[Planescape] Squaring the Circle Redux - Characters

Sephiroth no Miko

First Post
Character Gallery

Here be the thread on the Squaring the Circle Redux characters. I thought about having a big 'ol fancy-schmancy character template for y'all to follow but in the end, I figured it really didn't matter to me as long it showed enough math to satisfy my inner modron (which, I'll admit, is a right anal little bugger), and has a personality and description section. Don't forget to assign a home plane for your character!

Links: In Character | Out of Character | Image Gallery | Halfling Hound Master
 
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Thanee

First Post
Zoe Windwalker

Zoe Windwalker
Female Human Favored Soul of Shaundakul 12th level (XP 66,008)
CN (tendency towards CG)

medium-sized, 5'6", 124 lb., 24 yrs old
blonde hair, blue eyes, fair skin

Home Plane: Toril

Str 14 +2
Dex 12(14) +2
Con 14(18) +4
Int 14 +2
Wis 12(14) +2
Cha 17(19) +4

HP 104
AC 24[28] (+2 Dex, +8 Armor, +4 Magic Vestment, [+4 Shield of Faith])

Speed 30 ft. (20 ft. with Full Plate)
Initiative +2

Full Attack +16/+11 (+4 Holy Greatsword, 2d6[+2d6]+9, 19-20/x2)
Divine Power +22/+17/+12 (+4 Holy Greatsword, 2d6[+2d6]+13, 19-20/x2)
Righteous Might +19/+14 (+4 Holy Greatsword, 3d6[+2d6]+15, 19-20/x2)
DP + RM +25/+20/+15 (+4 Holy Greatsword, 3d6[+2d6]+19, 19-20/x2)

Fortitude +12 (+18 with Superior Resistance)
Reflex +10 (+16 with Superior Resistance)
Will +10 (+16 with Superior Resistance)

Skills: Concentration +19(15), Diplomacy +21(15), Heal +5(3), Knowledge (nature) +5(3cc), Knowledge (the planes) +5(3cc), Sense Motive +17(15), Spellcraft +17(15). Speaks Common, Giant and Celestial.

Feats: Power Attack, Combat Reflexes, Combat Expertise, Improved Trip, Extend Spell, Craft Wondrous Item.

Class Abilities: Weapon Proficiency (greatsword), Weapon Focus (greatsword), Weapon Specialization (greatsword), Energy Resistance (cold 10), Energy Resistance (electricity 10).

Spells per Day: (6/7/7/7/7/5/3)
0th - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic;
1st - Comprehend Languages, Divine Favor, Obscuring Mist, Protection from Evil, Shield of Faith, Resurgance [CD];
2nd - Aid, Bull's Strength, Make Whole, Remove Paralysis, Resist Energy, Silence;
3rd - Dispel Magic, Magic Vestment, Stone Shape, Vigor [CD], Attune Form [PLH], Blindsight [SS];
4th - Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon, Restoration;
5th - Righteous Might*, Spell Resistance, Wall of Stone, Superior Resistance [SS];
6th - Heal, Wind Walk, Planar Exchange [PLH].

* Full size changes (Str +8, Dex -2, Con +4, Natural Armor +2, AC/Attack -1) and DR as per the errata (3/6/9).

Equipment:
Head: Headband of Wisdom +2
Eyes: --
Neck: Necklace of Adaptation
Torso: --
Body: Mithril Full Plate
Waist: Belt of Health +4
Shoulders: Travel Cloak
Wrists: Bracelets of Charisma +2
Hands: Gloves of Dexterity +2
Finger: Ring of Sustenance
Finger: --
Feet: Boots of Speed

Other Equipment: +1 Holy Spellblade (Greater Dispel Magic) Greatsword, Heward's Handy Haversack, Hat of Disguise, Strand of Prayer Beads (Bead of Karma), Traveler's Outfit, Bedroll, Winter Blanket, Scroll Case (2), Belt Pouch (2), Silk Rope 100', Sack (4), Waterskin, Silver Holy Symbol of Shaundakul (2), Diamond Dust (1000 gp), Fur Bits from Rockhorn the Reborn; 54 gp (Zoe owes Blade 100 gp).

Appearance: Zoe is an attractive young woman of average height, with an athletic and well-trained body. Her long blonde hair is worn open and her blue eyes fit nicely into her pretty face. Zoe is dressed in comfortable clothing of dark color, suitable for travel, unless she has donned her silvery full plate armor, when expecting danger. She also wears some silver jewelry and a wide cloak. Her holy symbol is a silver badge worn on the back of her black leather gloves and her massive greatsword rests in a scabbard slung over Zoe's shoulder. The sword itself is a magnificient sight, a black haft and blade, with a curved silver edge on both sides, running concave in the bottom half of the blade, etched with holy runes, that give off a dim light, when the sword is drawn.

Personality: With a desire to travel and explore, Zoe simply cannot sit still. When she doesn't have a specific goal, she often wanders into whatever direction the wind carries her at that time. She is kind and helpful towards others and aids those in need. She dislikes oppression and will do whatever she can to grant freedom to the oppressed. Zoe doesn't like rules and regulations, she is an individual and has her own head, she doesn't need others to think for her.

Background: Zoe Windwalker had a quite unusual childhood. Her pregnant mother had been left badly wounded after a bandit's raid of the small village in Cormyr, where she was living, but she managed to escape to the nearby Storm Horn mountains, and there she was found by a pair of cloud giants. She died upon giving birth to her daughter, even though the giants tried, they couldn't help her. Zoe was then raised by the giants, as they didn't know where she came from or if there were any relatives of hers left, and they were responsible for the child in a way. She always felt out of place with her small size, but she also admired the giants for their tremendous strength. She had other talents, however, she was always good with words and her presence enabled the giants to live in peace, where otherwise a simple misunderstanding with human travelers could have caused great grief. Zoe also had an insatiable urge to explore the surroundings. She often made short trips through the mountain range or the nearby regions. There Zoe also made contact with nearby farmers or villagers, which was good, since she had other humans to talk to that way. Her desire to travel grew over time and she wanted to see more and more distant places. With 16 she finally headed out and left the giants for good. Zoe was grateful for what they had done for her, but they all knew that she couldn't stay with them forever.

It was only shortly thereafter when Zoe started to discover her magical talents, when on the 15th day of Tarsakh, during spring, she woke up and found herself drifting in the air. For some reason, she was in a cloud-like state and got carried away with the wind until many hours later, she dropped to the ground, transformed back to her very self. But she was not alone there. A cleric of Shaundakul named Horatius Drifter was with her. He could explain to her what had been happening. It was Windride, the annual holy day of the Rider of the Winds, where Shaundakul causes all his clerics to assume the cloud-like form, Zoe had experienced, from dawn til dusk. After the first shock was gone, Zoe was quite intrigued by what had been happening to her. The Windride had brought her to a whole new place, where she had never been before. Together with Horatius, she also discovered about her unique talent and that while she was not a cleric of Shaundakul, she had been chosen to be imbued with his power upon birth. This was also where her irresistible urge to travel came from. Years of learning and adventuring followed, where Zoe's power grew constantly. She quickly learned to wield the greatsword, Shaundakul's favored weapon, which she seemed immediately familiar with.

At some point the two and a few other adventurers, with whom they were traveling at that time, headed for Myth Drannor, deep within the ancient elven forest of Cormanthor, to visit an ancient shrine of Shaundakul. But they found only death and sorrow. After a clash with a band of drow, they had to retreat below the surface where even greater horrors awaited them. Their companions died there and the two would have died as well, if they had not fled through a portal, which they had discovered earlier. Struck with a mortal wound, however, Horatius didn't make it very far. Zoe kept his sword, a beautiful and powerful blade, for her own protection as he had instructed her and then buried the old friend together with his other belongings. Then she started to explore this new place where she had ended up, and after a few weeks she finally managed to arrive in Sigil.
 
