Planescape : AWAKENING


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Blaze

LN Fire Genasi Rogue level 4

Initiative: +7 ; Listen +7 Spot +0 ; Darkvision 60 ft

HD: 4d6 (hp 24)

AC: 15 (+2 Armor, +3 Dex); Touch 13, Flat Footed - [Trapsense +1, Uncanny Dodge]

Saves: Fort +1/ Ref +7/ Will +1 [Evasion, Trapsense +1, Fire Resist 10, +1 vs Fire]

Languages: Abyssal, Draconic, Ignan, Infernal, Planar Trade

Skills:
Bluff +10 [7 ranks, +3 Cha]
Diplomacy +14 [7 ranks, +3 Cha, +2 Bluff, +2 Sense Motive]
Disable Device +12 [7 ranks, +3 Dex, +2 Mwk Tools]
Escape Artist +10 [7 ranks, +3 Dex]
Gather Information +12 [7 ranks, +3 Cha, +2 Investigator]
Hide +10 [7 ranks, +3 Dex]
Intimidate +12 [7 ranks, +3 Cha, +2 Bluff]
Listen +7 [7 ranks]
Move Silently +10 [7 ranks, +3 Dex]
Search +12 [7 ranks, +3 Int, +2 Investigator]
Sense Motive +7 [7 ranks]

Attacks:
+1 Hand Crossbow +8 (1d4+1/19-20)​
Sneak Attack +2d6​

Base Attack Bonus/Grapple: +3/+2

Abilities:
Str 8(0pts),
Dex 16(10pts),
Con 10(2pts),
Int 16(6pts+2Rac),
Wis 10(2pts),
Cha 16 (13pts - 2Rac + 1Stat Bump)​

Feats:
Investigator
Improved Inittiative
[Level Six -> Leadership]

Possessions:
Leather Armor (10gp)
Heward's Handy Haversack (2000gp)
Mwk. Thieve's tools (200gp)
+1 Folding Hand Crossbow (2400gp)
CLW Potion x5 (250gp)
30 cold iron tipped bolts (6gp)
30 silver tipped bolts (9gp)
40 hand crossbow bolts (4gp)
Silver dagger (22gp)
Cold Iron Dagger (4gp)
Silk Rope 50 ft (10gp)
Grappling Hook (2gp)
20 gp (coins of various values)

Gems:
5 hematite (worth 10 gp each)
5 Obsidians (worth 20 gp each)
3 Red Spinel (worth 100 gp each)


Son of an illegitimate daughter to the Grand Vizier Jamal Kala'un.

[sblock=Background]
Profited from visitors to the City of Brass (hoaxes, snake-oil selling, the usual stuff), was caught and made a slave, but got hold of a portal key through contacts.

Family Background- Upper City (human merchant father and fire-descendant mother), both parents are alive and well but joined a faction, he didn't

Childhood Environment - Bazaar

Big Problems, Big Wins - Betrayal, an old secret was exposed, the fact that his family joined said cult/guild/faction, and therefore he is wanted to be used as a pawn against them

Contact - a high-level planar smuggler

Friends
Bladeling - Like a big brother to him
Merchant - An ex-employer who trusts him​

Enemies
Noble Salamander, a previous employer. Reason: the salamander removed him an eye because of him making eye contact instead of bowing down.
Azer, member of the group who uncovered his -indirect- relationship witht he cult.​

If you meet up you will... Backstab the other indirectly

What can be used against you?
Noble Salamander - An entire "gang" (he's a Noble Salamander, second only to the efreet in the City of brass)
Azer – A few friends (while his group wants to use Blaze, they won't stick out their necks for the azer)[/sblock]
[sblock=FIRE GENASI RACIAL TRAITS]
• +2 Intelligence, -2 Charisma. Fire genasi have bright minds but are easily angered and poor
in dealing with others.
• Medium size humanoid.
• Fire genasi base speed is 30 feet.
• Fire resistance 10.
• Lesser Produce Flame (Sp): As the druid spell, but deals 1d8 +1 per level fire damage. Caster Level equals character level.
• +1 racial bonus on saving throws against all fire spells and effects. This bonus increases by
+1 for every five class levels the genasi attains.
• Darkvision up to 60 feet.
• Automatic Languages: Planar Trade, home region. Bonus Languages: Any (except secret
languages, such as Druidic).
• Plane of Origin: Any (often Plane of Fire).
• Favored Class: Evoker.
• Level Adjustment +0.[/sblock]
 
