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Friday, 16th September, 2005, 09:32 PM #1
Novice (Lvl 1)
- Join Date
- Oct 2004
- Bristol, England
ø Ignore Eluvan
Planescape: A Hopeless Beginning Characters
Characters for my Planescape game Planescape: A Hopeless Beginning should be posted up here for quick reference. Post 'em here when they're done guys.
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Friday, 16th September, 2005, 11:32 PM #2
Guide (Lvl 11)
- Join Date
- Aug 2005
- Hampton, VA
ø Ignore Deuce Traveler
Here is Felixavunus, or Felix for short. He'll be an alt:
I'll write more on him if he ever gets out of alt status if you want me to do so.
Last edited by Deuce Traveler; Friday, 16th September, 2005 at 11:57 PM.
Friday, 16th September, 2005, 11:45 PM #3
Novice (Lvl 1)
- Join Date
- Jun 2005
ø Ignore AmorFati
Female Feral (1) Anthropomorphic African Elephant (5) Barbarian 2
Alignment: Chaotic Good
Type: Monstrous Humanoid
Base Speed: 50
Space: 10 ft.
Reach: 10 ft.
Str: 34 (+12) [18base + 12racial + 4template], 38(+14) in frenzy
Dex: 18 (+4) [18base + 2racial - 2template]
Con: 22 (+6) [14base + 6racial + 2template]
Int: 10 (+0) [14base - 4tempalte]
Wis: 20 (+5) [14base + 4racial + 2template]
Cha: 14 (+2) [13base + 1level]
HP: 64 (3d10 + 2d12 + 30Con) [10+5+6+6+7]
Fast Healing 3
AC: 27 (10base + 4dex + 5armor + 2enchantment + 7natural - 1size) / 13 / 27
Fortitude: +11 (3base + 6con + 2resistance)
Reflex: +9 (3base + 4dex + 2resistance) + 2frenzy
Will: +10 (3base + 5wis + 2resistance)
Init: +4 (4dex)
Base attack bonus: +5
Grapple: +21 (5base + 12str + 4size)
Claw: +17 (5base + 12str + 1enchantment - 1size), 2d6+12 damage, Threat 20/x2
2 claws: +15 (5base + 12str + 1enchantment - 1size - 2secondary attacks), 2d6+13 damage, Threat 20/x2
Gore: +15 (5base + 12str + 1enchantment - 1size - 2secondary attacks), 1d8+7 damage, Threat 20/x2
Skill points: 20
Max Skill Ranks: 8
Climb: 14 (4ranks + 12str - 2AC)
Intimidate: 10 (8ranks + 2cha)
Survival: 13 (8ranks + 5wis)
Lvl 1 - Multiattack
Lvl 3 - Power Attack
+2 Mithral Chainmail 8300
Necklase of Natural Weapons +1 7800 (works for 2 claws and gore attacks)
Cloak of Resistance +2 4000
Ring of Sustenance 2500
Ring of Protection +1 2000
Potion of Cure Serios Wounds x2 1500
Potion of Enlarge Person x2 500
Potion of Bull's Strength x3 900
Potion of Bear's Endurance x2 600
Flint and Steel 1gp
Belt Pouch 1gp
Gems worth of 600gp
23pp 65gp 9sp
Fast Movement. + 10 speed
Illiteracy. Cannot read or write.
Whirling Frenzy 1/day. +4str, +2dodge AC, +2reflex. +1attack, -2on attacks. 3+con rounds.
Uncanny Dodge. Retains Dex bonus while flat-footed.
Darkvision 90 ft.
Story of Minala:
Minala was not like other girls. In fact, the other girls didn't think Minala was a girl at all, what with the trunk, the tusks and the big, flappy ears. But a girl she was, allthough quite a special one. Where she came from, no-one knew. One day, she was just there, roaming the streets, begging for a few coppers or a scrap of food to make it one more day. With time the other streeturchins came to know and trust Minala. After all, a small mountain armed with feral claws and big tusks was good to have in a rumble. Minala soon came to realize that the other kids used her for protection, and that few were not really her friends. That is where Kandeen came in. Kandeen is Minala's very best friend. In face, she is Minalas only friend. Too bad no-one but Minala can see or hear her. Minala seems to be the only one who know that Kandeen is even there. Kandeen is a beautiful princess from "somewhere beyond the mountains. Follow the moon, and cross the silver-river, and you'll find my kingdom" as Kandeen use to say. As the years went by, Minala came to realize that friendship was hard to find for one such as she.