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Old Fezziwig

What this book presupposes is -- maybe he didn't?
Vladimir Kronenheim
Male Dwarf Pal5/Nec7; Size M; HD 5d10+15 plus 7d4+21; hp 85; Init +2 (+2 Dex); Spd. 20 ft.; AC 18 (+2 Dex, +4 ring of protection, +2 amulet of natural armor), 22 mage armor, 26 mage armor and shield, 12 touch, 16 flat-footed; BAB +8/+3; Grp +7; Atk +11 melee (+1 spiked chain, evil outsider bane, 2d4/x2, or +1 ghost touch rapier, 1d6/18-20/x2), +10 ranged; Full Atk +11/+6 melee (+1 spiked chain, evil outsider bane, 2d4/x2, or +1 ghost touch rapier, 1d6/18-20/x2); SA smite evil 2/day, turn undead; SQ paladin abilities, dwarf abilities; AL LG; SV Fort +13 (+3 Con, +2 Cha, Dustman's cloak of resistance +2), Ref +9 (+2 Dex, +2 Cha, Dustman's cloak of resistance +2), Will +11 (+1 Wis, +2 Cha, Dustman's cloak of resistance +2); Str 8, Dex 14 (gloves of dexterity +2), Con 16, Int 20 (15 at 1st, 16 at 4th, 17 at 8th, 18 at 12th, headband of intellect +2), Wis 12, Cha 14.

Skills, Feats, Languages
Concentration +18 (+3 Con, 15 ranks), Craft/Armorer +10 (+5 Int, 5 ranks; synergy: +2 Appraise on armor), Craft/Weaponsmith +19 (+5 Int, 14 ranks; synergy: +2 Appraise on weapons), Heal +6 (+1 Wis, 5 ranks), Knowledge/Religion +9 (+5 Int, 4 ranks), Knowledge/Planes +10 (+5 Int, 4 ranks), Profession/Enbalmer +8 (+1 Wis, 7 ranks), Spellcraft +18 (+5 Int, 13 ranks); Exotic Weapon Proficiency/Spiked Chain (1st), Weapon Finesse (3rd), Spell Focus/Necromancy (6th), Scribe Scroll (6th/Wiz1), Combat Casting (9th), Craft Magic Arms & Armor (10th/Wiz5), Improved Familiar (12th), Alertness (12th/Familiar); Common, Dwarf, Giant, Terran.

Dwarf Abilities
+2 Con, -2 Cha, base speed 20 ft., darkvision 60 ft., stonecunning, weapon familiarity (dwarven waraxe, urgrosh), stability (+4 to resist bullrush, trip), +2 racial bonus to saves against poison, +2 racial bonus to saves against spells and spell-like effects, +1 racial bonus to attacks against goblinoids and orcs, +4 dodge bonus to AC against giants, +2 racial bonus on Appraise checks regarding stone or metal, +2 racial bonus to Craft checks involving stone or metal.

Paladin Abilities
Aura of good, detect evil (at will), smite evil 2/day, divine grace (+2 Cha bonus to saves), lay on hands (10 hp/day), aura of courage, divine health, turn undead as Clr2 (+2 synergy bonus from Knowledge/Religion), special mount, divine spells.

Necromancer Abilities
Arcane spells, familiar: Hrothgeat (Earth Mephit, stats below), opposition schools: Enchantment, Illusion, +1 Necromancy spell/day, +2 Spellcraft to learn Necromancy spells.

Paladin spells
1/0/0/0, Save DC 12
1st level: lesser restoration.

Necromancer spells Prepared (* = Necromancy)
4+1/6+1/4+1/3+1/2+1 (Bonus 0/2/1/1/1/1/0/0/0/0)
Save DC 15+spell level or 16+spell level for Necromancy
0-level: arcane mark, disrupt undead*, light, ray of frost, touch of fatigue*
1st level: chill touch*, mage armor, magic weapon, obscuring mist, shield, ray of enfeeblement*
2nd level: command undead*, ghoul touch*, spectral hand*, summon monster II
3rd level: dispel magic, gaseous form, slow, vampiric touch*
4th level: enervation*, polymorph

Spellbook
Ruby Book of Wee Jas** (96 pages used/1,000 pages)
0 level (17 pages): acid splash, arcane mark, dancing lights, detect poison, detect magic, disrupt undead, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st level (10 pages, 75 gp): burning hands, chill touch, detect undead, mage armor, magic missile, magic weapon, obscuring mist, ray of enfeeblement, shield, summon monster I
2nd level (22 pages, 1050 gp): blindness/deafness, cat’s grace, command undead, darkness, false life, ghoul touch, protection from arrows, scorching ray, spectral hand, summon monster II, summon swarm
3rd level (27 pages, 1875 gp): dispel magic, gaseous form, gentle repose, halt undead, haste, magic circle against evil, protection from energy, slow, vampiric touch
4th level (20 pages, 2100 gp): animate dead, contagion, enervation, polymorph, wall of ice

** It's a renamed version of Boccob's blessed book -- No mechanical differences. The amount of gp listed after the amount of pages used represents the amount of money spent on scrolls for scribing new spells into the book.

Equipment Slots
Head: headband of intellect +2
Eyes:
Neck: amulet of natural armor +2 (Holy Symbol of Wee Jas)
Torso:
Body: cleric’s vestments/Wee Jas
Waist:
Shoulders: Dustman's cloak of resistance +2***
Wrists:
Hands: gloves of dexterity +2
Finger: ring of protection +4
Finger: ring of sustenance
Feet:

*** Again, this is a descriptive difference, not a mechanical difference. He had his grey cloak enchanted.

Equipment
+1 spiked chain, evil outsider bane (crafted, 4109 gp, 320 xp), +1 ghost touch rapier (crafted, 4109 gp, 320 xp, 2275 gp for plane shift scroll), ring of protection +4 (32,000 gp), amulet of natural armor +2 (8000 gp), headband of intellect +2 (4000 gp), Dustman's cloak of resistance +2 (4000 gp), ring of sustenance (2500 gp), gloves of dexterity +2 (4000 gp), backpack [bedroll, 2 vials of ink, 40 sheets of paper, masterwork manacles, dustman’s robes (as monk’s robes), 4 potions of cure light wounds] (291.1 gp), cleric’s vestments/Wee Jas (worn, 5 gp), belt pouch [scroll cases (2), 3 scrolls of bless, 1 scroll of daylight] (477 gp), belt pouch [scroll of Mordenkainen's faithful hound, scroll of summon monster V, pearl of power, level 1] (5521 gp).

Money
None to speak of [kept in pouch].

XP
66,960 xp / 78,000 xp [Vlad takes a -20% penalty to XP as Pal5/Nec7].

Description
78 yrs. old, 4 ft. 4 inches, 179 lbs. Charcoal grey hair and beard, pale skin, grey-blue eyes. Wears grey robes and black clothing, without exception. An amulet with a stylized flaming skull on it hangs around his neck. He is otherwise unadorned, with even his weapons and jewelery taking on a dullish grey sheen.

Code
In as much as Vladimir could be considered to have an regimented system of beliefs, they exist as follows:
  • True death is the aim of all "life," as it was. Recklessness that may cause death is improper and foolish.
  • Helping out the less fortunate (giving food to the hungry, giving alms to the poor, protecting and championing the weak) is good -- it lets them come closer to achieving enlightenment and true death.
  • Magic, as a philosophical endeavor and pursuit, is the best ends towards the achievement of true death. Religion can be an aid, but is often a crutch.
His objection to chaos and evil largely stems from their undermining the order of things as they are and their prevalence in everyday life. He feels that his calling is not so much to do good for its own sake, as it is to maintain the grand plan of the multiverse, which is easiest to do by doing good.