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Name
Male Necopolitan Spellscale Dread Necromancer 4th lvl
Lawful Neutral

Str 11 -- (3 pts)
Dex 14 -- (6 pts)
Con -- -- (0 pts)
Int 14 -- (6 pts)
Wis 10 -- (2 pts)
Cha 21 -- (16 pts) +2 racial +1 level

Hit Points ??
AC ??, Touch ??, Flat ??
Init +2
BAB +2, Grap +2
Speed ?? (base 30, load 0/33, armorcategory)
Fort +?, Ref +3, Will +4

+?? Melee, weaponname, 1d6+??, 20/x2
+??/+?? Melee, weaponname/weaponname, 1d6+??/1d6+??, 20/x2
+?? Ranged, weaponname, 1d6+??, 20/x2, 30'r
+??/+?? Ranged, weaponname/weaponname, 1d6+??/1d6+??, 20/x2, 30'r

Medium, 5'6" tall, 130 lbs., ?? yrs old
Colortype hair, colortype eyes, tonetype skin

Speaks Common, Draconic, Dwarven, Elven

+?? Skillname (4)
+?? Skillname (4)
+?? Skillname (4)
+?? Skillname (4acp) add acp if susceptible to armor penalties
+?? Skillname (2cc) add cc if cross classed
+?? Skillname (4 + 2cc) show multiclass ranks seperately
+0 Listen (0)
+0 Spot (0)

Feats
-featname (optional brief summary here)
-featname (optional brief summary here)

Spellscale Traits
  • +2 Cha, -2 Con
  • Medium Size
  • Base Land Speed: 30 ft.
  • Low-light Vision
  • Humanoid (Dragonblood)
  • Blood Quickening
  • Automatic Languages: Common and Draconic
  • Bonus Language: Dwarven, Elven, Gnome, Halfling
  • Favored Class: Sorceror

Necropolitan Traits
-Undead Traits
-Augmented subtype
-Hit dice are increased to d12
-Resist Control (+2 profane bonus to Will saving throws to resist the effect of a control undead spell)
-+2 turn resistance
-Unnatural Resilience

Dread Necromancer Abilities
-Charnel Touch (1d8+4)
-Rebuke Undead 8/day
-Lich Body DR 2/ Bludgeoning and Magic
-Negative Energy Burst 1/day (4d4)
-Advanced Learning ()
-Mental Bastion +2

Spells Per Day ??/??/??
0th- Bane, Bestow Wound, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement, Summon Undead I, Undetectable Alignment
1st- Blindness/Deafness, Command Undead, Darkness, Deathknell, False Life, Gentle Repose, Ghoul Touch, Inflict Moderate Wounds, Scare, Spectral Hand, Summon Swarm, Summon Undead II

Write a long paragraph of character background and history here. Try to take advantage of using this section to make your character interesting instead of just a "video-gamish" list of D&D statistics. But don't write so much that it makes people's eyes fall out, keep it focused and stick to the highlights.

Write a paragraph that describes the characters personality, manners, attitude, motivations, likes, desires, goals, aspirations, fears, habits, quirks, and similar things. Thinking about that stuff and writing it down will help you role-play much much better and your games will become more fun for you and everybody else playing with you. Who knows, your role-playing might help you win an Academy Award someday (riiiight).

Write out another paragraph with details describing the way your PC looks when first encountered. Make him/her unique enough so that your character isn't just another boring face in the crowd. Also be sure to describe all your clothing colors and materials so that everyone isn't walking around looking like perfect clones wearing duplicate copies of Adventurer Jumpsuit Outfit #9!!


