PCs Of Wealth and Taste

Eluvan

First Post
This is the Rogues Gallery thread for Of Wealth and Taste, my Planescape PbP. Players whose characters have been approved in the OOC thread should post them up here.
 

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Ferrix

Explorer
Garant Se'l-D'ahn

Garant Se'l-D'ahn
Male Human Artificer 11
Experience: 56,729
Chaotic Neutral

Str 11 -- (11 roll)
Dex 17 +3 (15 roll, +2 enh)
Con 13 +1 (13 roll)
Int 15 +2 (15 roll)
Wis 10 -- (10 roll)
Cha 19 +4 (15 roll, +2 lvl, +2 enh)

11 10 13 15 15 15
http://invisiblecastle.com/find.py?id=37092

Hit Points 52 (11d6+11)
AC 21 [10, +6 armor, +3 dex, +1 defl, +1 natural], Touch 14, Flat 18
DR 2/-
Init +3
BAB +8, Grap +8
Speed ?? (base 30, load 0/33, light)
Fort +6 [+3 base, +1 Con, +2 Res]
Refl +8 [+3 base, +3 Dex, +2 Res]
Will +9 [+7 base, +0 Wis, +2 Res]

+1 Adamantine Mace +9 melee (1d8+2, 20/x2, b)
+1 Silver Dagger +9 melee (1d4+1, 19-20/x2, p/s)
+1 Silver Dagger +12 ranged (1d4+1, 19-20/x2, 10 ft., p/s)
Ranged Touch +11 ranged

Medium, 5'9" tall, 156 wt, 23 yrs old
Salt and pepper hair, blue eyes, tanned skin

Speaks common, terran, and infernal.

Skills (98 skill points)
+28 Use Magic Device [14 ranks, +4 Cha, +10 Circ] (+2 synergy w/scrolls; +2 relevant item creation feat)
+21 Disable Device [14 ranks, +2 Int, +5 Circ]
+21 Search [14 ranks, +2 Int, +5 Circ]
+18 Spellcraft [14 ranks, +2 Int, +2 Syn]
+16 Knowledge (arcana) [14 ranks, +2 Int]
+15 Concentration [14 ranks, +1 Con]
+16 Craft (alchemy) [14 ranks, +2 Int]

Feats
-Two-Weapon Fighting (level 1)
-Extend Spell (human)
-Scribe Scroll (artificer 1)
-Brew Potion (artificer 2)
-Energy Substitution (sonic) (level 3)
-Craft Wondrous Item (artificer 3)
-Legendary Artisan (artificer 4)
-Craft Magic Arms and Armor (artificer 5)
-Energy Admixture (sonic) (level 6)
-Craft Wand (level 7)
-Wand Mastery (artificer 8)
-Double Wand Wielder (level 9)
-Craft Rod (artificer 9)

Human Traits
-Bonus feat at 1st level
-4 Bonus Skill Points at 1st level, 1 Bonus Skill Point per additional level

Artificer Abilities
-Spent Craft Reserve 1600
-Current Craft Reserve 500
-Artificer Knowledge (+13)
-Artisan Bonus
-Disable Trap
-Item Creation & Item Creation Feats
-Bonus Feats
-Craft Homonculus
-Retain Essence
-Metamagic Spell Trigger
-Metamagic Spell Completion

Infusions Per Day 3+1/3+1/3+1/2/1

Urf, Dedicated Wright Homonculus (2100gp, 160xp)

Mithril Breastplate +1 (worn, 15wt, 5200gp)
Adventurers Outfit (worn, -wt, -gp)

+1 Adamantine Heavy Mace, Personal Weapon Augmentation 1/day (left belt, 8wt, 4612gp, 80xp)
+1 Silver Dagger (right belt, 2wt, 1022gp, 80xp)

Headband of Multiplicity
Mirror Image 1/day, Message at will
(head, -wt, 3150gp, 252xp)

Lenses of Inspection
+5 Circumstance bonus to Search and Disable Device (eyes, -wt, 2500gp, 200xp)

Trenchcoat of the Wayfarer
Endure Elements 1/day, Continuous Dancing Lights
+2 Enhancement bonus to Charisma (worn, -wt, 3650gp, 292xp)

Shirt of Resistance
+2 Resistance bonus to Saves (worn, -wt, 2000gp, 160xp)

Amulet of Natural Armor
+1 Natural Armor bonus to AC (neck, -wt, 1000gp, 80xp)

Shunting Bracers
Shield 1/day
+1 Deflection bonus to AC (arms, -wt, 1600gp, 128xp)

Ring of Biofeedback
Continuous Biofeedback (left ring finger, -wt, 4000gp)

Combat Belt
Wand Belt, Masterwork (worn, 1wt, 60gp)

Wand of Scorching Ray (Combat Belt, 1oz, 2250gp, 180xp)
Wand of Scorching Ray (Combat Belt, 1oz, 2250gp, 180xp)
Wand of Melf's Acid Arrow (Combat Belt, 1oz, 2250gp, 180xp)
Wand of Magic Missile (5th level) (Combat Belt, 1oz, 1,875gp, 150xp)
Wand of Ray of Enfeeblement (Combat Belt, 1oz, 375gp, 30xp)
Wand of Burning Hands (Combat Belt, 1oz, 375gp, 30xp)
Wand of Daze (Combat Belt, 1oz, 187.5gp, 15xp)
Eternal Wand of Flame Blade (Combat Belt, 1oz, 2,210gp, 177xp)
Eternal Wand of True Strike (Combat Belt, 1oz, 410gp, 33xp)

