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[Gestalt/Planescape]Coils within Coils


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Halidon, The Blade
[sblock]Male human Ftr5 and Rog3/Monk2
LN Medium Humanoid
Init +3; Senses Listen +4, Spot +4
Languages Common, Celestial
________________________________________________
AC 19 [+3 dex, +4 wis, +1 armor, +1 deflection], touch 18, flat-footed 16
Hp 47 (5 HD)
Fort +8 [base 6+con 2], Ref +10 [base 7+dex3], Will +8 [base 4 plus Wis 4]
Special during combat focus +2 will saves; evasion, trap sense +1
___________________________________________________
Speed 30 ft. (6 squares)
Melee Halidon +10 (1d8+5/19-20) [BAB 5+Str 3+ enhancement 1+ focus 1] or
Melee Halidon +8/+8 (1d8+5/19-20) flurry of blows or
Melee unarmed strike +8 (1d6+3) [BAB 5+Str 3] or
Melee unarmed strike +6/+6 (1d6+3) flurry of blows
Base Atk +5; Grp +8 [BAB 5+ Str 3] (during Combat Focus: Resist Grapple +12 [BAB 5+ STR 3 + Combat Stability 4])
Special Attacks Combat Focus (activated by first successful attack on an opponent; lasts 11 rounds; +2 will saves, +4 to resist bull rush, disarm, grapple, overrun, and trip attempts), Combat Reflexes, Flurry of Blows, Sneak attack +2d6, Stunning Fist (2/day, DC 16), Cipher Trance (1/day; 7 rounds, +4 Dex)
Combat Gear potion of barkskin, potion of cure light wounds
Spell-like abilities
3/day- magic missile (CL5)
_______________________________________________________________________
Abilities Str 16 [10 points], Dex 16 [10 points], Con 14 [6 points], Int 12 [4 points], Wis 18 [8 points+1 level+2 periapt of wisdom], Cha 10 [2 points]
SQ trapfinding
Feats Cipher Trance(b)*, Combat Focus, Combat Reflexes(b), Combat Stability, Improved Unarmed Strike(b), Least Legacy (Nameblade: Halidon, Self Reliance, Stunning Fist(b), Weapon Focus (longsword)(b), Weapon Specialization (longsword)(b), Whirling Steel Strike(b)
Skills Balance +11 [6 ranks+3 dex+2 synergy], Bluff +5 [5 ranks], Concentration +4 [2 ranks+2 Con], Control +10 [6 ranks+4 wis], Diplomacy +10 [6 ranks+4 synergy], Disguise +6 (+8 acting) [6 ranks/+2 synergy when acting], Intimidate +8 [6 ranks+2 synergy], Jump +15 [6 ranks+3 str+2 synergy+4 speed], Knowledge (the Planes) +5 [4 ranks+1 Int], Planar Expertise +10 [6 ranks+4 Wis], Sense Motive +10 [6 ranks+4 wis], Sleight of Hand +13 [8 ranks+3 dex+2 synergy], Tumble +13 [8 ranks+3 dex+2 synergy]
Possessions Combat gear plus Halidon (alchemical silver +1 longsword of legacy), bracers of armor +1, ring of protection +1, periapt of wisdom +2 , backpack, belt pouch, bedroll, flint and steel, 50 ft. hemp rope, sunrods x2, trail rations (10 days), waterskin, 30 gp.[/sblock]

Background: [sblock] When I was a boy I ran in the streets of Sigil, an orphan to some fight or another. I don’t know, because I was alone from a very young age-I can’t even recall the name my parents gave me. I was found by a street king, a broker of young thieves and tramps, only me and a single blade-my lone birthright. The street king named me for the single word inscribed on the blade-Halidon. In the streets of the city I learned many things. I learned that this world is hard, and that the only being truly trustworthy is yourself and your skill. I learned when to fight, when to flee, and when to attack another day. Late at night I would sneak into the armory, for I heard a strange voice, and that voice taught me how to find the peace at the center of war, and how to meditate upon that peace. One day the voice revealed itself to me-it was the blade, Halidon. I took up the blade from my master, the street king, and set out into the city.

I am sure my master pursued me, as I took a valuable possession from him, and a valuable sneak thief, picking the pockets of visitors from every plane. I had learned about the cosmos on the streets, though, being of independent though, I had not taken a faction. I decided that going to a faction for protection was foolish-they could let me down, and I would die. So I sought training-the ability to protect myself. I heard that the old Armory had recently been reopened, and turned into a school of training. I ventured there, paid what money I had, and was trained in the arts of swordplay by some of the greatest swordsmen in Sigil, Sir Karllakton Pierce, the gleaming lade of the morning, and Hazzakyltillcon, the Quickdeath. Everyday, with my training I was told the wonders of the Harmonium, and quickly realized that the Armory was nothing more than their attempt to convert those needing a place to train, a place to convert warriors to their cause, I place for people like me. I soon felt I knew all I needed, and left Sigil, voyaging out, into the Outlands, to ensure my survival, and to use my skills, and to learn more of the ways of the planes.