Armor (worn, ??wt) ??gp optional
Robe (worn, ??wt) ??gp optionally continue for each item below
Outfitname (worn, ??wt)

Medium Weapon or item (belt left, ??wt)
Medium Weapon or item (belt right, ??wt)
Tiny Weapon or item (belt front, ??wt)
Tiny Weapon or item (belt rear, ??wt)
Other items attached to belt (location, ??wt)

Bow or Crossbow (left shoulder, ??wt)
Quiver or Javelin Tube (right shoulder, ??wt)
Backpack (center back, ??wt)
Bedroll (below backpack, ??wt)
Other items worn on back or shoulders (location, ??wt)

Headband, Hat, Helmet (head, ??wt)
Lenses or Goggles (eyes, ??wt)
Cloak, Cape, or Mantle (worn, ??wt)
Vest, Vestment, or Shirt (worn, ??wt)
Ring (left ??th finger, -wt)
Ring (right ??th finger, -wt)
Amulet, Brooch, Medallion, or Necklace (worn, ??wt)
Belt (worn, ??wt)
Gloves or Gauntlets (hands, ??wt)
Bracers or Bracelets (wrists, ??wt)
Boots or Slippers (feet, ??wt)
Other minor accessories (location, ??wt)

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

Coins- ??gp, ??sp, ??cp (pouch, ??wt)
Gemname- ??gp (pouch, -wt)
Gemname- ??gp (pouch, -wt)
Other pouch contents (pouch, ??wt)
 
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Code:
[B]Name:[/B] Fhetek Ghot
[B]Class:[/B] Wizard (necromancer) 4
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] Velsharoon

[B]Str:[/B]  8 -1 (0p.)     [B]Level:[/B] 4        [B]XP:[/B] 6000
[B]Dex:[/B] 12 +1 (4p.)     [B]BAB:[/B] +2         [B]HP:[/B] 24 (4d4+8)
[B]Con:[/B] 14 +2 (6p.)     [B]Grapple:[/B] +1     [B]Dmg Red:[/B] -
[B]Int:[/B] 18 +4 (13p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 12 +1 (4p.)     [B]Init:[/B] +1        [B]Spell Save DC:[/B] spell lvl +14
[B]Cha:[/B] 14 +2 (6p.)     [B]ACP:[/B] -0                       (16 for necromancy)
                                                   (15 for enchantment)
                                     [B]Spell Fail:[/B] 0%
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +X    +X    +1    +X    +X    +1    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 11

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      1    +2    +1    +4
[B]Ref:[/B]                       1    +1    +1     +3
[B]Will:[/B]                      4    +1     +1   +6

[B]Weapon                  Attack   Damage     Critical[/B]
quarterstaff              +1     1d6-1      20/x2
dagger                    +1     1d4-1      19-20/x2

[B]Languages:[/B] Abyssal, Draconic, Illithid, Infernal, Planar trade

[B]Abilities:[/B] Human 
	 Extra feat at first level (already included) 
	 Four extra skill points at first level (already included) 
	 One extra skill point at each additional level (already included)

          Wizard (Necromancer) 
          Bonus Feats (already included)
          High intelligence gains bonus spells daily
          Specialist gets 1 extra necromancy spell/level/day

[b]Spellbook:[/b](barred schools: conjuration, illusion)
0th: all
1st: charm person, comprehend languages, feather fall, identify, magic missile,
 protection from evil, ray of enfeeblement, spirit worm (Spell Compendium)
2nd: blindness/deafness, bonefiddle (Spell Compendium), tasha's hideous laughter,
see invisibility

[b]Spells/day:[/b](5/5/4)
0th: detect magic, daze, flare, mage hand, touch of fatigue
1st: charm person, feather fall, magic missile, protection from evil,
ray of enfeeblement
2nd: blindness/deafness, bonefiddle, tasha's hideous laughter, see invisibility


[B]Feats:[/B] Tattoo Focus
      Spell Focus (necromancy)
      Spell Focus (enchantment)
      Scribe Scroll [bonus]

[B]Skill Points:[/B] 43       [B]Max Ranks:[/B] 7/3.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              7    +2          +9
Decipher script            3    +4          +7
Knowledge (arcana)         7    +4          +11
Craft (alchemy)           5    +4          +9
Knowledge (planes)         7    +4          +11
Knowledge (religion)       7    +4          +11
Spellcraft                 7    +4    +2*   +13
*bonus from Knowledge (arcana)
Knowledge (planes) >=5 ranks gives + 2 on survival checks on other planes