Utility Belt
Wand Belt, Masterwork (worn, 1wt, 60gp)

Wand of Shield of Faith (Utility Belt, 1oz, 375gp, 30xp)
Wand of Detect Secret Doors (Utility Belt, 1oz, 375gp, 30xp)
Wand of Cure Light Wounds (Utility Belt, 1oz, 375gp, 30xp)
Eternal Wand of Enlarge Person (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Reduce Person (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Identify (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Good Berry (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Remove Fear (Utility Belt, 1oz, 410gp, 33xp)
Eternal Wand of Divine Favor (Utility Belt, 1oz, 410gp, 33xp)
True Eternal Wand of Mending (Utility Belt, 1oz, 500gp, 40xp)

Gloves of the Pseudo-Magician
+2 Enhancement bonus to Dexterity
Continuous Mage Hand & Prestidigitation
+10 Circumstance bonus to Use Magic Device (hands, -wt, 8000gp, 640xp)

Plummeting Grace
Boots of Feather Fall, Expeditious Retreat 1/day (feet, -wt, 1500gp, 120xp)

XP Spent: 3495*.75=2621-1600=1021xp
Gold Spent: 54351.5
Coins- 64pp, 8gp, 5sp, 0cp (pouch, ??wt)

Personality: Garant is a bit of a loose-cannon so to speak. A bit touchy when people comment negatively on his profession as a treasure hunter or on his graying hair, he however enjoys having a raucous time when he can afford it. And lately, he's running a bit short in the money department.

Appearance: Garant looks older than he is, whatever the reason, whether exposure to many different planes or massive amounts of magical energies throughout his life, his hair is starting to gray and he knows it. A relatively stout 5'9", he always wears a dashing blue trenchcoat and a broad-brimmed hat. Beneath the trenchcoat can be found two bandoleers stretched to their limit with a vast assortment of wands.

Background: Garant was born in Sigil, grew up in Sigil, and loves Sigil. Everything about the Cage screams to his soul, you're home! He was born to a pair of wizards, Ventmier and Ruthasee Se'l-D'ahn. His parents were "adventurers" in their younger years, and then eventually took up residence in Sigil to run a small magic shop. Two years in, out popped Garant, and sure enough what they say about life changing when you have a little one wasn?t far from the truth. Garant took to almost living in the small magic shop, fiddling with this, breaking that, whatever was in there, he had an interest for it. Business began to decline as the reckless little child broke one or two pricey items, and soon his parents were scraping the bottom.

This however did little to stem Garant's burning interests, who was now just approaching his teenage years. The parents figured eventually he'd calm down, eventually he'd make a name. Well, he did just that, he made a name for himself pretty quickly. As a nuisance. But Ventmier and Ruthasee stood by him, occasionally paying for damages he caused, putting themselves deeper into debt. Finally, when he turned sixteen, they had enough. The two wizards deposited the deed to the small magic shop, which was now vacant of anything magical, in the hands of the reckless youth. They put it this way, "son, we're done with this crazy city and you just happen to fit right in with it, so the shop is yours and we'll be settled down somewhere nice and quiet." With barely another word, they left.

Took keep himself from starving to death, he quickly took to the life of adventuring, doing random deeds and jobs around the city. He even began to slightly improve his image, at least in some peoples eyes. He has converted the magic shop into a treasure hunter establishment, from which he works out of. Occasionally taking paid jobs, but more often than not, just closing up for a week or two at a time, and gallivanting off to another ancient temple or what not and returning a bit more worn for wear and carrying a small pile of goods.

Lately, however, business has been slow, and he needs something to kick things back into gear.
 

Synchronicity

First Post
Davian Immersmere, aka Davian the Curious
Male Human Explorer 11
Alignment:
Chaotic Good
Height: 6’0”
Weight: 166 lbs
Hair: Black
Eyes: Brown
Age: 27
XP: 57,750

Str: 14 (+2) [+2 belt]
Dex: 18 (+4) [+2 levels, +4 gloves]
Con: 16 (+3) [+2 amulet]
Int: 14 (+2)
Wis: 14 (+2)
Cha: 12 (+1)

Class and Racial Abilities: Bonus feat, bonus skill points, evasion, improved uncanny dodge, swift tracker, trapfinding, trap sense +3, uncanny dodge, woodland stride.

Hit Dice: 11d8 + 44
HP: 92
AC: 22 (+4 dex, +6 armour, +1 deflection, +1 luck) [touch 16, flat-footed 22]
Init: +4 (+4 Dex)
Speed: 40ft

Saves:
Fortitude +16 [+7 base, +3 con, +2 feat, +1 luck, +3 resistance]
Reflex +17 [+7 base, +4 dex, +2 feat, +1 luck, +3 resistance]
Will +9 [+3 base, +2 wis, +1 luck, +3 resistance]

BAB: +11/+6/+1
Melee Atk: +14/+9/+4 (1d8+2/19-20/x2/S, longsword +1)
Ranged Atk: +16/+11/+6 (1d8+2/20/x3/P, mighty composite longbow +1)
Grapple: +13 (+11 base attack, +2 str)

Skills:
Climb +18 (14 ranks, 2 str, 2 competence)
Disable Device +18 (14 ranks, 2 int, 2 competence)
Escape Artist +24 (14 ranks, 4 dex, 6 competence)
Jump +23 (14 ranks, 2 str, 2 synergy, 5 competence)
Knowledge [dungeoneering] +16 (14 ranks, 2 int)
Listen +16 (14 ranks, 2 wis)
Open Lock +22 (14 ranks, 4 dex, 4 competence)
Search +21 (14 ranks, 2 int, 5 competence)
Spot +16 (14 ranks, 2 wis)
Survival +16 (14 ranks, 2 wis)
Swim +16 (14 ranks, 2 str)
Tumble +20 (14 ranks, 4 dex, 2 synergy)

Feats:
Endurance (explorer bonus 3rd level)
Great Fortitude (6th)
Improved Precise Shot (Combat style 11th level)
Improved Toughness (9th)
Lightning Reflexes (3rd)
Luck of Heroes (1st)
Manyshot (Combat style 6th level)
Prodigy (1st)
Rapid Shot (Combat style 2nd level)
Track (Explorer bonus 1st level)

Languages: Common, Draconic, Dwarven, Sylvan.