In the outlands, I met The Master. He told tales of war, and tales of inner strength, and taught me the Ways of the Transcedent Order. He spoke to me of personal strength, of inner power, of unlocking all that one could be through denying everything of this world that slows one down, and I listened, and believed. The Harmonium always rang false with me, for their discussions of collective good never took into account the greatness individuals could achieve, or the weakness that reliance bred. That night I was taken into the ranks of the Ciphers, and I have traveled, trained, and fought with the master since. We both seek something different, but the challenges we have overcome have been the same, and the lessons have been powerful.
[/sblock]

Cipher Trance-Altered Stats
[sblock]Init +5
________________________________________________
AC 21 [+5 dex, +4 wis, +1 armor, +1 deflection], touch 20
Ref +12 [base 7+dex 5]
_______________________________________________________________________
Abilities Dex 20 [10 points+4 cipher trance]
Skills Balance +13 [6 ranks+5 dex+2 synergy], Sleight of Hand +15 [8 ranks+5 dex+2 synergy], Tumble +15 [8 ranks+5 dex+2 synergy][/sblock]


Cipher Trance [General, Faction-Dependent]
[sblock]Able to enter into trance states, a Cipher can abandon thought in favor of action, gaining improved coordination and reaction time. A Cipher that has reached this level is known as a Master of the Heart.
Faction: Transcendent Order.
Prerequisite: Concentration 2 ranks.
Benefit: You gain the ability to enter a trance once a day as a free action. You gain +4 to Dexterity for the duration of the trance. The trance lasts for a number of rounds equal to 3 + your Wisdom modifier (minimum 1). While in a trance, you may not use the delay or ready actions. You may not activate a trance state while in a rage, ki frenzy, or similar state, and vice versa. When a trance ends, you are dazed for a round.[/sblock]

HP rolls: [sblock]http://invisiblecastle.com/find.py?id=471192[/sblock]
 
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Magnus of Sigil
Neutral Planar Human Fighter 5-Binder 5

Age: 26
Gender: Male
Height: 6 ft. 6 in.
Weight: 245 lb.
Eyes: Golden
Hair: Black
Skin: Dark brown

STR: 18 [+4] (10 points, +2 enh)
DEX: 12 [+1] (4 points)
CON: 16 [+3] (10 points)
INT: 12 [+1] (4 points)
WIS: 12 [+1] (4 points)
CHA: 16 [+3] (8 points, +1 level)

Hit Dice: 5d12 + 15
HP: XX
Armor Class: 20 (10 base + 1 Dex + 9 Armor)
Initiative: +1
BAB: +5
- Melee: +9
- Ranged: +6

Speed: 30’

FORT: +7 (4 Base + 3 Con)
REFL: +2 (1 Base + 1 Dex)
WILL: +5 (4 Base + 1 Wis)

Abilities:
- Human Bonus Feat
- Human Bonus Skill Points
- Fighter Bonus Feats (1st, 2nd, 4th)
- Soul Binding (1 vestige; Max vestige level 4th)
- Pact Augmentation (2 abilities)
- Suppress Sign
- Binder Bonus Feat (4th)


Feats:
1st Level
- Improved Binding
- Power Attack
- Expel Vestige
2nd Level
- Improved Sunder
2nd Level Special
- Ignore Special Requirements
3rd Level
- Weapon Focus: Greatsword
4th Level
- Weapon Specialization: Greatsword
- Skilled Binding


Skills: 6x8sp
Knowledge (planes) +9 (8 ranks, +1 Int)
Knowledge (arcana) +9 (8 ranks, +1 Int)
Planar Expertise +5 (4 ranks, +1 Wis)
Survival +5 (4 ranks, +1 Wis)
Intimidate +11 (8 ranks, +3 Cha)
Concentration +11 (8 ranks, +3 Con)
Sense Motive +9 (8 ranks, +1 Wis)


Languages:
- Planar Trade, Regional, Rebus


Equipment:
Armor & Shield
-Savnok’s Armor (+9 AC, Max Dex 1, ACP –6, 35% ASF) +1 Full Plate (50lb)

Melee weapons
-Grayshard +11 (2d6+9, 19-20/x2) Adamantine Greatsword +1 (5050gp, 8lb)
-Splinter +10 (1d4+4, 18-20/x2) Masterwork Cold Iron Kukri (3016gp, 2lb)

Ranged weapons
-4 Spears +6 (1d8+6, 20/x3, 20ft.) (8gp, 24lb)

Miscellaneous Magical or Psionic Items
-Implements of Binding +4 (3930gp, -lb)
-Belt of Strength +2 (4000gp, 2lb)

Mundane equipment
-Adventurer’s Outfit (-gp, -lb)
-Belt Pouch (1gp, .5lb)