Background
As a youth in his family's holds in Ysgard, Vladimir encountered a wandering priest of Wee Jas. The priest, fleeing from a fundamentalist sect of worshippers, sought solace with the Kronenheims for a few months. During this time, Vlad, fascinated by the visitor, spent all his spare time talking with him, asking him questions about the planes, about religion, about life. Finally, when the time came for the priest to move on, Vlad did, too, appointing himself as the priest's body-guard and protector. For ten years, the pair wandered the planes, staying just about anywhere they could gain refuge, bartering with fiends when necessary and then atoning with celestials afterwards. One day, in the Outlands near Pandemonium, their luck ran out, and an assassin mortally wounded the priest while Vlad slept. Before dying, the priest sent Vlad to Sigil, instructing him to meet with Lazaros Cairne, a powerful wizard that would be happy to continue Vlad's tutelage. In the end, Cairne turned out to be not one, but three men, operating under the same name, all three of them loosely affiliated with the Dustmen. It was during this time that Vlad joined the Dustmen, rising to an Initiate of the Fifth Circle. His passion for Wee Jas and his view of death as an extension of life's journey and a path to enlightenment hold him back in the organization, but Vlad is willing to compromise neither. [Insert adventures with party here] Recently, Vlad has taken some time off to craft some items and summon a familiar. He's still getting to know Hrothgeat, his earth mephit, but is generally happy with the result. [Insert most recent adventure here]

Hrothgeat
Small Outsider (Earth, Extraplanar); HD 7; hp 42; Init -1 (-1 Dex); Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16; BAB +3; Grp +2; Atk +7 melee (claw, 1d3+3); Full Atk +7/+7 (2 claws, 1d3+3); SA breath weapon (1/1d4 rounds, 15 foot cone of rock shards and pebbles, 1d8, Ref DC 13 for half), soften earth and stone (1/day, CL 6th), summon mephit (earth mephit, 25% chance of success); SQ change size (1/hour, as enlarge, CL 2), DR 5/magic, darkvision 60 ft., fast healing 2, improved evasion, speak with master, granted abilities; AL LG; SV Fort +4 (+1 Con), Ref +2 (-1 Dex), Will +3; Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15. Bluff +8, Diplomacy +4, Disguise +2 (+4 acting), Escape Artist +5, Hide +9, Intimidate +4, Listen +6 Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings); Power Attack, Toughness; Common Terran.
 
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Isida Kep'Tukari

Adventurer
Supporter
Blade Stopthrust
Female Spiker Fighter 12

Alignment: Lawful Good
Patron Deity: Heironeous
Home Plane: Acheron
Height: 5' 8''
Weight: 160lbs
Hair: Dark Bronze
Eyes: Deep Violet
Age: 42
XP: 68,000

Str: 16 (+3) [6 points, +2 Gauntlets]
Dex: 15 (+2) [8 points]
Con: 16 (+3) [6 points, +2 Amulet]
Int: 12 (+1) [4 points]
Wis: 13 (+1) [5 points]
Cha: 14 (+2) [3 points, +3 levels]

Class and Racial Abilities:
Extraplanar humanoid, 60 ft. darkvision, +1 natural armor, DR 2/bludgeoning, acid resistance 5, free Martial Weapon Proficiency with body spikes, natural spikes deal damage as per armor spikes. Bonus fighter feats, planar study, align puissance, aura of stability (for planar substitution levels at level 4, 8, and 12).

Hit Dice: 12d10 + 24
HP: 106
AC: 25 (+12 armor, +2 Dex, +1 natural)
Init: +2 (+2 Dex)
Speed: 30ft (20 ft. in armor)

Saves:
Fortitude +12 [+8 base, +3 Con, +1 from cloak]
Reflex +7 [+4 base, +2 Dex, +1 from cloak]
Will +6 [+4 base, +1 Wis, +1 from cloak] (+4 to Will save vs. enchantments)

+1 to all saves from spells and effects from chaotic creatures due to Axiomatic heritage.

BAB: +12/+7/+2
Grapple: +19 [+12 BAB, +3 Str, +4 Improved Grapple]
Melee Atk: +19 (1d8+9/x2/B, Silver Slayer, +2 ghost touch dire flail)
Full Melee Atk: +17/+12/+7/+16 (1d8+8/1d8+5/x2/B, Silver Slayer, +2 ghost touch/+1 dire flail)
Melee Atk: +15 (1d4+3/x2/B, spiked gauntlet)
Full Melee Atk: +15/+10/+5 (1d4+3/x2/B, spiked gauntlet)
Ranged Atk: +14 (1d4+3/19-20 x2/10 ft./P, dagger)

Skills:
Craft (weaponsmithing) +6 [5 ranks, +1 Int]
Craft (armorsmithing) +6 [5 ranks, +1 Int]
Diplomacy +4 [4cc ranks, +2 Cha]
Handle Animal +8 [6 ranks, +2 Cha]
Intimidate +13 [11 ranks, +2 Cha]
Knowledge (noble manners and courtesy) +3 [4cc ranks, +1 Int]
Listen +1 [0 ranks, +1 Wis]
Perform (dance) +4 [4cc ranks, +2 Cha]
Ride +8 [6 ranks, +2 Dex]
Spot +1 [0 ranks, +1 Wis]

Feats:
Axiomatic Heritage (1st level)
Exotic Weapon Proficiency (dire flail) (fighter bonus 1st level)
Two-Weapon Fighting (fighter bonus 2nd level)
Improved Unarmed Strike (3rd level)
Weapon Focus (dire flail) (6th level)
Improved Grapple (fighter bonus 6th level)
Greater Weapon Focus (dire flail) (9th level)
Weapon Specialization (dire flail) (fighter bonus 10th level)
Greater Weapon Specialization (dire flail) (12th level)

Languages: Common, Infernal

Equipment:

Wearing or carrying

Gauntlets of Ogre Power 4,005gp - These appear to be neatly spiked gauntlets made of thick and sturdy steel, studded with gold and bronze. Forged in Acheron

Amulet of Health +2 4,000gp - This amulet serves as a cloak clasp for Valor's Favor (her cloak of resistance), appearing as a winged bronze serpent with emerald eyes biting its own tail. Forged in Arcadia

Skin of Perfect Steel (mithral full plate +4 [ACP for Blade –5, Max Dex +2]) 26,650gp - Blade keeps this armor highly polished, almost mirror-like, to enhance its natural beauty. Forged in Ysgard

Silver Slayer (+2 ghost touch/+1 alchemical silver dire flail) 20,870gp - This dire flail seems to be carved of pure silver, as its shaft is highly polished steel, and the grips are wrapped in metallic leather (taken from an axiomatic bull). Forged in Acheron

Valor’s Favor (cloak of resistance +1, 1,000gp) - This cloak appears to be woven of slightly metallic bronze wool on the inside, and tightly woven and oiled silvery canvas on the outside. A symbol of Heironeous is stitched into the back with golden thread. Created in Ysgard

5 daggers 10gp - These fine steel daggers have smooth bronze pommel nuts, and their hilts are wrapped in bronze wire.

ring of elemental adaptation 24,000gp - This smooth bronze ring is studded with a diamond, an emerald, a sapphire, and a ruby at equal intervals. It is on Blade's left middle finger. Created in the Outlands

traveler’s outfit (free) - These well-worn traveling leathers have a vague metallic hue and sport multiple holes that have been ripped through and then stitched around to make allowances for Blade's unique body structure.

Belt pouch 1gp - Like her bag of holding, this is covered in chain mail.