Untill one day. She heard talk about a city called Sigil. In Sigil one could find people off all shapes, sizes and colors! Perhaps there she could finally be acceped for who she was? With Kandeens guidance, Minala found the way to Sigil. True, she needed the help of a wizard of considerable powers, and it cost her almost everything she had, but it would be worth it, she knew.
Sigil was.... unexpected! Minala and Kandeen roamed the streets of the Lower Ward for days, untill one evening she heard screams from an alley. A couple of kids were surrounded by dark-clad men holding knives. Seeing the kids in danger reminded her of her days as a lonely girl back home, and a red rage descended on her mind. What happened next she didn't really know, but the kids were safe, and the thgus taken care of. Kandeed complained of the blood and gore covering Minalas clothes and skin. Minala didn't really care; The kids were safe now, that was all that mattered. Since then she made it her mission to protect the kids of the Lower Ward.
And so it was for a few years. Thugs, rapists, pimps and other scum that was after the kids got what they deserved from Minala; A long "vacation" from life. Apparently she most have taken care of one thug too many, and one day they came after her. Red-clad men in strange uniforms overmanned her and took her to a prison of some sort. She was kept there for a few days untill she was transported to a ship of some sort. She is not sure, but she think that the trip between her cell and the ship might have involved magic of some sort as well. Finding nothing else to do, Minala tried to get some sleep. Kandeen said she would to keep an eye on the door as Minala slept, so she should be safe.... This is when the ship crashed into the wall, and the floor opened up...
Regarding Kandeen: Kandeen is a figment of Minalas imagination. As a result of loneliness, a feeling of not belonging, and constantly being teased by the other girls, Minala created Kandeen, the perfect best friend. Minala will usually consult Kandeen as to what to do, seeing as Kandeen is ever so much smarter than poor, dumb Minala. I am not sure wether to make Kandeen a part of Minalas personality or not yet. The way I see it, I got two ways to handle this.
1: Treat Kandeen as a invisible make-believe presence at all time. Minala will talk to her, ask her questions etc, but never get a response. That is, Minala will get responses, but only in her head.
2: Treat Kandeen as another part of Minalas personality. When Minala talk to her, Kandeen actually answers. Of course, Minala is the one doing all the talking then, but she is not aware of ot herself. A split personality might be hard to play, but fun as well.
Last edited by AmorFati; Monday, 19th September, 2005 at 06:52 PM.
Saturday, 17th September, 2005, 11:00 PM #4
Defender (Lvl 8)
- Join Date
- Jan 2002
- New Zealand
ø Ignore Hypersmurf
Last edited by Hypersmurf; Saturday, 24th September, 2005 at 05:54 AM.