Weight Carried: 36.5lb
Remaining money: 11gp


Description
Magnus is a tall imposing man with unquestioning self-confidence and presence. He wears his straight black hair loose but never unkempt. The most unsettling thing about him are his golden eyes which glare from the darkness of his skin. His features are strong and defined, undoubtedly masculine. Often wearing only a pair of black leggings edged in blood red, a wide black belt with a silver buckle and a pair of tall riding boots, leaves little of this man’s history to the imagination. Scars of all sorts leave their dark impression upon the rippling mass of muscle. A thick and heavy looking greatsword looms over his shoulder, it’s pommel larger than most men’s fist. A quiver of stubby spears with broad, twisting heads rattles at his side, and a dwarven kukri is nestled at his hip.

Persona and History
Magnus is a planar human brought up in Sigil’s Market Ward and come to maturity in the middle of the Faction War. Sure, it's a bit barmy to think about all these sods getting booted from the City of Doors, but the violent air that held sway before the war broke out was definitely unnerving.

He had decided against his families strict Bralmish values that the Gods weren't really all they cracked up to be, they were definitely not worth his respect and the universe held no meaning of its own. Sure, the powers existed, but they didn't have a right to demand the worship of others, they should get on fine by themselves and let others be.

Magnus set out to forge his own life, his own individuality apart from the undifferentiated virtuous herd.

Knowing that in the multiverse the powers that be were not the only ones that offered power, and that strength of arms couldn't shield you from the true ravages of the planes, he set out to unlock these mysteries for himself.

What he stumbled upon set even himself to thinking, there were entities beyond life and death, which dwell in no place nor time yet reach out to be bound to souls. These vestiges as they were generally called could be called and bound to ones own soul, although there was danger in the influence and madness they brought with them, all power brought risks.

Months spent in study at the various halls of learning, years of family jink spent on unseeming dark, gave no key to the mysteries that he sought. It was in a child’s tale that snapped him from his intense study. A tale of Hextor and Heironeous, their mother and a treacherous servant of the two half-brothers named Savnok. The treacherous servant was slain by the two Gods for his betrayal but his essence was lain to rest beyond even the reach of Gods.

This tale set Magnus on the search for more on this Savnok. Pouring a steady supply of jink to Kylie the Tout, he was finally supplied with a tome of dark on pacts and seals which would summon and bind this Savnok. With this first spark, he gathered more information on these vestiges and these soul binders as they were called, becoming one himself.

While Magnus knows that the entities he deals with are dangerous and mad, he provides them with the respect they deserve as any should to those with power, but does not bow or grovel.

Magnus’ Creed
-Forge your own virtue.
-Do not bend to the whim of the herd.
-Bow to no power or creature, save the Lady of Pain.
-Selflessness is the selfishness of others inflicted upon the individual.
-If you cannot laugh at yourself, I shall laugh for you.
-Reality is appearance, you cannot strip it away to find truth.
 
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Here's Saelya.

[SBLOCK]
Code:
Name: Saelya
Class: Rogue 5/Shadowmancer 5
Race: Halfling
Size: Small
Gender: Female
Alignment: CG
Deity: 

Str: 12 +1 (6p.)	Level: 5	XP: -
Dex: 18 +4 (10p.)	BAB: +3		HP: 5d6+10 [31 hp]
Con: 14 +2 (6p.)	Grapple: +0
Int: 16 +3 (10p.)	Speed: 20'
Wis: 8  -1 (0p.)	Init: +4
Cha: 16 +3 (8p.)	ACP: 0		ASF: 10%

		Base	Armor	Sheild	Dex	Size	Nat	Misc	Total
Armor:		10	4		4	1			19						
Touch: 15	Flatfooted: 15
Armor: Mithril Chainshirt

	Class	Abil.	Misc	Total
Fort	4	1	1	6
Ref	4	4	1	9
Will	4	-1	1	4

Weapon		Attack	Damage	Critical
Light Crossbow	+10	1d6+1	20/x2
Short Sword	+5	1d4+1	19-20/x2

Languages: 
Common
Halfling
Undercommon
Infernal
Fiendish
Terran


Abilities:
+2d6 SA
Evasion
Trapfinding [Trap Sense +1]

Darkvision 30 ft.
Eat 1 meal/week

Fundamentals [3/day each]:
Black Candle
Caul of Shadows
Sight Obscurred
Umbral Hand

Mysteries: [Per day: 2/2/2]
1st- Dusk and Dawn, Steel Shadows
2nd- Shadow Skin, Sight Eclipsed
3rd- Dancing Shadows

Feats:
Bonus [Shadow Cast]
Bonus Faction Feat [Sticky Fingers]
Skill Focus [Bluff]
Weapon Focus [Light Crossbow]

Skill Points: 
Skills			Ranks	Mod	Misc	Total
Bluff			8	3	3	14
Climb			0	1	2	3
Concentration		8	1		9
Diplomacy		8	3	4	15
Gather Information	8	3		11
Hide			8	4	4	16
Intimidate		5	3	2	10
Jump			0	1	2	3
Listen			3	-1	2	4
Move Silently		8	4	2	14
Search			8	3		11
Sense Motive		8	-1		7
Sleight of Hand		8	4	4	16
Tumble			8	4		12

Equipment:			Cost    	Weight  Armor/Shield Bonus
Rod of Extension, Least		3,000gp		3 lb.
Mithril Chainshirt		1,100gp		6.25 lb.
+1 Precise Light Crossbow	8,335gp		2 lb.