Signet compass ring 2,500 gp - This silver ring has the image of a many-pointed compass on it, signifying Blade's desire to go anywhere to aid the cause of valor. She wears it on the middle finger of her right hand.
alg0275.gif
Forged in the Outlands

Bronze holy symbol of Heironeous 20gp

Bag of Holding (2,500gp)
~Axiomatic water (2 flasks) 100gp
~Bedroll 5sp
~Acid (5 flasks) 50gp
~Alchemist's fire (3 flasks) 60gp
~Waterskin 1gp
~50 ft. silk rope 10gp
~Alchemical Silver dagger 20gp
~Trail rations (20 days worth) 10gp
~Tent 10gp
~Flint and steel 1gp
~5 lbs soap and 2 towels 3gp
~2 sets of manacles 30gp
~2 average locks 80gp
~10 flasks of oil 1gp
~Hooded lantern 7gp
~Explorer’s outfit 10gp
~2 courtier’s outfits with jewelry 160gp
~Spade 2gp
~10 winter blankets 5gp
~MW Breastplate 350gp
~MW Leather armor 160gp
~Battleaxe 10gp
~Handaxe 6gp
~Warhammer 12 gp
~Kukri 8gp
~Ranseur 10gp
~Mighty +3 composite longbow 400gp
~60 arrows 3gp
~3 sacks 3sp
~MW weaponsmith’s tools 55gp
~MW armorsmith's tools 55gp

Money
207gp, 150sp, 70cp


Appearance: Blade presents a rather glittering appearance wherever she goes. With her metallic, spiked skin, mirror-bright mithral full plate and glimmering silver dire flail, she appears to be a living statue at times. Her dark bronze hair streams up and out of her helmet, flowing down it like a plume. Her dark violet eyes shine from within her helmet when her visor is down, and glitter like amethysts when exposed to light. At her side she carries a simple sack, covered in chainmail, and hanging from her belt by a short length of chain. At her neck hangs a bronze holy symbol of Heironeous. Over her back she wears a fine cloak of metallic wool and canvas, stitched with Heironeous' symbol on the back with gold thread, and fastened with an amulet of a winged serpent.

Personality: Blade is a great believer in valor, particularly that doing the right and true thing will be the best in the end. Rare is the time she would compromise on her principles, that that would only be in a situation of life and death. She follows a strict, personal code of honor guided by the principles of Heironeous, her patron deity.

· Come to the aid of those weaker than you
· Do not refused an honorable challenge
· Grant mercy to those who ask it
· Always accept hospitality offered in good faith
· Gives shelter and succor to those who ask for it; never deny hearth-right
· Always go fearlessly into battle, never retreat in cowardice
· Give alms to those less fortunate
· Your word must be as strong and unbreakable as adamantine, and your deed must follow it without question
· Always keep a clean and fashionable appearance
· Display perfect courtesy to others

Background: Blade grew up on the rigidly regimented, war-like plane of Acheron, where she was drilled in the arts of war from a young age. While she grew skilled in the mastery of many weapons, including her own favorite dire flail, she felt a lack somehow in her own family’s mercenary dealings that were typical of those that resided on Acheron. It was not until a paladin of Heironeous, stranded in their plane by a teleportation mishap, came to her family’s camp, that she began to understand what she was missing.

As one of the youngest members, she was put to tending to the paladin, as he had gold to pay her family for his care (for that was how things were done on Acheron). He spoke to the curious young spiker woman of all his adventures outside the planes, and of his own calling. A light seemed to blossom within Blade’s chest; this was what she was seeking! Law and order seemed to be hollow without goodness, righteousness, and valor to back them up and give them purpose. With careful determination, she agreed to serve the paladin as a squire so that he could buy her from her family and take her from Acheron.

The bargain struck, Blade left Acheron for the first time in her life. Under the tutelage of Jasune Lightbearer, the paladin, she became a knight of the first order. While the light of Heironoeous helped guide her and give her purpose, she did not have the same deep love of the god that Jasune did. That did not stop her from becoming a very virtuous and proper knight, however, and Jasune regarded her with pride.

He was becoming rather old when Blade was finally ready to begin traveling on her own, and Blade went to consult her mentor about her path one last time. The two had traveled to many planes together, and faced many dangers. Sent by the mandates of Heironeous Himself, Jasune had been tracking down and eliminating demons and devils set loose by unwary sorcerers and wizards. Though he had taken down a full fifty fiends, such work could never truly be done.

With his blessing, Blade chose to take the other side of Jasune’s quest, not of hunting down demons, but protecting others from them, having seen enough spilled blood from both her childhood and her adolescence. In the spiker manner, Jasune bestowed a name upon her for this choice, Stopthrust, indicating her wish to be a protector rather than a crusader. To help her traverse the planes, Jasune also gave her his ring that had helped protect him against some of the worst planar ravages.

Thanking him, Blade Stopthrust set out to become a protector of the weak and unchampioned. Plying her trade as a weaponsmith to help arm the unfortunate, and lending her own flail to those who could not protect themselves, Blade traveled the planes on a horse whose father had been touched by the air spirits, whom she called Zephyr. In the 10th year of her quest, Zephyr was shot out from under her as she battled evil Djinn in the Astral plane in order to protect a skiff of traveling githzeri monks. Saddened by her the loss of her friend, Blade is now traveling to one of the larger planar cities, working her way there as a bodyguard for the less fortunate, so that she might find another mount as worthy.

During her time with Zephyr, Blade met a rather interesting, if aggrivating, group of people. They utterly lacked the kind of sensible upbringing that Blade had, and some seemed to have no concept of valor or kindness, but despite their infuriating ways, they did have their charm at times. Blade had learned to unbend with her time away from Acheron, and became friends with these rather crazy people.
 
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deadestdai

First Post
Flaust Conkersforbrains

Flaust Conkersforbrains
Exp: 65'000 (-3000xp by-off @ 3rd)
Female Tiefling - 6 Rogue/3 Fighter/2 Chaotician (12ECL)
Alignment: Chaotic Neutral
Patron Deity: Chaos - if only she knew
Home Plane: Outlands(Sigil)
Height: 5' 2''
Weight: 91 lbs
Hair: Black
Eyes: Black - No whites and a little large (think - anime :p)
Age: 17

Str: 10 (0) [2pts]
Dex: 20 (+5) [10pts, +2 racial, +2 Gloves of Dex]
Con: 12 (+1) [4pts]
Int: 16 (+3) [6pts, +2 racial]
Wis: 12 (+1) [4pts]
Cha: 14 (+2) [6pts, -2 racial, +1 4th, +1 8th]

Hit Dice: 3d10+6d6+2d10+8
HP: 62
AC: 26 (10 +5 Dex, +7 Armor, +2 Buckler, +2 Ring)
Init: +5 (+5 Dex)
Speed: 30ft

Saves:
Fortitude +7 [+5 base +1 Con +1 Cloak]
Reflex +15 [+9 base +5 Dex +1 Cloak]
Will +5 [+3 base, +1 Wis +1 Cloak]

Class and Racial Abilities:
Tiefling +2 Dex & Int, -2 Cha; +2 Bluff & Hide; Darkness 1/day (As per spell); +5 Resist Fire & Electricity & Cold
Rogue Sneak Attack +3d6, Trap Finding, Evasion, Trap Sense +2, Uncanny Dodge
*Chaotician *Chaotic Contagion 2/day (DC14), *Scofflaw (DC19), *Anarchic Grace (Lasts 2 rnds) 1/day

* - Planar Handbook

*Chaotic Contagion - Twice per day Flaust can try to infect a target with chaotic impulses that disrupt the target's ability to defend against her. If she makes a successful melee touch attack against the target, the target creature takes a -2 penalty to AC against attacks by Flaust, -2 to saves versus Flaust's spells or abilities and a -2 penalty to any opposed skill checks against Flaust. A successful DC11 Will save negates the effect and gives the target immunity to this ability for 24 hours. The effects of this ability lasts for 2 hours.
*Scofflaw - This ability functions much like a nondetection spell, except it is useful for shielding Flaust against creatures only of Lawful alignment. Such creatures must succeed on a DC19 caster check roll to successfully employ a divination against her. (This ability can be supressed or resumed as a free action)
*Anachic Grace - Once per day Flaust can tap into the randomness that underlies existance to make her movements unpredictable. This results in attackers having a 50% miss chance on all their attacks. Even True Seeing and similar effects can't off-set this ability. Activating this ability if a free action and lasts for 2 rounds. After that, Flaust becomes fatigued for 1 minute.