Sunday, 18th September, 2005, 05:28 AM #5
Acolyte (Lvl 2)
- Join Date
- Apr 2003
- Noblesville, Indiana, USA
ø Ignore Goddess FallenAngel
Changes from Savage Species:
Last edited by Goddess FallenAngel; Wednesday, 16th November, 2005 at 06:29 PM. Reason: 'Cause I'm an idiot
Monday, 19th September, 2005, 02:07 PM #6
Novice (Lvl 1)
- Join Date
- Feb 2004
- Boston, MA
ø Ignore JimAde
Aranea Sorcerer 1 (effective sorcerer level 4)
Medium Magical Beast (Shapechanger)
Hit Dice 3d8 + 1d4 + 16/12 = 39/35
Speed 50ft; Climb 25ft
AC 17 (10 + 5 Dex + 1 Natural +1 ring), FF 12, Touch 16
Init +5 (+5 Dex)
Str 11/9 (11)
Dex 20/16 (16)
Con 18/16 (14)
Int 16/12 (12)
Wis 13/11 (11)
Cha 20/16 (15 + bump at 4 HD)
Stats are Natural Form/Gnome Form (Roll)
Base Attack/Grapple: +3/+3
Attack (Natural): Bite +8 melee (1d6 plus poison) or web +8 ranged
Attack (Gnome): Dagger +8 melee (1d3-1) or light crossbow +8 ranged (1d6)
Fort +7/+6; Ref +8/+6; Will +4/+3
Bluff +7/+5 (2)
Climb +10/+9 (2 ranks, can always take 10)
Concentration +11/+10 (7)
Diplomacy +5 (0)
Escape Artist +9/+7 (4)
Jump +8/+7 (6)
Listen +3/+2 (0)
Spot +3/+2 (0)
Ability Focus (Web)
Sorcerer Spells Known
Level 0: Acid Splash, Dancing Lights, Mage Hand, Open/Close, Prestidigitation, Read Magic
Level 1: Comprehend Languages, Mage Armor, Magic Missile
Level 2: Acid Arrow
Spells per Day: (6/7/4 DC:14+spell level)
Bite - natural weapon dealing 1d6 +1.5 str + Poison
Web - 6/day. 10' range increment, max range 50'. Effective against opponents of up to Large size.
A successful hit roots the target in place. They can escape with an Escape Artist Check of
DC 16, or a Strength check of DC 20 (includes +2 for Ability Focus). The web has 0 hardness, 6hp, and takes double damage form fire.
Spinning and throwing a web is a Standard Action.
Poison 2d6 Str primary and secondary damage; DC 14
Alternate Form: At will, Krikit can assume the form of a handsome male gnome, or a hybrid
spider/gnome form. In gnome form, he cannot use his web or poison abilities.
In gnome form, Krikit's stats are adjusted as shown.
Krikit usually travels in the form of a handsome gnome with twinkling blue eyes, black hair and spade beard. Whenever possible, he dresses in rich fabrics cut in the latest fashions.
In his natural form, KrikitiKalikamok resembles a great, shiny black spider, his legs spanning some eight feet. His many eyes and wicked fangs are disturbing for most humanoids to behold.
Worse, though, is his hybrid form. In this case, his body is still vaguely humanoid, but the size of an elf's, while his head remains gnome-sized and his features a bizarre blend of gnome and spider.
KrikitiKalikamok is a member of the order of Envoys. The Envoys are Aranea who have taken it upon themselves to help bring peace and understanding to the many nations of the world of Ithimara. The fact that the humanoid rulers of those nations view the Aranea as cold-blooded monsters capable of the most depraved atrocities just makes it a little more challenging. Krikit has had several successes (and a few failures) in his efforts to bridge the diplomatic divides in and around the nation of Toulon. His latest mission was a fiasco. He was acting as an advisor to Baron Ravenwood, and attempting to negotiate a settlement with a disgruntled vassal named Etienne Valmont. The negotiations never got off the ground, however, as Valmont attacked the diplomatic party, siezed Krikit and the others, and sold them into slavery. Krikit had no idea the kinds of slaver connections Valmont had, however, and soon found himself on another plane entirely.
================================================== ================Code:Qty Item GP Each Cost 1 Courtier's outfit 30 30 1 Signet Ring 5 5 1 Wand: 6750 6750 Lesser Orb/Electricity (CL 9) 1 Ring of Protection +1 2000 2000 1 Handy Haversack 2000 2000 1 Ring of Sustenance 2500 2500 1 Icicle: Light Crossbow 8335 8335 +1 Frost 20 Bolts 0.1 2 1 Dagger 322 322 Masterwork Alchemical Silver Scrolls 2 Dispel Magic 375 750 1 Fox's Cunning 150 150 1 Bull's Strength 150 150 1 Cat's Grace 150 150 1 Eagle's Splendor 150 150 1 Bear's Endurance 150 150 1 Owl's Wisdom 150 150 Potions 5 Cure Moderate Wounds 300 1500 3 Protection from arrows 300 900 Coin and other negotiables 1006 TOTAL: 27,000
Stat rolls can be found at http://invisiblecastle.com/find.py?id=150666.
Last edited by JimAde; Wednesday, 21st September, 2005 at 04:40 PM.