Backpack		2gp	1 lb.
Caltrops (2)		2gp	4 lb.
Flint and Steel		1gp	-
Belt Pouch (2)		2gp	1 lb.
Sack			1sp	1/2 lb.
Waterskin (4)		4gp	8 lb.
Trail Rations (10 days)	5gp	5 lb.

Total Weight: 29.75 lb.     Money: 538gp 9sp

		Lgt	Med	Hvy	Lift	Push
Max Weight:	32.25	64.5	97.5	97.5	487.5

Age: 32
Height: 5'11"
Weight: 146lb
Eyes: Tan
Hair: Brown
Skin: White

[SBLOCK=Background]
Saelya was raised in the city of Sigil, the adopted daughter of a mean couple. Her life in the beginning was pretty miserable. She was unneeded/unwanted as a small child and her "parents" kept her locked up in a small closet while they worked on running the tavern they owned. It was in this closet that she learned to embrace the darkness and within it, she learned that darkness wasn't simply the absense of light, but was a substance able to be manipulated.

Only when she was considered old enough to work was she let out of the closet. Even then, her life was little better than the closet. She was forced to do whatever was needed for the tavern. Most often this included wenching, but most often, it consisted of her doing odd chores, delivering to people and dealing with customers. She learned to talk what she wanted out of people, making her life easier.

Had she been treated better by those who called themselves her parents, her life might not have been too bad, but her parents treated her horribly. Eventually, she learned to escape their notice. Using the shadows, she began to hide from them and to lie to them in an attempt to make her life a little more pleasant. Her quick tongue kept her from many chores and when it was claimed that she hadn't gone through with them, she simply lied and said that the fault was not her own and laid with the other party. Her 'parents' believed her surprisingly easily.

Her life actually became comfortable, but she was tired of part of her being tied to these people she didn't like and this job she knew so little about because of her constant absenses. Determined to change what had occurred to her, taking everything she had learned and practiced, she set out on her own, making her own destiny. She eventually learned of the Fated, a group with similar ideals to her. She joined this group happily, but was never content. Saelya is determined to do everything it takes to find whatever it is that will make her life enjoyable.

She has traveled to the Prime Material Plane in an attempt to take a break from all the strangeness in Sigil. She was told of a Portal that led back and forth from the Material Plane to Sigil and that to go to the Material Plane, she must hold a knucklebone in her hand and walk backwards. To reenter the Portal requires the same knucklebone and to walk forward into it. The portal led to a small town and she has encountered a group of adventurers almost within minutes of entering the PMP, of which she almost forced herself to join because she would not accept 'no' as an answer.[/SBLOCK]

[SBLOCK=Appearance]Saelya has raven black hair that almost seem to disappear when she is standing in a somewhat darkened area. Her almost seems to become part of the shadow. Her eyes are a startling brilliant orange. The ways she walks almost seems to radiate stealth and quickness, a habit she has learned only fairly recently.[/SBLOCK]

[SBLOCK=Personality]Saelya has a friendly, yet take charge kind of attitude. She isn't afraid of grabbing something by the tail and shaking it, unless that something completely dwarfs her. Although small in stature, her presence is great enough that those who might ordinarily not notice of her pause and glance in her way as the feel something about her.[/SBLOCK]
[/SBLOCK]
 