BAB: +9/+4
Melee Atk: +9/+4
Ranged Atk: +14/+9

"Calmer" the +1 Anarchic Shortbow +16/+11 (1d6+1 dam, Crit 20 x3, +2d6 Chaotic dam vs Law) 18330gp (Slung over left shoulder)
40 Arrows 2gp (Quiver on back)

"Clipper" the Sword of the Planes [p228 DMG]
Attack & damage values based on current plane:
Material +1: Att +10/+5, dam 1d8+1 Crit 19-20 x2
Any Elemental +2: Att +11/+6, dam 1d8+2 Crit 19-20 x2 (Bonus applies on Material when used against Elementals)
Astral or Ethereal +3: Att +12/+7, dam 1d8+3 Crit 19-20 x2 (Bonus applies when used against natives of these planes)
Any Other plane +4: Att +13/+9, dam 1d8+4 Crit 19-20 x2 (Bonus also applies when used against any Outsider
22315gp (Scabbarded at waist - left side)

2x Dagger M+9/+4, R+14/+9 (1d4 dam Crit 19-20 x20)4gp (Kept in each boot-top)

Skills: (128 skill points)

Spot +11 (+1 Wis, +10 rnk)
Balance +12 (+5 Dex, +5 rnk, +2 syn bonus)
Tumble +14 (+5 Dex, +7 rnk, +2 syn bonus)
Disable Device +11 (+3 Int, +8 rnk)
Sleight of Hand +14 (+5 Dex, +7 rnk, +2 syn bonus)
Hide +15 (+5 Dex, +8 rnk, +2 racial)
Listen +7 (+1 Wis, +6 rnk)
Move Silently +15 (+5 Dex, +10 rnk)
Open Lock +13 (+5 Dex, +8 rnk)
Sense Motive +9 (+1 Wis, +8 rnk)
Bluff +12 (+2 Cha, +8 rnk, +2 racial)
Climb +8 (+0 Str, +8 rnk)
Search +9 (+3 Int, +6 rnk)
Escape Artist +12 (+5 Dex, +7 rnk)
Jump +10 (+0 Str, 8 rnk, +2 syn bonus)
Knowledge(Planes) +9 (+3 Int, +6 rnk)
Knowledge(Sigil) +9 (+3 Int, +6 rnk)
cc - Survival +2 (+1 Wis, +2 rnk)



Feats:

Dodge(1st), Weapon Focus "Short Bow"(Ftr 1st), Mobility(3rd), Point Blank Shot (Ftr 2nd), Shot On the Run (6th), Precise Shot (9th)

Languages:

Common, Abyssal, Infernal, Celestial

Equipment:

(On body.....)
+3 Mithril Chain Shirt(+7 AC, +6 Max Dex, -0 AC Pen)10100gp
+1 Buckler (+2 AC, -0 AC Pen) 1165gp (Carried in left hand or strapped to belt-back)
Ring of Protection +2 8000gp (Right index finger)
Ring of Sustenance 2500gp (Left index finger)
Gloves of Dexterity +2 4000gp
Necklace of Adaptation 9000gp
Cloak of Resistance +1 1000gp
Grey Bag of Tricks 900gp
Fire Proof (Planar HB) Explorer's Outfit 60gp
2x Belt Pouches 2gp
(In Left pouch....)
1x Thieves Tools 30gp
(In Right Pouch.....)
1x Caltrops 1gp

Bag of holding (Type 1) 2500 Slung over Right shoulder - looks like a satchel)
(In Bag of Holding.....)
Nolzur's Marvelous Pigments (263 DMG) 2000gp
Dust of Tracelessness 250gp
2x Alchemist Fire 40gp
2x Holy Water 50gp
1x Thieves Tools 30gp
Sack 1sp
Chalk 1cp
1x Caltrops 1gp
Mirror 10gp
10' Ladder 5cp
50' Rope 1gp
Grappling Hook 1gp
(Potions)
2x Mage Armour 100gp
6x Protection from "Alignment" (2x Law, 2x Evil, 2x Good)300gp
2x Hide from Undead 100gp
1x Spider Climb 300gp
2x Invisibility 600gp
2x Lesser Restoration600gp
5x Cure Serious Wounds 3750gp



Money:

40gp, 20sp, 41cp

Shiny Pink Stone worth 300gp
Rough stone with multicolor amber and brown bands running through it

Appearance:

Flaust is quite pretty and has a slim, athletic body. Her parentage provided her with a passable visage to look upon, though her black, pupil-less eyes, long pointed ears and slightly protruding horns on her forehead betray the Tanar'ri side of her heritage. Her dark eyes are larger than most humanoids - black with no whites, but this, coupled with her pale skin only helps her look cuter and less threatening to any who aren't familiar with her background. She wears her Faction symbol openly as a fist sized badge on the upper-right sleeve of her shirt. (She has no idea how it got there, or if someone even put it there - but it's pretty and smiles at her, so she keeps it. For now.) Her clothing is usually a mix of dulled reds and oranges and black. Though, usually form fitting so as not to be easily snagged on edges or grabbed on by unwanted hands.

Background:

18 years ago (give or take 3 months) an Alu-fiend in a male human guise by the assumed name of Pietro caused a mortal princess to fall terribly in love with itself. The princess had no idea of the fiend's true identity or intention, for it was far too late when the truth of it all came to her upon viewing the features of her babe. Her love, the fiend had by then already assumed her father's throne, and decided she should be banished to another place, having grown quite bored of the mortal and definately wanting nothing of their offspring. So to Sigil she was transported, her free-will taken away via a vicious spell and sold into servitude, her owner forcing her to work the streets of the awful Hive ward.
The babe? Of course the babe went with her and for a few years at least, was cared for to the best of the girl's abilities. Though eventually, her poor living overcame her love for the child and she neglected to bring her home one day, leaving the child to fend for itself in the scummiest areas of the Hive. The child survived though, taken in by a man who saw her for the potential such a creature (for she looked anything but, "normal".) could offer, so he taught her the arts of thievery and worked her on the streets, picking pockets in a gang of four other children. As she grew, she became quite talented and soon turned her talents to burglery, stealing from rich merchants and the like and gaining quite a reputation with the thieving community in Sigil. Life was almost comfortable for a while. Flaust (A name given her by her mentor, her mother hadn't bothered to name her.) at thirteen years old had become a respected thief amongst the criminal community. She was often saught after by crime bosses to steal items of great power, which unfortunately lead to her believing she was a far greater practicioner of her trade than she actually was. Without her mentor's knowledge, Flaust took on a job that was far above her abilities and was discovered in the act. Managing to flee with the target of her raid on her person (A magical sword, she still has to this day which she affectionately calls "Clipper".) but being pursued by terrible forces aiming to bring forth terrible retribution, she fled to her mentor and pleaded with him to help her. Knowing he would now have to save himself as well through association, he opened a portal to another plane and shoved her through. Just as Flaust got up to see her mentor arrive, through the open portal she saw her pursuers blast into her mentor's abode and slay him in a horrible fashion. Upon his death, the portal dissapeared, not being held open by him anymore, and Flaust was alone.
Not knowing where she was, Flaust wondered for months, travelling from town to town, a changed person. Seeing her mentor slain had changed her and she was not as level-headed as she once was. Her wayof thinking changed and she fell in with types who were considered quite mad by other people, but who seemed to make more sense than anyone else to Flaust. After a while these people adopted her and trained her in martial disciplines.
Three years after first leaving Sigil, Flaust returned with her newfound friends. They gave her a name, "Conkersforbrains" after her nack for heading into stupid situations and for saying the wrong thing at the wrong time. (Or right, depending on yer point of view.) As a Xaositect, she found a purpose (When it suited her or when she was bored.) and often joined in on raids against Guvner tea parties to steal their cucumber sandwiches or to help paint the Hall of Speakers a different colour (Or colours). Currently she is at a loss as to what, she should do to fill her time. It was her 17th birthday yesterday and she feels she needs something new to do with her time. Making new friends might be the trick!
 