Equipment (36/58 lbs) (Magic items are in bold)
Acid flasks, 3 - 30gp [In haversack]
Alchemist’s fire flasks, 3 - 60gp [In haversack]
Amulet of Health +2 - 4,000gp [Amulet slot]
Arrows, 40 - 2gp [In quiver; 6lbs]
Bedroll - 1gp [In haversack]
Belt pouch - 1gp [Belt]
Belt of Strength +2 - 4,000gp [Belt slot]
Boots of Striding and Springing - 5,500gp [Boots slot]
Climber’s kit - 80gp [In haversack]
Club - 0gp [In haversack]
Cloak of Resistance +3 - 9,000gp [Cloak slot]
Daggers, 2 - 2gp [1 belt, 1 boot; 2lbs]
Everburning Torch - 110gp [In haversack]
Explorer's outfit - free [worn or in haversack]
Gloves of Dexterity +4 - 16,000gp [Gloves slot]
Heward’s Handy Haversack - 2,000gp [Back; 2lbs]
Lens of Detection - 3,500gp [waistcoat pocket]
Longsword +1 - 2,000gp [belt; 4lbs]
Masterwork potion belt - 60gp [Contains: 2 flasks acid, 2 flasks alchemist’s fire, 1 potion cure moderate wounds, 1 potion cure serious wounds.] (Cost 20gp+40gp+300gp+750gp=1,110gp) [Around torso; 7lbs]
Masterwork thieves tools - 100gp [In pocket; 2lbs]
Mighty [+2] Composite Longbow +1 - 2,200gp [On back; 3lbs]
Mithral Chain Shirt +2 - 5,000gp [Armour slot; 12 lbs]
Set of nice clothes - 5gp [Worn or in haversack]
Potion of cure light wounds, 8 - 400gp [In haversack]
Potion of cure moderate wounds, 1 - 300gp [In haversack]
Potion of cure serious wounds, 1 - 750gp [In haversack]
Ring of Protection +1 - 2,000gp [On right hand]
Ring of Sustenance - 2,500gp [On left hand]
Silk rope, 100ft - 20gp [In haversack]
Tindertwigs, 10 - 10gp [Belt pouch]
Vest of Escape - 5,200gp [Shirt/Vest slot; appears as a waistcoat]
Winter blanket [In haversack]

Money
In boots: 1pp each boot (emergencies)
In belt pouch: 1pp, 5gp, 10 sp
In haversack: pouch containing 12gp
Earring: fine sapphire worth 10gp (emergencies)

Appearance:
Davian's a fairly tall and wiry man with unruly black hair. The length of the hair depends on how long he's been on a job, or how recently he lost some of it to a trap of some sort. His skin is tanned, and he possess many scars and marks of varying sizes all over his body..though it seems his face has so far escaped scarring. When he's in between jobs, he prefers to dress well; tastefully well-fitting shirts in a variety of colours, neat trousers, clean shaven and neatly ordered hair. With his wine-red waistcoat and the monocle he has tucked into a pocket of said waistcoat, Davian can look like a bit of a fop. On a job, however, the grooming is the first thing to go; Davian swiftly acquires a 5 o'clock shadow, his hair settles back into its usual unruly state, and the nice shirts and trousers are replaced with a workmanlike white shirt and brown trousers - though the waistcoat and monocle inexplicably remain.

Underneath his usual outer garments, Davian always wears a fine mithril chain shirt for protection but he doesn't advertise this fact. As far as jewellery goes, he wears a pair of understated rings, and has a small sapphire set in his right earlobe, as well as a pendant of some sort; a small disc on a silver chain with intricate runes inscribed upon it. Davian likes the finer things in life and enjoys tastefully understated elegance - after all, all those ancient temples rather burn you out on huge gold statues and the like; it's just so tacky, wouldn't you say?

Personality:
Davian can be best summed up in two words: Curious and impulsive. For Davian, the thrill is everything, and if you aren't having fun living your life, then what's the point? He's very much of the 'seize the day' mentality, and the unkind could describe him as being rash. He likes to view existence as a great adventure, and always wants to do. He'll go to the great temple of the fish-god and draw a picture of its innermost sanctum on a bet, and brave the tomb of Ankara the Accursed just because someone dared him to do it. However, he'll only retrieve objects from such locations if he's being commisioned to do so - or he's raiding them for himself, of course.