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"Master" Ronthias

[SBLOCK]
Male Zenythri Monk5 and Cleric 5 (gestalt)
LG Medium Outsider
Init +4; Senses Listen +4, Spot +4, Darkvision 60 ft.
Languages Common, Celestial, Aquan
________________________________________________
AC 21 [+4 dex, +4 wis, +1 class, +2 natural], touch 19, flat-footed 17
Hp 29 (5d8+5 HD)
Fort +5 [base 4, con 1], Ref +8 [base 4, dex 4], Will +8 [base 4, wis 4]
__________________________________________________ _
Speed 40 ft. (8 squares)
Melee unarmed +8 (1d8+1/20) [BAB 3, dex 4, focus 1] or
Melee unarmed +7/+7 (1d8+1/20) flurry of blows or
Melee kama-de +4 (1d8+1/20) [BAB 3, str 1] or
Melee quarterstaff +4 (1d6+1/20) [BAB 3, str 1]
Ranged shuriken +7 (1+1) [BAB 3, dex 4]
Base Atk +3; Grp +4 [BAB 3, str 1]
Special Attacks Cipher Trance (1/day; 7 rounds, +4 Dex), Combat Expertise, ki strike, Evasion, Improved Trip
Combat Gear potion of bull's strength, wand of cure light wounds
Spell-like abilities
1/day- true strike (CL5)
__________________________________________________ _____________________
Abilities Str 12 [4 points], Dex 18 [8 points, +2 racial, +1 level], Con 12 [4 points], Int 14 [6 points], Wis 18 [10 points, +2 racial], Cha 10 [4 points, -2 racial]
SQ electricity, fire, and sonic resistance 5; +2 on saves versus enchantment; immunity to all nonmagical diseases
Feats Cipher Trance(b)*, Weapon Finesse, Skill Focus: Bluff, Weapon Focus: Unarmed, Improved Trip. Combat Expertise
Skills Balance +12 (4 ranks, +4 Dex, +2 racial, +2 synergy); Bluff +12 (8 ranks, +1 Cha, +3 feat); Climb +5 (4 ranks, +1 Str); Concentration +9 (8 ranks, +1 Con); Diplomacy +5 (+1 Cha, +4 synergy); Jump +9 (6 ranks, +1 Str, +2 synergy); Listen +4 (+4 Wis); Profession: Teacher +8 (4 ranks, +4 Wis); Sense Motive +10 (6 ranks, +4 Wis); Spot +4 (+4 Wis); Tumble +14 (8 ranks, +4 Dex, +2 synergy)
Possessions Combat gear plus gnarled old quarterstaff (cost -, weight 4); kama-de (larger than kama, one-handed weapon) (cost 2, weight 2); ten black shuriken, 'dishonor' (cost 2, weight 1); ten white shuriken, 'purity' (cost 2, weight 1); old, yet well-kept robes (cost 5, weight 2); ring of sustenance, 'oroboros ring' (cost 2500, weight -); amulet of natural armor +2, 'skin of iron' (cost 8000, weight 1)
__________________________________________________ _____________________
Spellcasting (Ronthias is a spontaneous divine caster)
0th level spells per day: 5
0th level spells known: create water, cure minor wounds, detect magic, guidance, resistance, virtue
1st level spells per day: 5
1st level spells known: magic weapon, protection from chaos, axiomatic water, cure light wounds, divine favor, shield of faith
2nd level spells per day: 4
2nd level spells known: calm emotions, spiritual weapon, cure moderate wounds, zone of truth
3rd level spells per day: 3
3rd level spells known: magic circle against chaos, magic vestment
[/SBLOCK]

Special notes:[SBLOCK]
+2 racial bonus on Balance checks and on Survival checks made to intuit direction
Bonus class skill: Bluff (passive way)
Unarmed Strike (Ex): 1d8 damage, can be lethal or nonlethal
Slow Fall (Ex): falls considered 20 feet less than they actually are
Lore (Ex): similar to bardic knowledge, check +7
Domains: War (bonus feat: Weapon Focus), Law (+1 to CL when casting [Law] spells)[/SBLOCK]

Background, history, and other notes:[SBLOCK]
Appearance: Ronthias is an elderly-looking Zenythri with light purple skin that has taken on a slightly metallic sheen. His eyes look like pupilless orbs of silver, while his long moustache and beard seem to be weaved from threads of pure mithril. He walks hunched over, leaning on a staff, though his appearance of decrepitude is deceptive--he is quite hale and hearty. Although his beard and moustache are of the finest quality, Ronthias is otherwise completely bald.

History: For many, many years, those few who wished to achieve mastery of the passive way would seek out Master Ronthias at his Seventh Circle dojo, hidden somewhere in the vast metropolis of Sigil. And if they found him, he might just judge them worthy enough to become his students. Many were turned away. Ronthias was very highly selective, and his bias against chaos often influenced his decisions about which students to accept and which to reject. He refused, for the most part, to tutor members of the 'chaotic' races: tieflings, chanods, bariurs, and most primes.

During the time that the dojo was still young, Ronthias rudely rejected a girl named Indole, a skilled but severely undisciplined chanod. She vowed her revenge. Indole fled to mad Limbo, where she spent thirteen times thirteen years training in the midst of pure chaos. When she returned, she had mastered the unique martial art of 'Limbo Style', which she used to utterly defeat and humilate Ronthias in front of his students. Disgraced, The Master had no choice but to close down his dojo.

Ronthias realizes now that his outlook was too limited, and that he had failed to truly master his style. He wanders the far planes humbly seeking to regain the wisdom he foolishly thought he had. Recently, he has heard legends of Xitomat, the Washed Monk, an incredible master who supposedly created all the martial arts styles known to mortals.