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Serpenteye

First Post
Kiaros Ilivenia
Elf, Ghost, Rogue 7. (ecl 12)
XP: 68000

Alignment: CG (with N tendencies)
Native Plane: The Outlands
Age: 3471 years

Str: 8 /-1
Dex: 23/+6 (15 +2(elf) +6(item))
Con: --/-- (13 -2(elf)
Int: 12/+1
Wis: 10/+0
Cha: 28/+9 (17 +4(ghost) +1(level) +6(item))

HP: 54 (12+12+(0,5x12x5))
AC: 29 (10 +6(dex) +9(cha) +4(bracers) (50% miss chance for attacks from corporeal sources)
Bab: 5
Attack: +12, Touch attack
Full Attack: +10/+10 (two weapon fighting) Touch attack
Damage: 1d6 +1d4 ability damage +4d6 Sneak attack
Fort: +2 (+2+0)
Refl: +11 (+5+6) (50% miss chance for spells from corporeal sources)
Will: +2 (+2+0)
Feats: Two-Weapon Fighting, Blind Fight, Weapon Focus (touch attack)

Skillpoints: 90
Bluff (Cha):.............19 (10+9)
Diplomacy (Cha):......23 (10+9+0+0+2+2)
Disguise (Cha):.........21 (10+9+0+0+2)
Hide (Dex):..............24 (10+6+0+8)
Intimidate (Cha):......21 (10+9+0+0+2)
Listen (Wis):............20 (10+0+2+8)
Move Silently (Dex):..A manifested ghost always moves silently.
Search (Int):...........18 ( 7+1+2+8)
Sense Motive (Wis):...7 ( 7+0)
Spot (Wis):.............20 (10+0+2+8)
Speak language: Abyssal, Celestial, Infernal: 6 sp.

Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal.

Rogue Features:
Trapfinding, Evasion, Uncanny dodge, Trap sense +2, Sneak attack +4d6

Elf Features:
* +2 Dexterity, -2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Ghost Special Qualities:
* Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

* Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon.
A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Ghost Special Attacks:
* Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.


88000gp

Ghostly equipment:
Gloves of Dex +6, 36000gp
Cloak of Cha +6, 36000gp
Bracers of armor +4, 16,000 gp

Grave:
Kiaros knew the fate that awaited him and prepared accordingly. His grave is unmarked and hidden in a remote mountainous part of the outlands, a days journey from the nearest portal to Sigil. His coffin, where his bones and treasure are kept, is lined with lead and buried deep.

Background:
His tale is a tale of millennia, his birth during the great wars that tore elven civilization apart before the rise of men on the world of Toril, his death and resurrection into undeath centuries later in the wastes of the Outlands. The time in between... inconsequential, excepting only the fact that life wet his appetite for more life and undeath was his chosen means for eternal existance.
He lived, for life is what he chose to call it, centuries once again. It was an easy existance at first, with no physical needs he was free to discover the worlds he passed trough and finding a mortal vessel was never difficult. For a time he fell in with the Society of Sensation in Sigil, and having experienced them he once again passed on.
Though he did not actively pursue justice he chose his victims amongst evildoers and criminals, and in the end he saved as many souls as he doomed. In some cases he spent a life-time clad in one mortals flesh, living as close to a normal mortal life as he could, and in others he visited for mere seconds. The life was not without challenge, but he did not seek danger needlessly.
Time passed, lifetimes passed, and he grew increasingly bored. Knowing that boredom and depression posed the greatest threat to his continued existance be began once again to seek greater thrills, and the only fare he hadn't already tasted to excess was danger. The triumph of a kill well fought, the satisfaction of a deed well done and a reward well earned proved enough to sustain him for yet some time, a time in which he began to associate with a diverse and interesting group of adventurers. [the PCs]

Personality: Kiaros is a well versed actor and liar, and he can show any facade as he pleases for the moment. His outward appearance is not always deceptive, but it's not easy to know when it is. Above all, his primary motivation is to experience life in as many of its forms as possible. He is not committed to any one cause, but he does posess a degree of empathy for his fellow life-forms, an instinct grown during many years of observing mortal existance. It's not quite that simple, though, as his empathy is often coupled with contempt. His millennial existence his jaded him somewhat, having seen individuals, nations and worlds repeat the same mistakes ad nauseum.

Appearance:
His natural form is a light wreathed in shadows, a handsome elven male of indeterminate age clad in simple clothes.
 
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Ferrix

Explorer
Donner Hund

Donner Hund
Male Strongheart Hin Fighter 6/Halfling Hound Master 6
Neutral

Str 20 +5 (16 pts, -2 racial, +2 lvl8,12, +2 enh)
Dex 10 +0 (0 pts, +2 racial)
Con 15 +2 (5 pts, +2 enh)
Int 14 +2 (6 pts)
Wis 8 -1 (0 pts)
Cha 14 +2 (5 pts, +1 lvl4)

Hit Points 99 (12d10+24)
AC 25 (+9 armor, +4 shield, +1 size, +1 defl), Touch 12, Flat 25, ACP -3
Init +0
BAB +12, Grap +13
Speed 15 (base 20, load 31.5/100, medium)
Fort +14 [+10 base, +2 Con, +2 Res]
Refl +6 [+4 base, +0 Dex, +2 Res]
Will +5 [+4 base, -1 Wis, +2 Res]

+19/+14/+9 Melee, +1 Ghost Touch Longsword, 1d6+6, 19-20/x2
+21/+16/+11 Melee, +2 Sure Striking Lance, 1d6+9, 19-20/x3
+23 Charge, +2 Sure Striking Lance, 3d6+27, 19-20/x3

Small humanoid, 3'4" tall, 38 wt, 45 yrs old
Black hair, gray eyes, tan skin

Speaks common, halfling, celestial, and auran.

Skills (60sp)
+20 Handle Animal (15 ranks, +2 Cha, +3 Feat)
+17 Ride (15 ranks, +0 Dex, +2 Circ)
+17 Intimidate (15 ranks, +2 Cha)
+4 Survival (4cc+1 ranks, -1 Wis)
+9 Jump (2 ranks, +5 Str, +2 Racial)
+9 Climb (2 ranks, +5 Str, +2 Racial)
+7 Swim (2 ranks, +5 Str)

Feats
-Saddleback (halfling 1)
-Mounted Combat (level 1)
-Ride By Attack (fighter 1)
-Spirited Charge (fighter 2)
-Weapon Focus: Lance (level 3)
-Weapon Specialization: Lance (fighter 4)
-Skill Focus: Handle Animal (level 6)
-Power Attack (fighter 6)
-Leadership (level 9)
-Improved Critical: Lance (level 12)

Strongheart Hin Traits
-bonus feat at 1st level
-+2 racial bonus on Climb, Jump, and Move Silently checks
-+2 morale bonus on saving throws against fear
-+1 racial bonus on attack rolls with thrown weapons and slings
-+2 racial bonus on Listen checks.