In short, Davian's a thrill-seeker. Those who don't know him very well may suspect him of having a death wish, but nothing could be further from the truth; Davian just believe that unless you're regularly risking your life, you aren't really living at all. He's perpetually cheerful, and despite his somewhat flightly demeanour, is a nice person. He helps people out 'just because' and is selective about the jobs that he takes; if the object(s) he's been comissioned to retrieve are rumoured to be powerful and/or especially good or evil, he'll only take a job to retrieve them if he thinks his employer won't misuse them. This means he's made a few enemies, but he's made a few friends as well, and so it all kind of balances out. Besides, he's not important enough for people to really expend effort on killing him. Despite his impulsive nature, Davian's not overconfident; he knows his limits, and will happily work with others if the job seems dangerous or too big for him. Davian's a very fun person to have as a friend...so long as you don't mind having only the vaguest idea of what he's going to do next.

Background: Davian was born to a wealthy family of farmers in the Dalelands of Faerun some 27 years ago. He was an intelligent child, who had no trouble making friends, but from the start, he didn't seem to fit into the peaceful farming community. Davian never seemed to be interested in learning about the way you ran a farm, despite the fact that as the eldest son, he was the one expected to take over when his father grew too old to see to the farm. Instead, Davian was always off exploring - the first person to climb the tallest tree in the orchard, or to try taking the makeshift raft the local children had spent the last few days constructing out on the river.

Davian himself was conscious of a nagging feeling of boredom, and a strange need to range further and further afield. A few days after his 16th birthday, these feelings finally became too strong to ignore. Davian slipped away from the farm in the dead of night, leaving a small note saying 'Gone away.' Out on the road, for the first time he didn't feel bored - he felt excited and strangely energised, like it was something he'd always been waiting to do.

Things changed again a few weeks later. Now some distance from his family, Davian was sheltering from a storm in a small cave, when he discovered that the cave went deeper than he'd originally thought. Davian curiousy followed the cave down..to find the remains of a stronghold made of stone, long since abandoned. Davian avoided several close calls with ancient traps in various stages of disrepair and some huge vermin that'd taken up residence, and came away with a handful of archaic coins. But for Davian, the loot wasn't the true prize; rather, it was the sense of pure exhilaration he'd experienced investigating the ruin and dodging its ancient dangers.

After that, Davian actively sought out such places to investigate, and discovered that often, other people were doing the same thing - they they were often there more for the reward than the experience, not that Davian really minded. He briefly teamed up with several groups of like-minded individuals, but never for very long; Davian had the oddest compulsion to keep moving, no matter where he was. It was with one such group that Davian realised people paid good money to have trinkets liberated from ancient and dangerous places, and after he left them, Davian financed himself by acting as a roving acquirer of treasures for paying clients.

In time, some 7 years after the beginning of his wanderings, Davian got to Sigil the way you might expect; due to his curiosity. Viewing one old ruin, Davian found an old and disused portal. (not that *he* knew that.) The runes around the arch spoke of a door to other worlds, so long as you entered it holding a double-headed coin, and Davian, ever curious and happening to be in possession of just such an item, wandered through.

The rest, as they say, is history. Davian managed to avoid being bobbed or penned in the deadbook upon his arrival, and swiftly learned that Sigil was just the place he'd been looking for. It had doors to everywhere; and why should he limit his operations to Faerun anyway? Wouldn't it be much more fun to go planar with his skills? And so, Davian makes kip in the City of Doors, always on the lookout for a new and exciting job. The odd human has an excellent track record, and people know if you want something acquired, Davian can likely do it. He doesn't steal, though; he deals strictly in antiquities, things which moulder away in old tombs and don't really belong to anyone any more. Davian's pricing system is somewhat haphazard, too; he generally takes any other treasure he finds and a finders fee as payment, and while the fee is nominally determined by the worth of the item(s) he's finding, he often arbitrarily raises or lowers it depending on how much fun he thinks the job'll be.

For the last 9 or so months, Davian's been seen around with a nymph, who it appears he met through a mutual friend. The two of them seem to get on very well, though they do have the occasional argument over the hazardous nature of Davian's work. Davian, however, knows he wouldn't have it any other way. He's not tried to get in touch with his family since he left them over 11 years ago; he's really got nothing in common with them, and his younger brother Holt, while only 12 when Davian left, looked like he was shaping up to be the perfect farmer - placid, patient, and if not as clever as Davian, certainly more reliable when it came to agriculture. As far as Davian's concerned, he's not going to bother them and with any luck, they're not going to bother him. Davian just wants to keep feeling the adrenalin rush of danger mixed in with the excitement of adventure, and to never lose the feeling of life and vitality he's been riding ever since that first dungeon delve.


For a bit of fun, here's Davian's opinion on the various factions of Sigil..

Athar: Gods, no Gods, powers, no powers..that's all well and good, but hardly my problem. I've got to say, I do believe in old Lady Luck, as she's got me out of many a jam. As for my experiences with gods and the like, I figure they last as long as people believe in 'em, and after they're gone and their temples stand empty, you get people like me nipping in to retrieve the silverware - and I haven't seen any of them get up and smite me for it yet, that's all I'm saying.

Believers of the Source: So you want to be a god, huh? Well, good for you. The only way you can really live this life is to do things, and if you reckon that doing the right things'll let you ascend to a higher plane or somesuch, then who am I to stop you? Just a word, though, if you do make it; if people stop worshipping you in a while and people like me come calling for old relics, be a sport and be nice to them, eh?

Bleak Cabal: Lady's Blades, if any faction annoys me it's these berks. What's the bloody point, you sodding idiots? OK, say maybe there's no point to the 'verse, and what we do won't matter in the grand scheme of things. But it matters now! If you just give in and assume things, you don't do anyone any good! You're dying slowly, just because you're too scared to live! Anyone who wastes their chance at life like this deserves a smack round the head - and I'd do it myself, if I didn't think it'd just serve for confirming all their philosophies.