Personality: Ronthias was already wise and insightful. His defeat taught him humility. These days, he is not nearly as smugly superior as most Zenythri are. He is finally beginning to take the teachings of his school to heart, becomeing more of a passive observer. At times, he believes he can catch a glimpse of an underlying order beneath even the most chaotic-seeming acts and events. He is willing to tolerate even the most chaotic of individuals, and tries to look upon them in a spirt of understanding.

Ronthias sees himself as a teacher, first and foremost. He constantly strives to teach all those around him, even his opponents. He understands that the only way to improve a student is to push them to the limit of their abilities. Thus, his training and teachings are often brutally harsh, peppered with impossible-to-answer koans and riddles.[/SBLOCK]
 
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Aki the Unchained

Now using http://invisiblecastle.com/find.py?id=471224 for HP Oops, Scouts get d8. I'll take the average, given my poor d8 roll. And I'm giving a +2 for CON from levels 1-3, +3 for 4 and 5.

I'll edit in the saves and special abilities, I don't have my books with me here at work.

There is still 5027 GP to be accounted for...

Code:
[B]STR: [/B] 14  [B]BAB:[/B] +3  [B]Initiative:[/B] +5
[B]DEX:[/B] 18  [B]HP:[/B] 38  [B]FORT:[/B] 5  [B]REF:[/B] 8  [B]WILL:[/B] 3
[B]CON:[/B] 16 (incl. +1 level bonus)
[B]INT:[/B] 10
[B]WIS:[/B] 14
[B]CHA:[/B] 10

[B][U]Feats[/U][/B]
Tactile Trapsmith
Slippery (bonus faction feat)
Iron Will
Quick Draw (bonus Scout feat)

[B][U]Skills[/U][/B]
Sleight of Hand: 9 (5 Ranks + 4 Dex)
Tumble: 14 (8 Ranks + 4 Dex + 2 Misc)
Jump: 14 (5 Ranks + 2 Str + 7 Misc)
Spot: 12 (8 Ranks + 2 Wis +2 Misc)
Search: 14 (8 Ranks + 4 Dex + 2 Misc)
Disable Device: 12 (8 Ranks + 4 Dex)
Survival: 7 (5 Ranks + 2 Wis)
Balance: 6 (4 Dex + 2 Misc)
Hide: 12 (8 Ranks + 4 Dex)
Move Silently: 12 (8 Ranks + 4 Dex)
Speak Common (1 Rank)

Languages: Slaad; Neraph; Common

Special Abilities
Dark Vision 60 Ft
+2 Natural AC
+5 to Jump checks, +2 to Spot and Search
Disruptive Attack (from PHB2) -- can sacrifice Sneak Attack damage to subtract 5 from target's AC for 1 round; works against creatures immune to Sneak Attacks.
Sneak Attack +2d6
Trapfinding, Trap Sense +2
Fast Movement +10'
Trackless Step
Battle Fortitude -- +1 to Initiative and Fortitude
Uncanny Dodge
Evasion
Skirmish -- +2d6, +1 AC when he moves 10' or more before making an attack
Neraph Camouflage -- when charging or using a thrown weapon, Aki's target is denied his DEX bonus and considered flat-footed for Sneak Attacks, etc. This is usable once per opponent per encounter.

Gear
Mithral Breastplate -- AC +5, Max Dex 5, AC Penalty -1; 15 lbs; 4200 GP.
Mwk Throwing Axe +1 -- d6+3 dmg, +5 melee, +7 thrown, 10 ft. range; 2 lbs, 2308 GP.
Mwk Buckler +1 -- AC +2, AC Penalty 0; 5 lbs, 1315 GP.
Mwk Longspoon Thieves Tools -- can open locks, probe traps, etc. from 5 feet away and to the side; adds 2 rounds to any such checks; 150 GP.

Background [sblock]
The tumult of Limbo roiled around him, a neverending storm of chaos that would only grow worse as he moved from his clan's home.

His former clan, he reminded himself. His former life.

No matter. It wasn't the life for him -- a life of naught but subsistence, of the unending monotony of struggling to survive in this anarchic wasteland. He knew there was more to be had, and more worlds to explore. He had seen glimpses of them in his brief travels away from the clan. The travels that had cost him his home.

He shrugged his pack onto his knobby red shoulders and headed into the madness.

----

Aki the Unchained never quite fit in with the other Neraphim. While his fellows would try to suppress their chaotic nature to survive in Limbo, Aki was more of a loner and a free-thinker. He made excellent contributions to his clan as a hunter, but he had an unorthodox style that made the other hunters uncomfortable.

(Rogue/Scout vs. Ranger, the Neraphim's favoured class.)

Eventually the personality clash grew too much, and he was exiled from his clan. Normally a devastating turn of events, Aki took it in stride -- he had met a few extraplanar travellers in his time, and the thought of travelling from his home plane fascinated him.