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Monday, 19th September, 2005, 04:21 PM #7
Gallant (Lvl 3)
- Join Date
- Apr 2005
- Cambridge UK
ø Ignore tylermalan
This is the link to the stats:
This is the link to the roll for the number of pouches in the Robe of Useful Items:
This is the link to the rolls concerning what the patches actually are:
Here's the character sheet:
Eclaiyan grew up among Humans, going by his name only because that's what everyone called him, and not because he knows that it was given to him by his parents as he has never met them. Somehow found by a passing sailing vessel in the middle of the ocean, near dead, he was rescued and brought to shore where he was claimed by the captain of the vessel after no one else would claim him. Growing up, he attempted to learn the ways of being a shipwright, but he was never good at it. Instead, he always had a penchant for physical abilties, and soon his bouncing around and general tomfoolery earned him more than just a pretty penny. He took up the job of entertaining the rest of the crew after the original entertainer was washed overboard in a raging storm, and stayed in that position for years. Sailing around the world taught him many things that others know little of, though he never uses this knowledge to belittle his peers, choosing instead to use it to entertain the new recruits with stories from abroad. He soon realized his fire-affected heritage when he rescued many a crewmember from a fire that started while the ship was docked. He has thought little of it however, instead choosing to make himself as he sees fit, though he still longs to discover his origin in full. This investigation has proven difficult at best, as no one seems to know much about such things in the places he has visited. Always the first to crack a joke and smile at the unfortunate happenstance, he is the ultimate free spirit, his mannerisms directly expressing his chaotic nature, and is extremely partial to both a good time and true brotherhood!
Then one day, as suddenly as he was found as a child, he awoke in a cell, only remembering that he had gone to bed the night before aboard his ship. And then it all happened...
Last edited by tylermalan; Wednesday, 28th September, 2005 at 06:12 PM.
Friday, 23rd September, 2005, 04:33 PM #8
Enchanter (Lvl 12)
- Join Date
- Apr 2003
- Memphis, TN
ø Ignore Scotley
Bariaur Male Scout 4/Psychic Warrior 2/Cleric 1
+4 Str: 18 (+2 race)
+4 Dex: 18 (+1 4th level bonus)
+3 Con: 16
+2 Int: 14
+1 Cha:12 (-2 race)
Speed: 40’ Base +10’ Celerity Domain +10’ Scout Fast Movement
AC: 23 Touch 14 Flat Footed 16 (rare due to uncanny dodge)
+1 dodge bonus +1 if moving 10'+
Patron Deity: Ehlonna
Languages: Common, Celestial, Infernal, Abyssal
Bab: +5 Gapple: +9
+1 Shocking Frystalline (Makes weapon Good) Long Sword +10 (+8 two-weapon) 1d8+5+1d6 electrical 19-20/x2 s (9,015gp)
+1 Adamantine heavy shield spikes +10 (+8 two-weapon) 1d6+4 (+2 2weap) p 20/x2
MW Glaive +10 1d10+6 20/x3 s (308gp)
MW Cold Iron Heavy Aspergillum (Race of F) +10 (+8 two-weapon) 1d8+4 20/x2 b (500gp)
Daggerx3 +9 1d4+4 19-20/x2 (6gp) p/s
Charging Ram Attack +10 2d6+6 20/x2 b
Alchemical Silver Hand Axe +9 1d6-1+4 20/x3 s (26gp)
MW Mighty Composite Long Bow +9 1d8+4 20/x3 range 110’ p (850gp)
Dagger, Thrown +81d4+4 19-20/x2 range 10’ p/s
-Two weapon Fighting (use one-handed and light weapon at the same time at -2 to hit)
-Improved Shield Bash (maintain shield bonus to AC when shield bashing)
-Shield Charge (free trip attack with shield bash on charge)
-Dodge (+1 AC vs. one opponent)
-Mobility (+4 Ac vs. certain movement related AoO)
-Spring Attack (Move before and after attacks)
+1 Mithril Breastplate barding (2,400gp) AC+5, -1 armor check, max dex bonus +5
+1 Heartening (ex psi hb) Mithril Heavy Shield with +1 Adamantine spikes (7,750gp)
Skills: 82 (8x7+2x3+10x2Int.)