Doomguard: Blimey, they're a messed up bunch and no mistake. I can't say I agree with 'em, but I figure to each their own. At least they're doing, even if what they're doing seems a bit pointless to me. I figure things work in cycles, see? Get built up, get torn down, get picked over. Just one of those things.

Dustmen: OK, so if this 'life''s a preparation for death, then don't you think that the best way to purge yourself of all these things like emotion is to experience them as much as you can now, burn 'em out of yourself so's you can get to the True Death? Sitting there and trying to think like a corpse seems like you're going the wrong way to me; but if you change your mind and want to try my idea, I know a few places we could go - excitement guaranteed!

Fated: *sigh* These berks always make me a bit depressed for some reason. I mean, they really don't get it. Life isn't about what you've got; it's about what you do and who you are. Stuff can be nice, and stuff can be useful, but it's really not that important. And why does everything have to be eye for an eye? You should just be able to *do* when you want to, not have to worry about if they owe you something or you owe them. Living their way..just seems like it'd be so...grey. What's the point of being so predictable?

Fraternity of Order: And speaking of predictability..OK, I can see laws having their place; and I like their place being far away from me. There aren't laws to the 'verse; there's just action and impulse. Trying to pidgeonhole everything takes all the spice out of life; and you end up wrong more often than not. What they need is a nice swim in churning rapids, or to go jumping off a mountain with a scroll of feather fall tucked in your sock. That'll give 'em the right sort of perspective on existence, you'll see.

Free League: These cutters always make me laugh. I respect independence, and I figure I'm sort of independent myself, but I ain't going to join a group to say I'm independent. Ever hear that old joke? "You are all individuals!" "Yes! We are all individuals!" Says it all, really. If I was going to go and be individual, I'm going to go and do it by myself.

Harmonium: Geesh. Deeply repressed, that's what I say. Seems like they can't take the 'verse for the random fun that it is, so they put themselves in straitjackets and pretend it's the 'verse they're jacketing. And they ask so many questions! Steer clear, that's my motto. You don't want to go tangling with a Hardhead - they've no sense of humour at all.

Mercykillers: Now these guys give me the shivers. Killers, the lot of 'em, looking for a way to hurt people and make it be legal and the like. Anyone who sets themselves up as being the law are dangerous crazies in my book - and they don't like me at all. All that delving into tombs is sort of a grey area law-wise, but I know if they could pinch me for it, they would. They're not a faction; they're just nuts. And dangerous, to boot.

Revolutionary League: Now these bashers know how to live! They're certainly living life, but they're a bit too scary-focused for me. And they don't seem to bothered by who they hurt, either - that's never a good thing. Breaking bonds, loosing chains and bringing it all down's an interesting goal to be sure, and one that promises a lot of action in the meantime, but seems like there could be ways to do it that involve less collateral damage.

Sign of One: So you made the 'verse, right? That's all well and good, but what are you going to do with it? I figure, you went to all this trouble, you should get out there and make use of it - you know, have some fun, try something new, all the rest of it. I mean, if you made the 'verse, then you made me; and I'm here telling you to go try having some fun because you made me to do it, so why don't you go and try it? I know a few places that'll have the blood thumping in your ears, and you'll get to see how much fun the 'verse really is!

Society of Sensation: I have a real soft spot for these guys. They want to go out there and try things, and feel, and really, *really* live. That's brilliant, exactly the right idea. Just don't think too hard about it, aye? Go and actually *do* it! And I'm not convinced by these sensory stones. Sure, it's a nice idea, but it seems to me that some people, they use the stone and then feel like they don't have to go and have the experience proper. That's totally wrong! The only way to keep feeling alive is to keep doing - really doing, not leeching off of what other people have done. Stop spending so much time in your big swanky festhall over there and actually get out and about the planes!

Transcendent Order: Trust your instincts is *always* good advice. Seems like these bashers may have the right idea; it's doing that counts, not thinking or planning. I'm not convinced by this 'cadence of the 'verse' stuff they spout, but actions do speak louder than words, and these bashers live that more than most. Go on a drinking binge with a Cipher one time; it's *great* fun, a real experience!

Xaositects: Well, yeah. Damned if I know *what* they're up to. Trying to live chaos seems like a really bad idea; you should just try and be yourself, not act extra random just because. Having said that, I don't really understand what their ideas actually are, and I'm not sure they do, either!
 

Isida Kep'Tukari

Adventurer
Supporter
Vestra Morger
Female Elan Psion (Nomad) 5/ Chronorebel 6

Alignment: Chaotic Good
Height: 5' 10''
Weight: 136lbs
Hair: Red
Eyes: Green
Age: 24
XP: 57,408

Str: 9 (-1)
Dex: 13 (+1)
Con: 13 (+1)
Int: 23 (+6) [+2 levels, +4 headband]
Wis: 13 (+1)
Cha: 11 (+0) [-2 racial]

Class and Racial Abilities: -2 Cha, Aberration (no darkvision), Medium size, naturally psionic (+2 power points), resistance (can spend 1 power point to gain +4 racial bonus to saving throws until next action), resilience (can reduce damage by 2 for every 1 power point she spends), repletion (can spend 1 power point and not need to eat or drink for 24 hours). Psionic powers, bonus feats, psychoportation discipline. Timeless 1/day, causal loop and slow light latency, prescience +1, precognition +1, backslip.