Since then, he has been travelling and adventuring, and he's recently fallen in with a band that seems much more suited to his temperament than his extended family ever was.[/SBLOCK]

Relationships
[SBLOCK]
As an Indep (a "member" of the Free League), Aki has little interest in the goings-on of other factions and groups. He's had some run-ins with the Sodkillers -- really, who hasn't? -- and some dealings with the Xaositects... at least, he thinks that's what they were... For the most part, he plies his services as a scout, guard, and adventurer to those who can pay his fee. He doesn't work with those whom he finds morally reprehensible (see the Sodkillers above) but everyone else is welcome to hire him on.

Outside of Sigil, he doesn't keep in touch with his clan; he couldn't even if he wanted to. He's crossed paths with a few different groups of planar travellers over the years, and has found that he enjoys spending time in the Outlands and Prime Material Plane. Occasional homesickness will drag him back to Limbo, but those journeys are always short and usually regrettable.[/SBLOCK]

Appearance [SBLOCK]
Aki looks like a humanoid red toad, standing slightly over six feet tall. Some people are made uncomfortable by the slight resemblance he bears to the Slaadi of his home plane.[/SBLOCK]

Personality
[SBLOCK]
Aki is a free spirit, friendly and with a loud, ribbit-like laugh. He values his freedom highly, and that of other people as well. He is slow to anger, but when he does his rage is all the more shocking because of this.
[/SBLOCK]
 
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Name: Mei-Ying
Race: Human
Class: Favored Soul 5 / Sorc 5
Alignment: Lawful Good
Exp:

[sblock=Description]: Mei-Ying is a tall, stately woman of slim build and asiatic features. She is dressed in an opalescent silk robe of fine make that obscures her form save for her head...which is bald and adorned only with a magnificent jeweled circlet that comes to three peaks and sits high on her head. A fingernail sized green stone, jade or emerald perhaps, is affixed to her forehead, just above her eyeline. Her fingernails are long and curved, and laquered in brightly colored patterns, with several ornamental rings. Her skin is usually pale, nearly white...though this is a minor magical affectation. Her natural skin tone is a perfectly normal flesh color. Her eyes are dark, but often shimmer green when she casts spells.[/sblock]

Str 9 -1 1
Dex 14 +2 6
Con 14 +2 6
Int 12 +1 4
Wis 16 +3 10
CHa 18 +4 13

HP 41/41
BAB +3
Melee +2
Ranged +5
Grapple +2
Init +2
Move: 30'
AC 13 (10 +2 dex +1 natural)

Will +9
Reflex +8
Fort +8

Race Abilities
Bonus Feat
Bonus skill points

Class Abilities
Summon Familiar
-
Deity Weapon Focus: Staff
Energy Resistance: Fire 10

Feats
1 Spell Focus: Conjuration
1 Eschew Materials
2 Harness Divinity
3 Extend Spell

Skills (16+16)
Concentration +10 (8 ranks +2 Con)
Knowledge Arcana +6 (5 ranks +1 Int)
Diplomacy +15 (8 ranks +5 Cha +2 synergy)
Sense Motive +11 (8 ranks +3 Wis)
Spellcraft +6 (3 ranks +1 Int +2 synergy)

Sorceror Spell Slots (base DC = 14)
0 6/6, 1 - 8/8, 2 - 5/5

Known
0 Detect Magic, Mage Hand, Light, Disrupt Undead, Message, Prestidigitation
1 Shield, Magic Missile, Identify, Mage Armor
2 Scorching Ray, Glitterdust

Favored Soul Spell Slots (base DC = 13)
0 6/6, 1 - 8/8, 2 - 5/5

Known
0 Create Water, Cure Minor Wounds, Guidence, Mending, Read Magic, Purify Food/Drink
1 Cure Light Wounds, Divine Favor, Protection from Evil, Shield of Faith, Bless
2 Resist Energy, Lesser Restoration, Spiritual Weapon

Equipment
Money: 100gp

Weapon:
MW Quarterstaff 1d6, +3 to hit, 600gp

Armor:
Noble's outfit, 75gp (+125gp jewelry)

Mundane Gear:
Pending

Magic
Circlet of Charisma +2, 4000
Cloak of Resistance +2, 4000
Amulet of Natural Armor +1, 2000
Handy Haversack, 2000

Ogami - Familiar, 100gp
-------------------
HAWK
Tiny Magical Beast (Augmented Animal)
Hit Dice: Special (5HD) 20/20
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/–10
Attack: Talons +8 melee (1d4–2)
Full Attack: Talons +8 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, alertness, improved evasion, share spells, empathic link,
deliver touch spells, speak with master
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 6, Dex 17, Con 10, Int 8, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB

[sblock=Background & Contacts]

Mei Ying is a young human, born on Arcadia and raised by the parents of her father; a stern and very traditional couple living in a small fishing village outside the jade walls of the fabulous, plane-spanning Imperial City - the seat of the Jade Emperor's throne and center of the Celestial Bureaucracy. As a youth, her days were filled with chores and toil, and lectures about keeping to her place. Questions about her parents were deflected. They were not among the living, and that was that. When she began to manifest her magic, the lectures redoubled. Your place is here, they said, you must not reach above your station; your lot in life. Save your wishes for your next life, and if you are faithful and true to your destiny now, you will advance on the Great Wheel next time. They told her of her parents then, to illustrate. Her mother had been a minor goddess of fortune; now stripped of her power and made a mere Immortal for daring to love a mortal man; an adventurer who courted her. He had been their son...now dead, and they blamed that ill-fated dalliance for it.