Appraise cc (1+2Int)
Balance (+4Dex+2Syn) ac
Bluff cc (5+1Cha)
Climb (+4Str) ac
Disable Device (1+2Int)
Disguise cc (+1Cha+2Syn to act in character)
Escape Artist (+4Dex) ac
Forgery cc (+2Int)
Gather Information cc (1+1Cha)
Hide (3+4Dex) ac
Intimidate cc (+1Cha+2Syn)
Jump (5+4Str+2Syn) ac
Knowledge (arcana) (5+2Int)
Knowledge (Geography) (5+2Int)
Knowledge (Nature) (1+2Int)
Knowledge (Planes) (5+2Int)
Knowledge (Psionics) (1+2Int+2syn)
Knowledge (Religion) (5+2Int)
Move Silently (5+4Dex) ac
Perform (Wind Instruments) cc (1+1Cha)
Sense Motive (2+2Wis)
Sleight of Hand cc (1+4Dex+2Syn)
Speak Languages (n/a)
Survival (3+2Wis) (+2 to avoid getting lost and avoid hazards, in natural environments, the planes, tracking)
Swim (+4Str) acx2
Tumble (5+4Dex+2syn) ac
Use Rope (+4Dex)
-Proficient with all simple weapons, plus handaxe, throwing axe, shortsword, and shortbow as well as light armor.
-Skirmish: +1d6 damage to attacks in a round where 10’ or more of movement takes place, and +1 AC
-Trapfinding: Use search to locate traps with a DC higher than 20 and use disable device to bypass or disarm traps including magical ones.
-Battle Fortitude: +1 to fortitude saves and initiative.
-Uncanny Dodge: Cannot be caught flat-footed
-Fast Movement: +10 enhancement bonus to base land speed
-Trackless step: Cannot be tracked in natural surroundings
Psychic Warrior Features
-Proficient with simple and martial weapons, all armor and shields except tower shields
-Bonus Fighter or Psionic Feats
-Domains Good +1 caster level ‘good’ spells, Celerity +10’ base move
-Turn Undead (+2syn+2true holy symbol)
-Proficient with simple weapons, all armor and shields except tower shields
-Chaotic Good Aura
-Spontaneous casting of cure spells
-Outsider: Gain the extra planar sub-type when not on Ysgard. Not subject to ‘person’ spells.
-Quadruped: +4 vs. bull rush/trip attacks, 1.5x carry cap. Must wear barding and no boots
-Powerful Charge: Ram attack 2d6+1.5x str. bonus when charging
-Spell Resistance 11+class level
-+2 Wills saves vs. spells and spell-like abilities
-Keen senses: +2 racial bonus on Listen and Spot
-Favored Class Ranger +1 level adjustment
Powers Known (2 1st Level)
-Expansion: become one size category larger (1 pp 1 rounds/level +2 pp 1 min/level)
-Prescience, Offensive: Gain a +2 insight bonus on damage rolls (1 pp 1 min/level)
Power Points 1 (+2Wis)(1 stored in Cognizance Crystal)
-0 Level Detect Magic, Light, Virtue DC12
-1st Level Protection from Evil (D), Bless, Light of Lunia (Planer HB) DC13
Wand of Cure Light Wounds (750gp)
True Holy Symbol (+2 turning checks) (500gp)
Planer Atlas (+2 knowledge planes checks) (25gp)
+1 Cognizance Crystal (1000gp)
Mirror of Suggestion (Psi) (3600gp)
Mechanus eye (100gp) (+1 on search when looked through)
Scroll Spirit Weapon, Cure minor wounds x2, magic weapon, sanctuary (225gp)
Case, scroll (1gp)
Bedroll and winter blanket (6sp)
Quivers x2 20 regular arrows, 16 cold iron and 4 alchemical silver (11gp)
Flint and Steel (1 gp)
Waterskin x3 (2 water 1 wine) (3.2gp)
Courtiers Outfit /w Jewelry (80gp)
Clerics Vestiments (5gp)
Thieves Tools MW (100gp)
Healers Kit (50gp)
Saddle Bags (4gp)
Trail Rations x8 (4gp)
Torches x2 (2cp)
Books of Poetry (10gp)
Flute (5 gp)
Holy Water x6 (75gp)
Anarchic Water (25gp)
Cash: 8gp, 11sp, cp8 10gp gems x3
Appearance/Personality: Wik is an imposing figure, tall and muscular with a surprising grace and quickness. Curving horns like those of a mountain goat ram and as thick as a man's arm sprout from his head. Golden hair spills down his back like a mane and covers his flanks. While his upper body is that of a man with bronze tan skin and sleek musculature, his lower body resembles a Ram with golden hair, cloven hooves and a stubby tail. A goatee beard juts from his chin. He is athletic and capable of impressive feats of leaping and tumbling. His eyes and ears are keen and he misses little. His hazel eyes sparkle with mirth and a wry smile seldom leaves his lips. His features are sharp and angular, yet handsome. His voice is rich, but with a slight tremulous quality to it. He