[B]Equipment:               Cost  Weight[/B]
Ring of Protection +1     2000gp   -lb
Cloak of Resistance +1     1000gp   1lb
Spell component pouch     5gp   2lb
--Miniature silver fiddle (bonefiddle focus)     30gp   -lb
Heward's Handy Haversack     2000gp   5lb
--waterskin               1gp     4lb
--rations x8              4gp     8lb
--everburning torch     110gp   1lb
--tent                     10gp    20lb
--bedroll                    1sp    5lb
--hemp rope               1gp   10lb
--potion of Cure Light Wounds x4     200gp   -lb
--spellbook               -gp     3lb
Quarterstaff              -gp     4lb
Dagger                     2gp     1lb
[B]Total Weight:[/B]13lb      [B]Money:[/B] 20gp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                26   53    80    160   400

[B]Age:[/B] 26
[B]Height:[/B] 5'9"
[B]Weight:[/B] 115lb
[B]Eyes:[/B] brown
[B]Hair:[/B] bald
[B]Skin:[/B] pale
[sblock=Appearance]
A fairly typical Mulan human, Fhetek is about 5’9” tall, and a somewhat gaunt 115 lbs. His complexion is rather more pale than typical, even for one of his ethnicity, and his scalp and face are kept clean-shaven. His scalp tattoos, given to him by his old master, are a complex pattern of arabesques and stylized skulls. Having never truly joined the ranks of the Red Wizards, Fhetek typically wears a simple, black woolen robe, cinched at the waist with a belt bearing the upper portion of a skull rendered in gold for its buckle. He carries a long, smooth ebony quarterstaff.[/sblock]

[sblock=background]
Fhetek Ghot was born the only son of a doctor in the city of Bezantur, on the Faerunian continent of the prime world Abeir-Toril. Like all children of freeborn Thayans, Fhetek was examined at an early age for signs of magical aptitude. It was discovered that he did, in fact, possess no small capacity for the Art. Indeed, perhaps due to years of exposure to matters of life and death concerning his father’s patients – birth, illness, the slow wasting of age – he seemed intuitively apt in the practice of necromancy. Unfortunately, the Tharchion of Priador is also the Zulkir of Evocation, and, in true academic fashion, his research interests find almost exclusive reflection in the Tharch’s institutions of arcane education.

So, possessing no real wealth or influence, Fhetek was unceremoniously shunted off to a small school in distant Surthay; in fact, a decrepit estate on the edge of the Surmarsh, administered by an eccentric (to put it politely), but powerful necromancer. Fhetek’s tutor, Ghorus Khraat loathed taking on students, and much of Fhetek’s time was spent maintaining the animated corpses patrolling the grounds, or enduring such bizarre instructions as standing barefoot in the marsh for hours on end, in order to “truly internalize” his understanding of “the nature of decay.” Nevertheless, by assisting in Khraat’s rituals and experiments, Fhetek gradually attained the rank of outermost circle initiate, and was released from his apprenticeship.

Realizing that a necromancer had no hope of even playing the games of power among Priador’s Red Wizards, and being absolutely penniless, upon his return home, Fhetek went straight to the Guild of Foreign Trade, seeking an assignment abroad. He was hired on as a caravan guard, a post at which he served for almost three years, before one fateful convoy to the drow city of Sschindylryn, the "City of Portals." The city suffered a sudden attack by a small army of Derro, and in the panicked rush to escape, Fhetek charged into the wrong portal. And that is how, almost a year ago, he came to be unceremoniously dumped somewhere once again, this time in Sigil. He has since been supporting himself as assistant to a steam mephit alchemist; he briefly considered trying to return to his home-world, but realized that he was really no worse off now than he had been - his life expectancy had probably improved, at least.

