Well, I have two all time favorite characters. One started in second edition and has continued on into 3rd and beyond. The other began in the early days of 3.0
and is still occasionally used as an npc (which is where he began and shall remain).
The first is Malran Singollo, a gold elf from a small city on Evermeet. He is the 3rd son of a minor noble family there and is currently exiled. The reason for this was that he had fallen in love with a young maiden from another house, one which was quite a bit above his station. The two were madly in love but her father had promised her to another, one of the sons of the most noble of the noble in the city. Malran and his rival chose to settle their differences over a duel, which was strictly illegal in the city. Fortunately, Malran won but unfortunately, he wounded the other elf in such a way that he would be disabled for life and have no future as a captain of the guard. He was tried by the council and sentenced to exile for 100 years.
Thus began Malran's adventures in the forgotten realms. He began his adventuring career with the swashbuckler kit in 2ed and, according to those who played in that group, was one of the flashiest and more "swashbuckler-like" characters that has ever graced our table. He was audacious in combat and overcompensated for the fact that he was the only member of the party with no real spell casting ability. He eventually settled in Silverymoon, which reminded him of home, and set up "Malran Singollo's School of Fencing and Etiquette" where he trains the local noble's sons and daughters in the finer points of courtly life. Of course, many swashbucklers played since this time have graduated from this school in our game, where the school has become somewhat of a staple. ( as has the "Cornfed Kobold" a tavern not far from the school).
Probably the most notable encounter that Malran had was with a temple full of evil wizards and clerics from whom our party was to retrieve an artifact which would allow the evil order to summon a demon lord. The rest of the party fell to an ambush but then, the swashbucklers gods reached down and gently brushed by dice. Malran couldn't seem to fail a save or a skill check and I rolled no less than 5 nat20s during that encounter. The rest of the group, even though their characters were disabled, were enthralled by the duel of dice that played out for almost a full hour. We were given a standing ovation when it was over and Malran had escaped the temple only to lead the rescue mission the next week (which was the DM's plan, though Malran at the lead wasn't).
The second character, usually an NPC, is Jrake. Yes, it's pronounced "drake" though one of our player's 8 year old son took the helm of this character a time or two and he wrote the name the way that he thought it was suppose to be written according to his interpretation of the name filtered through my southern accent. Jrake is a very young faerie dragon who attached himself to the party after they rescued him from a tribe of goblins who were holding him captive for his wonderful ability to breath a euphoric gas. Our wizard had not yet chosen a familiar and, when she sought one, my evil DM mind made a connection. The two were bonded with neither one really knowing which was really the master and which was the familiar. This, though, allowed me to have a continuing NPC in the game that could convey some information through his tales of his family members, the most adventurous line of faerie dragons to every exist in history. At least, to hear Jrake tell it, they were.
In fact, that entire group were notable for their great chemistry and wonderfully inventive ways of defeating foes. We had Lorelei, the elven wizard who was obsessed with fire, Manu, the sky surfing ranger dedicated to shaundakul, Alahandra, the female human fighter who was OCD when it came to her weapons and gear, as well as the rest of the party's and The elven archer, twin to Lorelei, who's name I can't recall at this moment, who became one of the most effective archers I've ever seen played in a game. The game was always fun and someone always came up with something interesting to do or say every game session.
The first is Malran Singollo, a gold elf from a small city on Evermeet. He is the 3rd son of a minor noble family there and is currently exiled. The reason for this was that he had fallen in love with a young maiden from another house, one which was quite a bit above his station. The two were madly in love but her father had promised her to another, one of the sons of the most noble of the noble in the city. Malran and his rival chose to settle their differences over a duel, which was strictly illegal in the city. Fortunately, Malran won but unfortunately, he wounded the other elf in such a way that he would be disabled for life and have no future as a captain of the guard. He was tried by the council and sentenced to exile for 100 years.
Thus began Malran's adventures in the forgotten realms. He began his adventuring career with the swashbuckler kit in 2ed and, according to those who played in that group, was one of the flashiest and more "swashbuckler-like" characters that has ever graced our table. He was audacious in combat and overcompensated for the fact that he was the only member of the party with no real spell casting ability. He eventually settled in Silverymoon, which reminded him of home, and set up "Malran Singollo's School of Fencing and Etiquette" where he trains the local noble's sons and daughters in the finer points of courtly life. Of course, many swashbucklers played since this time have graduated from this school in our game, where the school has become somewhat of a staple. ( as has the "Cornfed Kobold" a tavern not far from the school).
Probably the most notable encounter that Malran had was with a temple full of evil wizards and clerics from whom our party was to retrieve an artifact which would allow the evil order to summon a demon lord. The rest of the party fell to an ambush but then, the swashbucklers gods reached down and gently brushed by dice. Malran couldn't seem to fail a save or a skill check and I rolled no less than 5 nat20s during that encounter. The rest of the group, even though their characters were disabled, were enthralled by the duel of dice that played out for almost a full hour. We were given a standing ovation when it was over and Malran had escaped the temple only to lead the rescue mission the next week (which was the DM's plan, though Malran at the lead wasn't).
The second character, usually an NPC, is Jrake. Yes, it's pronounced "drake" though one of our player's 8 year old son took the helm of this character a time or two and he wrote the name the way that he thought it was suppose to be written according to his interpretation of the name filtered through my southern accent. Jrake is a very young faerie dragon who attached himself to the party after they rescued him from a tribe of goblins who were holding him captive for his wonderful ability to breath a euphoric gas. Our wizard had not yet chosen a familiar and, when she sought one, my evil DM mind made a connection. The two were bonded with neither one really knowing which was really the master and which was the familiar. This, though, allowed me to have a continuing NPC in the game that could convey some information through his tales of his family members, the most adventurous line of faerie dragons to every exist in history. At least, to hear Jrake tell it, they were.
In fact, that entire group were notable for their great chemistry and wonderfully inventive ways of defeating foes. We had Lorelei, the elven wizard who was obsessed with fire, Manu, the sky surfing ranger dedicated to shaundakul, Alahandra, the female human fighter who was OCD when it came to her weapons and gear, as well as the rest of the party's and The elven archer, twin to Lorelei, who's name I can't recall at this moment, who became one of the most effective archers I've ever seen played in a game. The game was always fun and someone always came up with something interesting to do or say every game session.