Hit Dice: 5d4 + 6d6 + 11
HP: 41
AC: 11 (+1 Dex)
Init: +1 (+1 Dex)
Speed: 30ft (40ft. when psionically focused)

Saves:
Fortitude +6 [+3 base, +1 Con, +2 cloak]
Reflex +8 [+6 base, +1 Dex, +2 cloak]
Will +8 [+6 base, +1 Wis, +2 cloak]

BAB/Grapple: +6/+5
Melee Atk: +5 (1d6-1/x2/B, club)
Ranged Atk: +8 (1d10+1/19-20/x2/120 ft./P, +1 deep crystal heavy crossbow, can spend 2 power points as free action to give additional +2d6 damage)

Skills:
Concentration +15 [14 ranks, +1 Con]
Craft (tattooing) +14 [8 ranks, +6 Int]
Diplomacy +8 [8 ranks, +0 Con]
Knowledge (history) +10 [4 ranks, +6 Int]
Knowledge (psionics) +19 [13 ranks, +6 Int]
Knowledge (Inner Planes) +14 [8 ranks, +6 Int]
Knowledge (Outer Planes) +14 [8 ranks, +6 Int]
Psicraft +18 [10 ranks, +6 Int, +2 synergy]
Speak Language [5 ranks]

Feats:
Extend Power (1st level)
Speed of Thought (psion bonus 1st level)
Scribe Tattoo (3rd level)
Enduring Tattoo (psion bonus 5th level)
Expanded Knowledge (body adjustment) (6th level)
Permanent Tattoo (9th level)

Languages: Abyssal, Aquan, Aquan, Auran, Celestial, Common, Elven, Giant, Infernal, Terran

Powers Known
Save DC +6 – Power points available – 120
Psychoportaion powers (+1 DC from torc), time-related powers (+1 DC from temporal focus)
1st - deceleration, defensive precognition, know direction and location, offensive precognition, slow light, teleport auxiliary
2nd – dimension swap, energy push, psionic identify, specified energy adaptation
3rd – astral caravan, body adjustment, causal loop, telekinetic force, telekinetic thrust, time hop.
4th – psionic dimension door, psionic dimensional anchor, psionic fly, psionic freedom of movement.
5th – baleful teleport, psionic plane shift, psionic teleport, teleport trigger.

Equipment
Headband of Intellect +4 – 16,000gp
Psionicatrix of psychoportation – 8,000gp
Permanent crawling tattoo of telekinetic thrust (manifester level 10th, augmented to 10 pp spent, can move up to 500 lbs, DC 20, uses four slots) – 750gp, 60 XP
Permanent psychic tattoo of body adjustment (manifester level 9th, augmented to 9pp, cures 3d12 damage per day, uses four slots) – 675gp, 54 XP
Permanent crawling tattoo of time hop (manifester level 8th, DC 21, uses four slots) – 800gp, 64 XP
Permanent psychic tattoo of psionic dimension door (manifester level 8th, uses four slots) – 800gp, 64 XP
Permanent psychic tattoo of psionic teleport (manifester level 10th, uses four slots) – 1,250gp, 100 XP
Rainbow prism ioun stone (5 power points per day, regenerates) – 16,000gp
Masterwork tattooing tools – 55gp
+1 deep crystal heavy crossbow – 3,350gp
30 bolts – 3gp
Belt of adaptation (as per necklace) – 9,000gp
Sandals of the Winterlands – 2,500gp
Vest of resistance +2 – 4,000gp
Backpack – 2gp
Deluxe bedroll – 1gp
Belt pouch – 1gp
Everburning torch – 110gp
Soap 2lbs – 1gp
Brightly patterned winter blanket – 1gp
3 square yards of oiled canvas – 3sp
Traveler’s outfit (free)
Club – 0gp

Money
28gp, 7sp, 400gp silver pearl, 1,000gp diamond, 2,000gp star sapphire


Appearance: Vestra is a tall, and incredibly thin woman with long, straight red hair. She tends to wear it long and loose, or occasionally tied back, and it reaches nearly to her knees when unbound. Her skin is pale, and sprinkled with freckles, as well as elaborate tattoos that cover her shoulders, arms, hands, collarbone, neck, sides, hips, legs, and feet in flowing, abstract designs in colors of deep blue, brown, and red. She tends to wear vests, short trousers, and sandals in order to show off her tattoos.

Personality: Vestra is a curious individual, driven to find out what knowledge she can about the mysteries of the multiverse. With her long life ahead of her, she has developed an obsession with the study of time and space, and seeks out new ways to manipulate so that the mistakes of the past will not be repeated. Vestra enjoys the challenge of experiencing knowledge first hand, and can often be found in the strangest of places. She has gained a deep love of travel, and loves nothing more than to find a new place to explore. However, her experience with time has also gained her a healthy dose of caution, particularly not to do something that history will remember as foolish.

Background: Vestra was born Kilee Ishram, a daughter of a sheep farmer in the highlands. She worked twenty years in the trade, having no way or means to leave her village. While her parents were kind, and her older sister and brother decent, Kilee often felt that she was capable of being more than a sheep farmer’s daughter. It was the arrival of bard in their small village that brought Kilee’s latent desire and talent to life. The bard spoke of tales of hidden power, and magic stranger than Kilee had ever seen.

Kilee sought out the bard, to ask him about some of her own childhood experiences. She could recall being the only child to be able to hide in the berry patch yet come out without a scratch. Another time she was butted by one of the rams in breeding season, and while she was flung across the field, she was not even hurt. The bard was intrigued by her tales, and spoke to her of some people in the highest mountains that knew of the powers she spoke of.