Fighter Abilities
-fighter bonus feats (1st, 2nd, 4th, 6th)

Halfling Hound Rider Abilities
-Bonded Hound
-Canine Empathy
-Pack Master (2 hounds)
-Hound Rider +2
-Hound?s Best Friend +2
-Pack Mentality

+1 Called Mithril Fullplate (worn, 12.5wt) (14500gp)
+2 Mithril Heavy Shield (worn, 2.5wt) (5020gp)
Adventurers Outfit (worn, 8wt)

+2 Sure Striking Adamantine Lance (held, 5wt) (21310gp)
+1 Ghost Touch Longsword (belt left, 2wt) (8000gp)
Masterwork Cold Iron Flail (belt right, 2.5wt) (316gp)
Masterwork Silver Kukri (belt front, 1wt) (310gp)

Other items attached to belt (location, ??wt)

Masterwork Composite (+5) Longbow (left shoulder, 1.5wt) (900gp)
Quiver (right shoulder, -wt)
20 +1 Arrows (quiver, 1.5wt) (940gp)
40 Arrows (quiver, 3wt) (2gp)
Backpack (center back, ??wt)
Bedroll (below backpack, ??wt)
Other items worn on back or shoulders (location, ??wt)

Stout Shirt of Health +2 (worn, -wt) (4000gp)
Cloak of Resistance +2 (worn, -wt) (4000gp)
Ring of Protection +1 (left pointer finger, -wt) (2000gp)
Ring of Sustenance (right pinky finger, -wt) (2500gp)
Necklace of Adaptation (worn, -wt) (9000gp)
Gauntlets of Giant Strength +2 (hands, -wt) (4000gp)

Potions
-Neutralize Poison (750gp)
-Cure Moderate Wounds (3) (900gp)
-Endure Elements (4) (200gp)
-Lesser Restoration (2) (600gp)

Waterskin- water (backpack, ??wt)
5 Torches (backpack, ??wt)
Flint & Steel (backpack, ??wt)
Trail Rations- 1 days (backpack, ??wt)
Other backpack contents (backpack, ??wt)

Masterwork Military Saddle (70gp)
Saddlebags of Providing (8000gp)

Payment to Badurth (250gp)

Coins- 432gp, ??sp, ??cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)
Other pouch contents (pouch, ??wt)

Description: Quite unlike most halflings you?ll meet, Donner is a grizzled figher who prefers the thunder of a charge to nearly anything except maybe a stiff drink. Donner stands over three feet, his surprisingly broad frame often encased in a heavy suit of plate. Always with stubble on his face, he looks usually slightly unkempt despite his sharp features. He has scar running it?s way down his right arm where an old lance splintered, tearing into his flesh. His gray eyes often possess a hardness to them that when combined with the grim smile that often rests on his face will usually deter most men from bothering him. With silver hairs starting to edge their way onto his temples, he seems one of a seasoned sort.

Usually wearing a suit of full plate, he carries an almost knightly assortment of armaments, although much less regal looking; heavy crossbow, lance, longsword, flail and shield. When he?s not in armor, he wears an extensively worn and patched explorers outfit. In or out of armor, he always carries a silver kukri on his belt and wears a thick forest green cape. Nothing he wears possesses any sort of ornamentation that doesn?t possess some use.

History: Donner has seen a good fourty-five years of life and nearly all of that spent on the road, forging a reputation as a hardened warrior. Raised by the Captain of the town guard, he has never known any direct family, only the harsh order of martial life. Often relegated to grunt work in his youth due to his size compared to the surrounding humans he lived with; he eventually got the nerve to walk onto the training yard. Once the trainer realized he was there, he attempted to scoot the young halfling off of the yard but Donner stood his ground and demanded he be allowed to train as well. With a sarcastic huff the trainer snatched up a padded wooden spear and tossed it to the young halfling, and told him to defend himself and beckoned one of the better students to teach him a lesson. Within a few moments Donner had knocked the man off of his feet and stood on his chest, the practice spear comically towering over the young halfling.

So with reluctance from the Captain, Donner was allowed to train with the other guards, although he was not allowed on duty. Donner, content with the training, worked himself to the bone. Mimicking the soldiers on horseback by riding upon the massive hounds which resided in the barracks, he soon earned the embittered respect of the guards by the time he rode out of the barracks into the world.

He left the barracks, traveling mostly alone, although occasionally joining up with some motley crew of would be heroes, he?s found that most of the time he?s the only one left by the time they would have returned from an adventure. A bit hardened by the road, and still preferring the company of his many dogs to humans, he?s usually gruff but a steadfast companion to those that last long enough.

Mount/Cohort (special mount & 10th level cohort)
Grizzle; Medium Magical Beast [Augmented]; HD 6d8+2d10+24 (62 hp); Init +2; Speed 50 feet; AC 28 (+2 Dex, +10 natural, +6 armor), flatfooted 26, touch 12; BAB +6, Grapple +11; Atk +12/+7 melee (1d6+7, critical x2, bite); SA Trip (as wolf); SQ empathic link, improved evasion, improved speed, low-light vision, scent, share spells, share saving throws; SV Fort +14, Ref +8, Will +7; Str 20, Dex 14, Con 17, Int 7, Wis 14, Cha 6. Skills and Feats: Jump +12, Listen +8, Spot +8, Swim +7, Survival +2 (+5 when tracking by scent); Alertness, Blind Fight, Dodge, Mobility, Weapon Focus (bite), Track.

Carrying capacity: A light load for Grizzle is up to 200 pounds; a medium load 201-400 pounds; and a heavy load, 401-600 pounds. He can drag 3,000 lbs.

Possessions: +2 mithral chain shirt barding (5,200 gp), collar of adaptation (9,000 gp), halter of resistance +1 (1,000 gp), 4 potions of magic fang (200 gp), 2 potions of cure moderate wounds (600 gp).

Pack Members (6th level animal companions):
Aegis and Tor
Riding Dogs (2); Medium Magical Beast [Augmented Animal]; HD 6d8+18 (45 hp); Init +3; Speed 40 feet; AC 21 (+3 Dex, +8 natural), flatfooted 18, touch 13; Bab +4, Grapple +7; Atk +7 melee (1d6+4, critical x2, bite); SA: Trip (as wolf); SQ: Low-light vision, scent, link, share spells, evasion, devotion; SV Fort +8, Refl +9, Will +3; Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 6. Skills and Feats: Jump +9, Listen +7, Spot +7, Swim +4, Survival +1 (+5 for tracking); Alertness, Track, Endurance, Diehard. Tricks: attack any, come, defend, down, guard, heel, fetch, seek.

Arbor
Riding Dogs; Medium Magical Beast [Augmented Animal]; HD 6d8+con (45 hp); Init +3; Speed 40 feet; AC 21 (+3 Dex, +8 natural), flatfooted 18, touch 13; Bab +4, Grapple +7; Atk +7 melee (1d6+4, critical x2, bite); SA: Trip (as wolf); SQ: Low-light vision, scent, link, share spells, evasion, devotion; SV Fort +8, Refl +9, Will +3; Str 17, Dex 17, Con 16, Int 2, Wis 12, Cha 6. Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +4, Survival +6 (+5 for tracking); Alertness, Track, Endurance, Diehard. Tricks: attack any, come, down, heel, seek, track, fetch, defend.
 
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Ashy

First Post
Burrow
Male Earth Melfling Druid 11

Alignment: Neutral Good
Patron Deity: Obad-Hai and Fharlanghn
Home Plane: Elemental Plane of Earth
Height: 3' 0''
Weight: 39 lbs.
Skin: Gray-Brown with clay-like texture
Eyes: Obsidian Black
Age: 68
XP: 65,000 (-3,000 XP buy-off at 3rd)

Str: 14 (+2) [4 points, +2 racial]
Dex: 10 (+0) [4 points, -2 racial]
Con: 18 (+4) [6 points, +4 belt]
Int: 10 (+0) [4 points, -2 racial]
Wis: 20 (+5) [10 points, +2 levels, +2 pearl]
Cha: 14 (+1) [4 points, +2 racial]

Class and Racial Abilities:
+2 Str, -2 Dex, +2 Cha, -2 Int, extraplanar humanoid, breath weapon (15 ft. cone of rock shards and pebbles, deals 1d8 points of bludgeoning damage, Ref save DC 19 for half, 3 times per day, with 1d4 round between uses), casts earth spells at +1 caster level. Animal companion, nature sense, wild empathy (+14), woodland stride, trackless step, resist nature’s lure, wild shape 4/day (Tiny, Small, Medium, Large), venom immunity, spells.

