I'm going to be playing a Trickery Domain Cleric at level 13. It's a Greyhawk world campaign setting. His name is Caddaresh, ("caddy" for short). His god is Fharlanghn (Far Long Hen) the god of horizons, distance, travel, and roads. Right now the party is held up in keoland, summoned by a keep leader to help fend off a shitload of bandits/marauders who keep doing well coordinated, tactical ambushes of caravans at various points on the road(s). Other mercenaries and adventurers etc have been sent to escort previous caravans but have failed and few survived. The plan right now is for the group (a wizard, monk, paladin, ranger/fighter, and cleric aka Caddy/me) to pose as merchants just trying to get to point A to B in a caravan to deliver goods and supplies. If we encounter members of the baddie clan we go ham on them lol.
That's all I have right now. I'm thinking for his story, he is on his "eternal pilgrimage" and heard about the severe troubles of the travelers/caravans being killed, and since he is a protector of travelers and caravans etc, he has taken up the mace to help banish the baddie clan so there can be safe travels once again. That's really all I have. Here's his stats real quick. he has low dex so thinking maybe he walks with a limp?
Str: 18
Dx 12
Con 18
Int 16
Wis 20
Cha 11
He's a human. I chose the standard human and decided to challenge myself a bit by not taking any feats. It's just straight stat boosts.
Thematically or story wise I'm not sure yet, hence any suggestions. I'm thinking he is between 30-40 years old, but looks a little older since he's been outdoors mostly all his life travelling and stuff. I'm thinking I'll have him wearing a vest that has all kinds of stickers and buttons on it from all the places he's been, hahaha.
Maybe his limp is a curse and he's trying to journey to find the one item or thing or whatever to undo it? I don't know.
What are some quirks he can have or things he can do while travelling through the towns, aside from the usual speaking to people about Fharlanghn
Trickery is a fun domain! And I really like what you've got with the guy so far- rootless wanderer, genuine good guy, I like him.
One thing to think about would be -why- he's choosing an eternal pilgrimage rather than settling down in a temple or with a family, especially as he gets closer to middle age and with his limp. Did he try at one point, and it didn't work out for mundane (his partner left him, his town had a bad growing season and it was either move on or starve) or tragic (there are so many of these) reasons, leading him to find solace in a worship that promised an endless stretch of new beginnings? Or has he always traveled the world, leaving behind him a string of short-term romances or friendships or roads-never-taken, leaving him wondering what would have happened if he'd dedicated himself to a community rather than the lonely road? Does he try to settle down every now and then, but finds he only feels close to his god and inner peace when he keeps moving? Is there any reason he would ever stop? Put yourself in his shoes and think about how exhausting and lonely that would be and how that would shape his outlook on the world. Is he driven to help people and generally nice to talk to, but wary of trying to get close to them, knowing that all friendships he forms are by his own nature temporary? Does he talk to himself, is he compelled to spend all his money and then donate what's left to keep his pack light, is he uncomfortable in large crowds? Has he seen so much in his life that finding something new sparks an irresistible curiosity?
Since he's Trickery domain, I'd try to flavor him a little bit in that direction too. Maybe he finds the humor in every situation, even if it's less-than-fortuitous for him, and makes self-deprecating jokes about his gimp leg and early wrinkles (while maybe not always realizing when other people's tragedies are still a little too recent to be joked about). Maybe his group quickly realizes that they can trust him with their lives in the big, important moments like the heat of battle, but they should never trust him to keep watch on his own or do the cooking at the end of the day because he can't resist the urge to swap out all their weapons while they're sleeping or dump a Philter of Love into the camp's soup pot. Maybe he literally can't turn down the chance for a pun, even if it's the worst time ever for a pun. Maybe he uses his Disguise Self spell so frequently that every third NPC knows him by a different name and different face. You could also go the darker/more subtle and sinister aspects of Trickery, of course; I tend to gravitate towards the brighter side, and trying to be too deceptive and sinister with a low charisma score could backfire, but there's plenty there to build on as well if you wanted him to be a more morally gray character.
I dunno if any of those little ideas might help, but... those are the thought-trains I came up with readin' what you had. Good luck and I hope he's hella fun to play!
One little note, not related directly to the roleplay...a 12 Dexterity is not low; it's higher than the average human. Maybe, since he's Trickery domain, he walks with a limp on purpose, but discards it when needed?
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Well met, Adventurers.