Still a bit uncertain, it took Kilee nearly a month to work up the courage to leave, and finally left her town and family in the night, going with the bard to the strange and mysterious north. On the way there, the bard spoke of the people called the élans, strange people that were not born, but bound themselves to humans that wished a new life. Elans could greatly help those with gifts like Kilee, and the young woman was intrigued.

At the élan enclave, Kilee was tested and questioned, taught and tempered to see if she was able to become one of them. The sheep farmer’s daughter did remarkably well, and two months after she came to them, Kilee was reborn as Vestra Morger. She learned to master her new powers of the mind, energized and empowered by her new existence. Applying herself to the knowledge she had never known in her small village, Vestra has set out into the world to explore it to the fullest.

In her time exploring, she has seen many planes, and met many strange individuals. Learning to use her powers over space to put herself anywhere she cares to, Vestra eagerly travels beyond the next hill, the next corner, to the farthest mountain, and beyond. It was during her travels when she realized that she had been traveling longer than most of the people of her village lived. This seemingly simple fact caused a deep revelation in her, a realization that she had spent so much time studying space, but not its fundamental underpinnings of time. She had so much more time now as an elan, and she should use it wisely to explore all dimensions of her specialty.

Her deep studies of time have unlocked curious powers within her mind, as well as expertise with her powers of that nature. She feels she is coming closer and closer to a revelation of some sort, and is eagerly traipsing the planes seeking its source.
 
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Boddynock

First Post
Dante Sef’ngal
Male Human Psion (Telepath) 11

Alignment: Neutral Good
Height: 5ft 8in
Weight: 130lbs
Hair: Black
Eyes: Blue
Age: 29
XP: 57,750

Attributes (30 point buy)
STR 10 +0
DEX 10 +0
CON 12 +1
INT 19 (23) +4 (+6) [17 point buy + 2 level increases (+4 headband)]
WIS 13 +1
CHA 12 +1

Hit Dice: 11d4 + 11 (CON bonus) + 8 (feat bonus)
HP: 43
AC: 13 (20) [10 +3 amulet (+7 inertial armor, augmented +6 PP)]
Init: +0
Speed: 30ft

Saves:
Fortitude +7 [+3 base +1 CON +3 cloak]
Reflex +6 [+3 base +3 cloak]
Will +11 [+7 base +1 WIS +3 cloak]

BAB/Grapple: +5/+5
Melee Attack: +6, +1 deep crystal shortspear, dam.1d6+1 (+2d6 2PP free action)
Ranged Attack: +6, +1 light crossbow, dam. 1d8+1

Skills:
Bluff +11 (= 10 ranks +1 CHA bonus)
Concentration +15(+19) (= 14 ranks +1 CON bonus (+4 feat))
Diplomacy +11 (= 10 ranks +1 CHA bonus)
Gather information +11 (= 10 ranks +1 CHA bonus)
Knowledge (Psionics) +20 (= 14 ranks +4 INT bonus +2 headband)
Knowledge (Inner Planes) +10 (= 4 ranks +4 INT bonus +2 headband)
Knowledge (Outer Planes) +10 (= 4 rands +4 INT bonus +2 headband)
Listen +1(+3) (= +1 WIS bonus (+2 feat))
Psicraft +20 (= 12 ranks +4 INT bonus +2 h/band,+2 synergy)
Sense Motive +18(+28) (= 14 ranks +1 WIS bonus +3 Psicrystal (+10 feat))
Spot +1(+3) (= +1 WIS bonus (+2 feat))

Feats:
Alertness (Psicrystal bonus 1st level – when psicrystal in same or adjacent square)
Inquisitor (1st level)
Psionic Body (Human bonus 1st level)
Psicrystal Affinity (Psion bonus 1st level)
Combat Manifestation (3rd level)
Psionic Endowment (Psion bonus 5th level)
Psicrystal Containment (6th level)
Psionic Meditation (9th level)
Greater Psionic Endowment (Psion bonus 10th level)

Languages: Auran, Celestial, Common, Elven, Ignan

Powers Known:
Save DC 10 + level of power manifested +8 [+4 INT +2 headband +2 feat]
Power points available 128
1st Charm, Psionic; Demoralize; Inertial Armor; Mind Thrust; Telempathic Projection
2nd Cloud Mind; Read Thoughts; Swarm of Crystals; Tongues, Psionic
3rd Body Adjustment; Crisis of Breath; False Sensory Input; Solicit Psycrystal
4th Dominate, Psionic; Energy Adaptation; Intellect Fortress; Modify Memory, Psionic
5th Adapt Body; Mind Probe; Plane Shift, Psionic; Tower of Iron Will
6th Disintegrate, Psionic

Possessions:
+1 Shortspear, Deep Crystal (ref. XPHB p182) [3 lb; 3,301gp]
19 crossbow bolts (see glove of storing) [2 lb;2gp]

Amulet of Natural Armor +3 [0 lb;18,000gp]
Cloak of Resistance +3 [1 lb; 9,000gp]
Dorje of Energy Push: Electricity (Save DC 15, incl. bonus) [¼ lb; 4,500gp]
(50 charges; Save DC +2, ML check against PR +2)
Everburning Torch [1 lb; 110gp]
Glove of Storing (on right hand) [0 lb; 2,200gp]
+1 Crossbow, Light (loaded, in glove of storing) [4 lb; 2,335gp]
Glove, plain (matching, on left hand) [0lb; 5sp]
Headband of Intellect +4 [0 lb; 16,000gp]
Heward’s Handy Haversack [5 lb; 2,000gp]
Bedroll [5 lb; 1sp]
Holy Water, flask [1 lb; 25gp]
Rations, trail, 3 days [3 lb; 15sp]
Soap [1 lb; 5sp]
Tanglefoot Bag [4 lb; 50gp]
Waterskin [4 lb; 1gp]
Pouch, belt [½ lb; 1gp]
Flint & steel [0 lb; 1gp]
Third Eye Penetrate [0 lb; 8,000gp]
Explorer’s outfit [0 lb; 0 gp]
Explorer’s outfit, enhanced [8 lb; 20gp]