Has +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground. Also has +1 bonus on weapon damage rolls if both he and his foe touch the ground. (Due to Earth Heritage feat). Also has acid resistance 5 (due to Improved Elemental Heritage feat).

Hit Dice: 11d8 + 44
HP: 100
AC: 16 (+0 Dex, +5 armor, +1 size)
ACP: -1
Init: +0 (+0 Dex)
Speed: 30 ft., burrow 10 ft. (20 ft. in armor)

Saves:
Fortitude +14 [+7 base, +4 Con, +3 cloak]
Reflex +6 [+3 base, +0 Dex, +3 cloak]
Will +15 [+7 base, +5 Wis, +3 cloak]

BAB: +9/+4 (base +8/+3, +1 for being Small)
Melee Atk: +13/+8 (1d4+5+1d6 sonic/x2/B, Avalanche, +2 thundering club wielded two-handed)
Ranged Atk: +9/+4 (1d3+2/x2/50 ft./B, sling)

Skills:
Concentration +9 [5 ranks, +4 Con]
Handle Animal +12 [10 ranks, +2 Cha]
Knowledge (nature) +12 [10 ranks, +0 Int, +2 nature sense]
Listen +11 [6 ranks, +5 Wis]
Ride +12 [10 ranks, +0 Dex, +2 synergy from Handle Animal]
Spot +10 [5 ranks, +5 Wis]
Survival +17 [10 ranks, +5 Wis, +2 nature sense]

Feats:
Earth Heritage (1st level)
Improve Elemental Heritage (3rd level)
Endurance (6th level)
Diehard (9th level)

Languages: Common, Druidic

Spells Prepared
Save DC +5
0th - create water, cure minor wounds, detect magic, detect poison, know direction, purify food and drink.
1st - cure light wounds x2, entangle, goodberry, magic stone x2, speak with animals.
2nd - barkskin, reduce animal, soften earth and stone* x2, warp wood.
3rd - cure moderate wounds x2, greater magic fang, meld into stone*, stone shape*.
4th - planar tolerance x2, spike stones* x2.
5th - stoneskin, transmute mud to rock*, transmute rock to mud*.
6th - wall of stone*.
* - Earth spell, is cast at +1 caster level

Equipment:
Belt of Health +4 16,000gp
Pearl of Wisdom +2 4,000gp (worn as headband)
Hide of Stone Beast (as wild rhino hide armor) 26,165gp
Avalanche (+2 thundering club) 18,300gp
Hare’s Luck (as cloak of resistance +3) 9,000gp
necklace of adaptation 9,000gp
Sling 0gp
20 sling bullets 2sp
Heward's Handy Haversack 2,000gp
~Five doses of granite and diamond dust for stoneskin spell 1,250
~Scroll of heal 1,650gp
~Bedroll 5sp
~Everburning torch 110gp
~Sunrods (5) 10gp
~Waterskin 1gp
~50 ft. silk rope 10gp
~Trail rations (20 days worth) 10gp
~Belt pouch 1gp
~Cold weather outfit 8gp
~map of Torch
~sack of ash and dust from Torch

Money
426gp, 3sp

Claw, dire badger animal companion: Medium animal; HD 7d8+35+3; hp 69; Init +4; Spd 30 ft., burrow 10 ft.; AC 21 (+4 Dex, +7 natural), touch 14, flat-footed 17; Base Atk +5; Grp +8; Atk +8 melee (1d6+3, claw); Full Atk +8 melee (1d6+3, 2 claws) and +3 melee (1d6+1, bite); Space/Reach 5 ft./5 ft.; SA rage; SQ low-light vision, scent, link, share spells, evasion, devotion; AL NG; SV Fort +9, Ref +9, Will +3; Str 16, Dex 19, Con 20, Int 2, Wis 12, Cha 10.

Skills and Feats: Listen +8, Spot +8; Alertness, Improved Natural Attack (claw), Toughness, Track.

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Str, +4 Con, and –2 AC. The badger cannot end its rage voluntarily.

Rage Statistics: hp 83; AC 19 (touch 12, flat-footed 15); Grp +10; Atk +10 melee (1d6+5, claw); Full Atk +10 melee (1d6+5, 2 claws) and +5 melee (1d6+2, bite); SV Fort +11, Ref +9, Will +3; Str 20, Dex 19, Con 24, Int 2, Wis 12, Cha 10

Tricks Known: Attack, Come, Defend, Down, Guard, Heel, Track, Stay, Seek.

Appearance: Dressed in the somber, yet efficient, robes of his chosen order, Burrow does not cut a striking figure. In fact, the melfling looks rather drab and boring and often is overlooked altogether. Burrow does not mind this at all, in fact, he rather enjoys the anomity, as it allows him to observe the goings and doings of all those around him in a relatively undisturbed state. Burrow wears his simple, hooded robe, a drab brownish-greyish-green in color, that is horribly weather worn, leather sandals, his unornate belt (of health), and his simple fur cloak (Hare's Luck) and little else. He feels that simple things and appearances are best and tries to dress the part accordingly. His eyes are quite possibly his most striking feature, and their complete blackness - like twinkling shards of obsidian that have been pushed deeply into his clay-like face - often cause others to be uneasy around him, at least initially. However, those that remain around him for long soon learn that he is rather pleasant and wise far beyond his years.

Personality: Burrow is generally quiet and observant, watching others and only adding his thoughts to the mix when asked (generally). He seems to posses an uncanny wisdom, however, and often when he does speak, his words fall heavy upon the ears of those that hear them. Burrow is a lover of life and all things within it, so long as they can tie their origins to the basic nature of things. He cannot stomach things which he terms "non-natural", unless of course, he can learn from them. In those occasions, he tolerates them just so long as he can gain some new knowledge from them and then he tends to obliterate them utterly out of existence.

Background: Burrow does not speak much of his past, but it is known that he is an emissary from the Citadel of Chiseled Enlightenment, a massive and fairly well known bastion of knowledge and lore secreted away on the Elemental Plane of Earth. The Citadel, as it is often called, encompasses members of nearly every faith known in the multiverse as well as nearly every class of folk who consider academia and scholarly pursuits worthy of one's time.

The Citadel specializes in gathering knowledge and chant from all across the planes, storing it within the fortress-like walls of the Citadel for reference and safe-keeping. As a result, they often clash with members of the Fraternity of Order, who see the members of the Citadel as little more than upstarts. The faculty and high-up emissaries of the Citadel know better, however, for it is said that they can trace the founding of the Citadel back to a time before the foundations of Sigil were ever laid.

In his role as an emissary of the Citadel, Burrow travels the planes seeking new and expanded (or even lost and archaic) knowledge which pertains to his specific expertise - that of the natural world and those things within it, as well as those things which do not belong therein. During these travels, he has run across Donner (with whom Burrow feels he shares a deep love of dogs of all kinds) as well as Zoe Windwalker on Toril, in fact, it was he that helped her party learn the location of the portal (and its key) which brought her to Sigil.

Currently, Burrow, and his most beloved companion, Claw, are on a research mission trying to understand the complexities of the migration of several species of lower planar vermin, in particular the fiendridicious abdominialiis, or the infernal gutworm.
 
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