label concept. Show all posts
Showing posts with label concept. Show all posts

Saturday, January 16, 2021

The Convert (A Cleric Concept)

Tarmujan peered at the figure approaching his ramshackle throne. The bandit lord's scarred face seamed, and then recognition dawned on his face. He laughed; a cruel sound that curdled in the ear, but which was echoed by the "court" of brigands who ranged out in a half circle from where their leader sat.

"Do my eyes deceive me?" Tarmujan asked, standing and drawing the wicked blade at his hip. "Or has the child of light returned to me again?"

The young man didn't respond. His robes were torn and ragged, crusted with blood. His lank hair hung in his face. He was no bigger now than when he'd been cast out into the waste to die, but there was something different about him. Iron stiffened his spine, and there was a determination in his steps. Some of the bandits recognized it, scenting a change in the wind like wild dogs sensing a coming storm. They weren't sure what was happening, but they took a step back all the same.

"No last words?" Tarmujan shrugged, walking forward, drawing his blade back for a swing. "You had your chance, boy."

The young man snarled a single word, his voice ringing with a primal power. Cracks ran along the length of Tarmujan's blade, and then the carefully honed steel exploded. The bandit lord roared in surprise and pain, shards of metal piercing his neck, his arm, and blinding him in one eye. He cast the hilt aside, snatching at the dagger in the small of his back. He roared as he charged. There were no more words, no more bravado, just the primal, killing frenzy. The young man smiled, and Tarmujan's dogs drew back from that smile. It was a hideous, hateful thing, and it seemed an anathema on the face of the pacifist priest.

What happened next was incomprehensible to those watching. The slender figure grabbed Tarmujan's arm, stopping it in mid-swing. No matter how hard he strained, he could not move the blade an inch closer to the priest's body. He punched at the young man, but the solid, meaty blows did nothing but bloody his smile. The priest bent Tarmujan's arm back further, and further, until something snapped, and the bandit lord screamed again.

The priest didn't stop until every part of Tarmujan was broken. When he stood, blood dripping from his hands and seeping into his robe, the bandits drew back in horror. Carved into the young man's forehead was a symbol they had only seen among the roving packs of wasteland monsters; an unholy mark that promised death, dismemberment, and destruction.

"You left me in the wastes," he intoned, his voice strong, and his eyes unblinking. "There was no light there. No hope. No peace. But there was something else. You showed me the path to my new lord. So I offer you all this one chance. Step forth, and have your eyes opened... or have your bones added to his throne!"

I have seen what dwells behind the flesh, and it is destruction.

The Convert


When you think of a cleric, you tend to think of someone with a deep, abiding faith. Someone who has a personal relationship with their patron deity, and who strives to embody the ideals of that deity. You know, stuff I covered in my 5 Tips For Playing Better Clerics. However, there are times where even the gods make mistakes, or where an individual can no longer abide the creed of their god.

If a cleric breaks faith with their deity, they sever their ties to the powers granted by that deity. However, that doesn't mean another god will not hear their prayers. That another god may offer them exactly what they ask for, as long as they will bend the knee, and serve the new patron's requirements.

No one wishes to hear my word... tell them anyway.

This might be similar to the story that opened this character concept. Perhaps a servant of a god of light and mercy is pushed too far, and in their pain and rage they spurn that deity for a new patron. A god of destruction, strength, and vengeance who not only allows them to deliver retribution, but gives them the express power to do it. Alternatively, a champion of a dark god or evil cult could stray from that path of wickedness, attempting to become a servant of a god of justice, temperance, and righteousness. A progression that isn't too dissimilar from The Risen Antipaladin.

It is also important to remember that the change in a convert doesn't have to be so extreme, either. Additionally, it can happen slowly, gradually influenced by that character's actions over time.

For example, say you had a reluctant cleric of a god of war. They're trained in combat, and adept at strategy, but they tend to focus more on healing the wounded than in getting into the thick of battle. While a necessity, they may grow tired of the sight of fighting, and of the wounds it inflicts on so many. This could lead them to slowly pull away from the patron of warriors and soldiers, and instead seek induction into an order of healers. They might fulfill the same duties, and have the same role within the party or campaign, but they've found a god who is more suited to their personality and skills.

You could, of course, do that in reverse and have a medic who gradually becomes a warrior with an iron-shod staff as adept at smiting the enemy as they are at healing their allies. It's all about the journey you want your character to take, or how the story pushes them.

How Long Is This Going To Take?