Total weight & cost: 20¾ lb; 65,528.6gp

Money:
9gp, 9sp, 10cp, 5 x 10gp lapis lazuli (in belt pouch)
90gp amber (in haversack)
300gp gold and jet bracelet (on right wrist)

((Expenses: 2 glasses of Arborean wine: 4sp; Elisden's Arborean tab: 1gp))

Grand Total: 65,998gp 6sp

Psicrystal:
Hordan the Sympathetic


Attributes:
STR 1 -5
DEX 15 +2
CON - -
INT 11 +0
WIS 10 +0
CHA 10 +0

Hit Dice: 11
HP: 21
AC: 15 (22) [10 +5 natural armor +2 DEX (+7 shared inertial armor)]
Speed: 30ft, 20ft climb

Special abilities:
Alertness, improved evasion, personality: sympathetic (+3 to Sense Motive), self-propulsion, share powers, sighted, telepathic link, deliver touch powers, telepathic speech, flight, power resistance 16.

Skills:
Bluff +11
Concentration +15 (+19)
Diplomacy +11
Gather information +11
Knowledge (Psionics) +20
Knowledge (Inner Planes) +10
Knowledge (Outer Planes) +10
Listen +4
Move Silently +4
Psicraft +20
Search +4
Sense Motive +18 (+28)
Spot +4

Saves:
Fortitude +4
Reflex +3
Will +8


Appearance: Of middling height and build, Dante Sef’ngal has few distinguishing features beside startlingly blue eyes and a small jagged scar over his right cheekbone. He dresses in a standard explorer’s outfit in browns and greens while on the road. While staying any length of time in a place, or if he wants to impress, he wears another outfit, still based on the explorer’s garb but in shades of deepest blue, with black and gold highlights.

Personality: Although not physically imposing, Dante is memorable. There is a stillness about him which people notice. He does not make friends easily but when he sets his mind to it he can charm the birds off the trees! People open up to him surprisingly quickly, and find themselves sharing deep secrets of their lives in a way which is out of all proportion to the length of time they have known him. It is rare that he will betray that trust (although he has been known to accept the hospitality of previously tight-fisted innkeepers on occasion.)

It is exceedingly rare, however that Dante returns the favour. He reveals little of substance about himself. Those few he has trusted with his story are as close-lipped as he is. But those who have shared physical intimacy with him experience an exquisite tenderness, and may sense a dark urgency which underlies his normal calm.

Dante is a wanderer. He never stays anywhere long. While not a “do-gooder”, he seeks to leave any place he visits a little better than it was when he arrived. When he is on a mission, however, he is incredibly focused – sometimes to the detriment of his usual care for others. His commitment to a cause is not given lightly, but once given he is uncomfortable with anything that gets in the way of making good on his promises.

Background: As a young boy, Dante was open, cheerful and trusting. He was good looking and popular with the other children of the small town of Irustan in the Flanaess, his place of origin. While not a natural leader, he was to be found amongst the ringleaders of all childhood adventures, his good nature assuring him of acceptance amongst his peers, and his sharp mind quick to come up with new and exciting undertakings, to the delight of all.

Unfortunately, those same attributes of good looks, good nature and quick wit made him appealing to other, less savoury eyes as well.

When he was 10 years old, a young man called Daric moved to Irustan from far off Greyhawk. He brought with him the wonder and mystique of that great city, and, being a friendly sort, he was soon surrounded by the town children, who plied him with questions of all sorts, which he happily answered.

Daric worked for an importer of fine goods, who was looking to expand into the region around Irustan, which was a centre of the local carved crystal trade. Daric’s charismatic nature won over the adults as well as the children, and he soon had an impressive list of artisans on his books.

Dante’s mother was a skilled crystal carver. She would frequently send Dante to deliver finished pieces to Daric, who soon developed a close relationship with this widow and her son. Dante began modelling himself on Daric, seeking to be like him in all things. And Daric encouraged and praised him. This made the betrayal that followed all the more bitter.

The truth was that Daric was a scout for slavers – slavers who specialized in the sale of children. There are many across the Flanaess and indeed in a city like Greyhawk who are more than happy to abuse and to use young lives which come into their hands. The slavers’ market was assured – and the trade was lucrative. The fact that Daric’s cover ventures inevitably made a profit was just icing on the cake.

There followed a period of many happy months in which Dante believed that life could not be better. Then the slavers struck. Dante was seized, along with a dozen other children from the town, and carried off – but not before he had seen the traitorous Daric strike down his mother from behind as she sought to fend off the slavers’ raiding party. That drove him into a state of prolonged shock which nearly spelled the end of his value to the slavers, and therefore his continued existence.

It was only in holding a piece of crystal – the last that his mother had carved - that he found any comfort. It was through continued stroking and peering into its depths that his mind began to awaken again. And it was in the depths of that crystal that he discovered a rare and precious gift which was to shape his life in ways as deeply profound as Daric’s betrayal had been.

What happened thereafter, how he gained his freedom and ended up on the Planes – and what happened to Daric - that’s a story that he tells to very few. Very, very few indeed!
 
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