Mei-Ying's imagination was fired by the tale though, and while she continued to present the face of submission, in secret she practiced her powers and wondered if they came to her from the divine blood that beat in her heart.

Then, one day, the gates of the Imperial City opened, and a great mass of soldiers marched forth from inside, in full armor and painted masks. Villagers huddled in their huts until they'd gone by. No one knew why or what had happened...but Mei Ying would later count this day as the one marking the beginning of the Faction War. However, the war would not touch her, or her village, for some time yet.

Mei Ying was sixteen when the strangers came. Ragged, many wounded, they were refugees from some far off conflict, begging for food and shelter. They spoke of strange thing, exciting things. Philosophical groups erupting into mutual violence in distant worlds beyond the ordered perfection of Arcadia. A great city turning like a wheel suspended in the air over a mountain of infinite size. The planes themselves ablaze with a colossal war that rivaled the Blood War, in ferocity if not in duration. Mei-Ying's house took in one of the refugees, and though her grandparents were vigilant there were times when she and he could speak alone. It was not war stories that he spoke of, but rather of himself...his beliefs and the others that shared them. The multiverse, he explained, was defined by belief. Any thinking being had the potential to reshape reality by act of will...in theory. In practice, it was difficult to cast off the shackles of one's senses, and come to terms with the true divine self; the seed of godhood that waited in everyone. His words found purchase in Mei Ying, who had more reason than most to believe such about herself. She healed him, to show him what she meant. The power came not from worshipping a god, she explained, but from somewhere inside her. The refugee became most excited at this, and asked if he could introduce her to some others he knew. His name was Goran Able, and he was formerly of the Godsmen; now of the Mind's Eye.

The next morning, Mei Ying defied her grandparents openly for the first time. There was very little raising of voices though. They repeated their warnings, repeated the dire tale of her parents. Mei Ying pointed out that it was as great a sin to reach too low; to ignore the potential of her destiny out of fear, as it would be to overreach herself. In the end, only she could know her place, and could only find out by experimenting, and finding where the multiverse had put her. She believed that her place was in the Imperial City...where no mortal could set foot unless dead (and thus no longer mortal). She believed magic was but the first steps along a path she could follow to Immortality, and perhaps to divinity.

In the end she left, learning from Goran the basics of the Mind's Eye. He brought her to the new Factol, for approval. When Mei Ying demonstrated her abilities, and spoke of her lineage, she was accepted into the faction's ranks. She studied there for nearly two years before deciding that she was ready to seek her fate among the Planes. After research, and consulting with other, high ranking factotums, Mei Ying had decided how to proceed. She would defeat magical beings, and distill their essences...then consume them. Their power would add to her own, and expand her abilities. In time, she believed, a point of critical mass would be achieved, and her divine nature would find fuel enough to manifest directly. Thus she earned the nickname, 'Magic Eater.'

Current Contacts:
Goran - Her initial introduction to the Mind's Eye, she and Goran remain friends and often enjoy verbal sparring over minor points of disagreement.

Factotum Ungol - An ogre mage member of the Mind's Eye that she made friends with during her time there. Ungol dresses in rather nice, almost foppish garb, and wears a pair of thin-rimmed spectacles that bely his physical and magical power, as does his cultured manners and mode of speaking.

Nira Keegan - A rival at the Mind's Eye, who has long held Mei Ying's divine parentage against her, stating that it's 'the easy way out.' Crediting Mei's successes to her bloodline, and missing no opportunity to mock her failures, Nira and Mei have not yet actually come to blows...but it has been close at times.

Yukio Kawansara - Mei Ying's best friend from the village in Arcadia. Yukio is the only one outside of Mei Ying's grandparents who knows of Mei's powers or her parentage. Anytime Mei learned a new spell, she would show it to Yukio in secret. By the time Mei Ying left the village, she and Yukio had grown apart somewhat, but were still close enough for tearful farewells.

Kuro and Chiya Hin - Mei Ying's grandparents in the Arcadian village of Shu-Ya. They are her presumed-dead father's parents, still blaming her Immortal mother's love affair for the death of their son (it is thought he sought out a fight he could not win, so he could enter the Imperial City as a soul to be reunited with her when she was forbidden to leave again after being demoted).[/sblock]
 

Into the Woods

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