Something I would recommend for this character concept is to have the conversion as part of their existing background before the game starts. This option works best if you're starting the game above 1st level so that your conversion is part of your character's Small Legend (more on that in Character Reputation in RPGs: The Small Legend), and you can enjoy the story element without dealing with mechanical bumps in the road. You could run into people who knew you as a servant of your old faith (for good or ill), people you once served with, etc. This could be particularly poignant if you are helping the party fight against your old faithful, or if there are sore feelings between yourself and your former brethren of faith who now consider you a heretic or a blasphemer.

If you're going to have the conversion happen in-game, though, make sure you talk to your GM beforehand and work out a situation that you're both happy with regarding potentials for cleric conversion down the line.

The reason I say this is that I've seen far too many GMs who want to treat this as an excuse to punish a player, rather than reward them for having an interesting story. Setting a penitent quest, or forcing the cleric to play for a dozen sessions with no spells, no domain powers, and no patron is just frustrating, both for the player and the rest of the party who depending on their cleric to carry their share of the load.

No one wants to carry your dead weight.

My personal recommendation is that, as a GM, you should have interested gods keeping an eye on the cleric in case they want to poach them from their current deity. There aren't that many mortals who can wield that kind of power, after all, so when one is suddenly open to adding their strength, will, and hands to the cause of a new deity, it can only help that deity to make the offer when the cleric is vulnerable to their sales pitch.

In this case, you're not looking for the cleric to prove themselves to a new god; their actions, beliefs, etc. should already have done that; you're simply looking for an opportunity for that new god to offer to take the cleric into their service, and for the cleric to accept the offer.

Maybe it happens in the midst of battle, when the cleric feels another influence on them offering powers that could save their allies, and crush their enemies. You might even go through the whole scenario of the cleric losing their powers, and dealing with that loss, before another patron comes to call when the cleric is grieving and vulnerable. Maybe it's in a dream, perhaps they're approached by a strange figure, or they find themselves near a shrine they didn't know about. They might have followed a glowing white stag into a forest clearing, or met a shrouded servant of a trickster god, but the point is that this should be a new chapter in their character progression. Make it exciting, make it meaningful, make it personal, but don't drag the player over concrete, or reduce their ability to participate in the game, because they wanted to use conversion to a new deity as a plot point in their development. Facilitate the transfer of power, and the cleric's new management, so they can get back in the game!

Your cleric player (and the rest of the table) will thank you.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, June 6, 2020

The Righteous Barbarian

"You?" the Great Fang asked as the man stepped into the warrior's circle. "You are the Lightning Sword? The Wrath of Thunder? Surely you jest!"

The man who stood before him was no stripling, and there was strength in his heavy chest and shoulders. But he looked no different than a dozen other dirt-streaked warriors who had taken the field that day. With his wild hair and thorny beard, there was nothing unusual about him at a glance. Certainly nothing that would warrant the reverence of those who parted to let him stand within the Ring of Skulls.

"No," the man said, shaking his head. "My name is Einar. I am but a vessel."

The Great Fang snorted, and spat, he hefted his ax high, and charged across the circle, bellowing his war cry. As the ax came down, though, there was a shift in the wind. A tension in the air, like the calm just before a storm. Faster than the eye could blink, the man called Einar drew his blade, and crashed it into the ax. The steel head creaked, then exploded in shards of burning metal. The Fang staggered back, his eyes wide. The man followed him, walking calmly. The steel fragments had bounced off his skin, and his eyes burned with a bright, white light.

"I am the Sword," the man said, his voice booming like thunder. "And now you, too, shall know the storm."

Do not challenge the gods. They may accept.

The Wrath of The Gods


When most of us picture a barbarian, we imagine someone like Conan or Kull. Warriors who rely on their own wits and strength, with no concern for the gods and spirits of the world around them. They believe in steel and strength, not in magic or in the aid of the divine.

The Righteous Barbarian, though, has dedicated themselves to the service of a god... or gods.

What form this dedication takes can vary wildly, depending on the origin and style of the character. For example, the character may be a member of a holy order of knights who is filled with righteous fury when taking the field in service of their god. They might be a tribal protector, tattooed with the sigils of their clan totem in order to summon the power of that spirit in defense of their people. In some cases, the warrior may even be possessed by a spirit, being dragged into situations it demands whether they want to be involved or not.

Whether it's simply a cultural or religious belief, an oath the character has sworn, a mechanical implication of their rage powers (as I mentioned back in 50 Shades of Rage: Flavoring The Barbarian's Signature Class Feature), or some combination of all of them, the Righteous Barbarian is the sword of the gods.