speaks boldly and never hesitates to share his opinion on any subject. He is a shameless flirt with members of the opposite sex showing little regard to race and seems to delight in exotic conquests. He revels in battling evil, especially devils. His blade and shield swing with equal vigor as he shouts war cries and prayers while racing from opponent to opponent literally running circles around his foes. He tackles social situations much as he does battles. Like most of his race he is lacking in social graces and subtlety. He is loud and opinionated. He charges into discussions tossing out barbs and quips with little regard for how they might be perceived. He tactics in seduction are equally blunt and despite abundant face slapping he is only slightly more reserved at these times. He enjoys music and poetry, but has little forte with either. He at least can recognize good music or poetry if not write or perform it.
He wears a suit of shining mithril armor. A helmet with a long nose guard between high arches for his horns perches on his head. His back and chest are covered with think plates etched with a forest scene in bas-relief. Along his flanks run interlocking plates looking much like a lobster's back continuing the arboreal motif. Below this collection of plates is a skirt of pale green leather studded with small mithril disks. This skirt hangs down to his knees all the way around. His lower legs are protected by grieves of overlapping metal plates. A large mithril shield painted with a rampant unicorn on a forest green field is carried on his left arm. A pair of quivers bristling with arrows and a heavily built long bow hang to either side just behind where his upper and lower body are joined. Behind them is a pair of saddle bags. Over his shoulder is a long sword. The hilt is wrapped with wire and the blade is fullered and made of a grainy metal that seems to have tiny reflective crystals in it. The blade glows with a cool blue light that flickers occasionally with a brighter band of light that starts at the hilt and moves up to vanish at the point. A mace like weapon with an oaken hilt and a gray head marked by innumerable tiny holes hangs from a belt next too a brace of daggers. A glaive with dark stained wood handle and carefully honed blade completes his armament. An odd assortment of gear hangs on straps and chains around his neck including a crystal vial, a bronze eye with a green glass lens, a scroll case, a brass bugle, a large primative silver unicorn pendant as well as an alchemical silver hand axe.
Background/History: Wik was born in the forests of Ysgard. He spent his youth wandering the woods and peaks with his flock. He learned woodcraft and also was taught the lore of a priest of Ehlonna who is revered by his people. However, much as he loved the forests and hills of his home he felt a wanderlust even greater than most of his kind. He felt a calling to stamp out evil, but the peaceful lands of his birth held few such oportunities. His mind just seemed to see things differently than his fellows. He grew in strength and discovered he could enhance his physical ability with the power of his mind. This further seperated him from his own people in whom such gifts are rare.
One day he chanced upon a battered group of adventurers who had barely managed to escape death through a planer gate. They had lost a battle with a band of demons. Young Wik nursed them back to health and led them to a place of gates where they could return to other worlds. He convinced them to take him along. While it was hard to leave his flock, he knew there had to be more to life. Soon, he was visiting planes vastly different from his home. He discovered that he liked meeting beings different from himself--especially women. His skills of forest craft and natural speed made him an excellent scout. He left the intrepid band of adventurers eventually to become a mercenary in fights against evil where ever he could find them.
Last edited by Scotley; Friday, 23rd September, 2005 at 05:06 PM. Reason: typos and brain cramps added ammo