I'm going to be playing a Trickery Domain Cleric at level 13. It's a Greyhawk world campaign setting. His name is Caddaresh, ("caddy" for short). His god is Fharlanghn (Far Long Hen) the god of horizons, distance, travel, and roads. Right now the party is held up in keoland, summoned by a keep leader to help fend off a shitload of bandits/marauders who keep doing well coordinated, tactical ambushes of caravans at various points on the road(s). Other mercenaries and adventurers etc have been sent to escort previous caravans but have failed and few survived. The plan right now is for the group (a wizard, monk, paladin, ranger/fighter, and cleric aka Caddy/me) to pose as merchants just trying to get to point A to B in a caravan to deliver goods and supplies. If we encounter members of the baddie clan we go ham on them lol.
That's all I have right now. I'm thinking for his story, he is on his "eternal pilgrimage" and heard about the severe troubles of the travelers/caravans being killed, and since he is a protector of travelers and caravans etc, he has taken up the mace to help banish the baddie clan so there can be safe travels once again. That's really all I have. Here's his stats real quick. he has low dex so thinking maybe he walks with a limp?
Str: 18
Dx 12
Con 18
Int 16
Wis 20
Cha 11
He's a human. I chose the standard human and decided to challenge myself a bit by not taking any feats. It's just straight stat boosts.
Thematically or story wise I'm not sure yet, hence any suggestions. I'm thinking he is between 30-40 years old, but looks a little older since he's been outdoors mostly all his life travelling and stuff. I'm thinking I'll have him wearing a vest that has all kinds of stickers and buttons on it from all the places he's been, hahaha.
Maybe his limp is a curse and he's trying to journey to find the one item or thing or whatever to undo it? I don't know.
What are some quirks he can have or things he can do while travelling through the towns, aside from the usual speaking to people about Fharlanghn
Trickery is a fun domain! And I really like what you've got with the guy so far- rootless wanderer, genuine good guy, I like him.
One thing to think about would be -why- he's choosing an eternal pilgrimage rather than settling down in a temple or with a family, especially as he gets closer to middle age and with his limp. Did he try at one point, and it didn't work out for mundane (his partner left him, his town had a bad growing season and it was either move on or starve) or tragic (there are so many of these) reasons, leading him to find solace in a worship that promised an endless stretch of new beginnings? Or has he always traveled the world, leaving behind him a string of short-term romances or friendships or roads-never-taken, leaving him wondering what would have happened if he'd dedicated himself to a community rather than the lonely road? Does he try to settle down every now and then, but finds he only feels close to his god and inner peace when he keeps moving? Is there any reason he would ever stop? Put yourself in his shoes and think about how exhausting and lonely that would be and how that would shape his outlook on the world. Is he driven to help people and generally nice to talk to, but wary of trying to get close to them, knowing that all friendships he forms are by his own nature temporary? Does he talk to himself, is he compelled to spend all his money and then donate what's left to keep his pack light, is he uncomfortable in large crowds? Has he seen so much in his life that finding something new sparks an irresistible curiosity?
Since he's Trickery domain, I'd try to flavor him a little bit in that direction too. Maybe he finds the humor in every situation, even if it's less-than-fortuitous for him, and makes self-deprecating jokes about his gimp leg and early wrinkles (while maybe not always realizing when other people's tragedies are still a little too recent to be joked about). Maybe his group quickly realizes that they can trust him with their lives in the big, important moments like the heat of battle, but they should never trust him to keep watch on his own or do the cooking at the end of the day because he can't resist the urge to swap out all their weapons while they're sleeping or dump a Philter of Love into the camp's soup pot. Maybe he literally can't turn down the chance for a pun, even if it's the worst time ever for a pun. Maybe he uses his Disguise Self spell so frequently that every third NPC knows him by a different name and different face. You could also go the darker/more subtle and sinister aspects of Trickery, of course; I tend to gravitate towards the brighter side, and trying to be too deceptive and sinister with a low charisma score could backfire, but there's plenty there to build on as well if you wanted him to be a more morally gray character.
I dunno if any of those little ideas might help, but... those are the thought-trains I came up with readin' what you had. Good luck and I hope he's hella fun to play!
One little note, not related directly to the roleplay...a 12 Dexterity is not low; it's higher than the average human. Maybe, since he's Trickery domain, he walks with a limp on purpose, but discards it when needed?
Are you a DM in need of advice? Want to get it from a DM of nearly 40 years of experience who happens to be an anthropomorphic bear? Join the thousands of readers at the DM's Den. New articles every week. Questions answered! Answers questioned! http://dmsden.tumblr.com