Build Recommendations


The first thing you need to ask yourself for this concept is how big a part of the character's life the divine plays a hand. On the smaller end of the scale, the Righteous Barbarian is simply a faithful warrior who shapes their life, morality, and what sort of causes they support. Larger forms of divine involvement include things like celestial totem rage powers, or for those who want to go the bloodrager route taking appropriate bloodline powers to tie you to the greater powers (including the celestial bloodline, or taking something like the abyssal or infernal bloodline and turning those powers against evil). The character may receive dreams from the divine, or see signs of the gods' displeasure much like a cleric would, but it's more of an occasional, instinctual call from their patron than a direct connection.

The most extreme version of the Righteous Barbarian is when the character is a direct instrument of the divine... willingly, or not. A character with the trait possessed for example has a spirit that lives within them, and whispers to them. Someone who gains a cohort, or who acquires an unusual mount or familiar (through the Eldritch Heritage feat tree, or by taking the Familiar Bond feat tree) could use that creature as a conduit to their deity, listening to what they demand of them. Characters who are at the most extreme end of this concept may even go into fugue states when they Rage, channeling the powers of the divine through themselves, having little to no memory of who they were (or what they did) during combat. These characters may even be prone to black outs, finding the gods control them when they attempt to go against their wishes, dragging them forcibly into adventures.

How deeply the concept runs in your character is entirely up to you!

Also, for more tips on making your barbarians unique, make sure you check out 5 Tips For Playing Better Barbarians, along with the rest of my ongoing 5 Tips series!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 18, 2019

The Frat Boy Wizard

"How are you going to get him to help us?" Tarwyn asked, her hand nervously hovering near her dagger.

"I told you, we go way back," Balthazaar said, shouldering open the door. "Trust me, will you?"

Inside the Iron Skull, the candles were black, and the fire roaring. Ale flowed, and smoke hung thick in the corners where water pipes bubbled, and strange lotus was smoked in deep lungfuls. Gathered round the center table were a dozen acolytes, their hoods thrown back and a gleam in their eyes as one of their number guzzled something thick and dark.

"Chug, chug, chug!" they intoned, pounding the table on every repetition of the word.

Standing at the head of the table, his lips peeled back in a wide grin, was a tall man with a thick head of honey blonde hair. Broad-shouldered, with a green-tinged black ring on his right hand, he appeared both amused and proud as he watched the unfolding binge.

"Bonesmen stand!" Balthazaar called out, his voice cutting through the air. The crowd's dull roar subsided, as all eyes turned to look at him. The tall man with the blonde hair smiled even wider, thumping his chest twice with his ring-bearing hand.

"May your party never die!" the blonde-haired man called out. He gestured toward the bar, already walking away from his table. "Pair of coffin-nails with a side of varnish, Jaren, and hammer 'em fast. Not every day my Eastern brother graces us with his presence!"

Skull and Bones is brutal... no one should ever practice necromancy that hungover.

The Fraternal Order of Wizardly Shenanigans


While it isn't required for a wizard to go to college, there are a number of settings where that is one of the most common methods of learning the ins and outs of arcane magic. Which, of course, begs the question of whether your wizard is a member of either a fraternity or a sorority, and what lessons they learned (or connections they made) as part of this organization?

Unlike a lot of my other character concepts, this one is pretty easy to translate from one game to another. It requires no special feats or unusual powers; as long as you're a wizard, you can make one of these Greek life spellcasters.

Crafting is brutal... but there's nothing worse than conjuration. Nothing.
 
What was your wizard's order meant to promote, and what experiences did they have that stuck with them? If they were a member of the Skull and Bones (an order of necromancers, natch), did they insist that all members speak a dead language when at official events? Did the Sigma Tau always know where to find the best parties because they could legitimately cast the bones, or gaze into a crystal ball, as a bunch of diviners? Were the conjurers in Selum Sidhe always trying to one-up the illusionists of Pharastine House when it came to who could pull the better practical jokes?

We all know that wizards spend a lot of time reading old, dusty tomes and cramming for practical exams... but what else went on during their school years? And have they stayed much as they were at the time, or have they changed between then and now?

As an example, is your wizard still the same ale-swilling, fly-by-the-seat-of-their-pants, fireball-preferring evoker they were during their school days? Or would anyone who knows Cassadil Flameheart credit the stories his old fraternity brothers have about this sober, serious-faced man who was once a hot-blooded, often-regretful young man who had a problem saying no to a drink, a dance, or a fight?

Who Did You Know (And What Doors Can It Open)?


If you ask anyone who's a part of Greek life, what you learn is only a small part of why so many people join these organizations. It's about who you can meet, what connections you can make, and what sort of contacts you can network with. The ever elusive, "who you know," that can help you out, get you jobs, etc.

Work that into your concept.

Is your wizard well-connected despite coming from humble roots instead of the aristocracy? Well, perhaps that was because she made so many friends among the Sisters of Meriphon, who adopted her and showed her the good things in life. Does your transmuter know someone even more skilled than himself who was the House Liege in the Order of the Rainbow, the only organization not divided by sex, as a transmuter's very goal is to transcend limitations and labels through transformation? Is the ring on your wizard's middle finger a universal symbol of the Brothers of the Aegis, an order of abjurers fostered by grants from the early kings of the realm, which commands respect and deference from those who see it?

There are all kinds of directions you can go in with this one. So if you want to skip the tried-and-true methods of a self-taught sage, or someone finally being raised to the level of journeyman by their master, consider rushing a frat and seeing what it does for your wizards!

For more food for thought on this topic, don't forget to check out my 5 Tips For Playing Better Wizards! Also, if you're looking for something fun to have at your on-campus bashes, consider these 100 Fantasy Drinks. Or, if your game is set in the far-flung future, 100 Sci Fi Cocktails instead!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 8, 2017

For Want of A Nail

"Don't know why we're bothering with the brutes," Aniphaste said, shutting his tome and straightening the amulet around his neck. "The battle is as good as won, with me here."

Drake glanced up from the stump where he'd been sharpening his sword near his men. Without a word the big man returned his attention to the steel, holding it up to examine the edge for any missed nicks or notches. The wizard waited for a retort, but after a full minute of listening to the grind of the whetstone, he cleared his throat.

"Something to say in your defense, iron monger?" Aniphaste demanded.

"There was a story I was told, once upon a by," the warrior said. "A king declared war, and every force prepared for battle. A lowly squire brought his master's horse, but though one of the beast's shoes was loose he thought they were in too great a rush to pay attention to such a minor thing."

"I don't see what that has to-" the wizard said, before Drake cut him off.

"The knight mounted up, and rode toward the front. He was nothing special, just one knight among many. No great champion, and no master of the field, but he was strong of arm, and firm in purpose." Drake tested the edge of his sword against his thumb, and nodded when it nearly drew blood. "But the horse lost the shoe on the road. The horse went lame, and the knight had to continue on afoot."

Aniphaste glared, but didn't interrupt further. Drake paused, giving him a chance to, but when the wizard didn't rise to the bait, he continued speaking.

"The knight walked into the evening, and over the horizon he saw the fires of a great battle. But he didn't reach the place it had happened until long after the final blow was struck. His side had lost, and his brothers in arms lay dead for miles. The place he would have held in the line, had he been there, had been filled by a squire. A boy less experienced, and who had been a weakness in the shield wall. The line had broken, and the enemy poured through to wreck death and destruction."

Drake slid his sword into its scabbard, and slipped the baldric over his head. He stood, and walked toward the wizard. His gait was measured, and each step drove the point home.

"The kingdom never recovered their momentum. The tide turned. The war was lost. The king was toppled from his throne." Drake stood over Aniphaste, and held the spellcaster's gaze. "Never scoff at a nail. Because while you may not appreciate it, if it doesn't do its job, it might be your head next on the chopping block."


Just one, lowly little nail.


The Making of "The Nail"


When it comes to players, most of us want to be in the spotlight. We want to deal the deathblow to the demon general, cast the lightning bolt that slays the dragon, or grab the vampire by the head and turn it to dust with positive energy. But playing an RPG is a team sport, and a team effort, and pulling a party through to victory often comes from the background support as much as it does from strong right arms, or flawless spellcasting.

Characters who understand this, and who accept it, are the nails that hold everything together.

The unsung bard who uses his song and spells to defend his allies from enemy magic while bolstering his party's attacks is an ideal example. So is the cleric who prays for guidance and righteousness, curing ailments and breaking curses before they can take hold and rob the party of strength. The tactician who sacrifices her glory in order to guard her allies (possibly by using some of the suggestions in Aid Another in Pathfinder is More Powerful Than You Think) understands that if she doesn't do her job, then the others won't be able to do theirs. The inquisitor who promotes teamwork among her allies, taking the actions that will help instead of those that make her look good, might also fit the description.

The Nail is less about specific build, though, and more about tactics, beliefs, and outlooks. The Nail understands that it's the little things that lead inevitably to great victories, or huge disasters.

Better to have and not need, than to need and not have.
 
This attitude can manifest itself in myriad ways, both big and small. It might be the fighter who never takes credit for the deeds done, instead reflecting the praise and glory onto others who got him close enough to plunge his sword into the heart of the problem. It might be the diviner who understands that fate is made up of big strands and small ones, and that if one strand goes missing then the whole tapestry could unravel. It could even be the enforcer who believes that the law must come down equally on everyone, great and small alike, because if anyone evades it then that erodes the glue that holds society together.

The Nail is the watchman who stands guard, knowing he may not be important, but that he is necessary.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!