Having endured unremitting frustrations for most of his life, Fhetek has no intention of complacently accepting what comes his way; he considers his current circumstances just a stepping stone on the path to power and prestige he knows he has more than earned. He long ago took the lich-god Velsharoon as his patron, venerating him as the pinnacle of the necromancer's art, having transcended not only mortality, but anything less than deific status.[/sblock]
 
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Code:
[B]Name:[/B] Shadrin Molgen
[B]Class:[/B] Ranger (Planar)/Bloodline
[B]Race:[/B] Human (Demonic Bloodline)
[B]Size:[/B] Medium	
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] None

[B]Str:[/B] 16 +3 (06p.)     [B]Level:[/B] 3/1      [B]XP:[/B] XXXX
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +3         [B]HP:[/B] 12 (1d10+2)
[B]Con:[/B] 14 +2 (06p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 13 +1 (05p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 12 +1 (04p.)     [B]Init:[/B] +7        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10 +0 (02p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] 15%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +3    +0    +1    +X    19
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 15

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +2          +5
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      1    +1          +2

[B]Weapon                  Attack   Damage     Critical[/B]
Longsword +1              +7(+5) 1d8+4      19-20x2
Shortsword, Masterwork    +7(+5) 1d6+3      19-20x2
Comp. Longbow (Str+3)     +6     1d8+3        x3
Dagger                    +6     1d4+3      19-20x2

[B]Languages:[/B] Common, Abyssal

[B]Abilities:[/B] Favored Enemy: Outsider (Evil); Wild Empathy (celestial or fiendish); +2 Move Silently Rolls; Free Power Attack; +1 Strength; Combat Style: Two-Weapon Fighting; Resistance to Electricity/5 (EX)

[B]Feats:[/B] Track; Improved Initiative; Combat Expertise; Two-Weapon Fighting; Power Attack; Two-Weapon Defense; Endurance

[B]Skill Points:[/B] 48       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      2    +3          +5
Handle Animal              5    +0          +5
Heal                       2    +1          +3
Hide                       5    +3          +8
Jump                       2    +3          +5
Knowledge: The Planes      6    +1          +7
Knowledge: Geography       3    +1          +4
Listen                     4    +1          +5
Move Silently              5    +3    +2    +10
Ride                       1    +1    +2    +4
Search                     2    +1          +3
Spot                       5    +1          +6
Survival                   6    +1          +7

[B]Equipment:               Cost  Weight[/B]
Backpack                 2gp    2lb
Bedroll                  1sp    5lb
Blanket, winter          5sp    3lb
Waterskin (1)            1gp    4lb
Chalk(2)                 2cp     -
Rope, silk (50')         10gp   5lb
Whetstone                2cp    1lb
Torches (5)              5cp    5lb
Rations (2)              1gp    2lb
Longsword +1             2315gp 4lb
Shortsword, MW           310p   2lb
Comp. Longbow, MW (STR+3)700gp  3lb
Arrows (20)              1gp    3lb
Chain shirt +1           1250gp 25lb
Alchemist's Fire (2)     40gp   2lb
Smokesticks (3)          60gp   1.5lb
Sunrods (4)              8gp    4lb
Potion of Cure Light Wnds50gp   .5lb
Potion of Lesser Restor  300gp  .5lb
Potion of Cure Mod. Wnds 300gp  .5lb
Traveler's Outfit         -      -
[B]Total Weight:[/B]73lb    [B]Money:[/B] 19gp 3sp 1cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               76    153   230   230   1150

[B]Age:[/B] 24
[B]Height:[/B] 6'4"
[B]Weight:[/B] 180lb
[B]Eyes:[/B] Red
[B]Hair:[/B] Black
[B]Skin:[/B] Pale
Appearance: Shadrin is tall and lean, with very pale skin and black hair. Recently, he has started wearing his hair long with the sides and back of his head shaved. His eyes are red and appear inhuman, almost reptile-like in appearance. Shadrin dresses in pale grays and browns, wearing heavy wool trousers, leather boots, and an undyed cotton tunic over his enchanted mail shirt. He wears a long, gray cloak with a hood, as well. Shadrin wears a longsword on his right hip and shortsword on his left, as well as a bow across his back.

Background: Shadrin was born on the in Tradegate, the gate-town to Bytopia. His mother and father run an inn, the Crooked Star, that caters to traders and travelers passing through the gate-town. The Molgen family is an old planar family whom shows their unusual ancestry in the form of red eyes. Shadrin's mother is from a place called Toril, but he's never been and not much interested in the Prime Material Plane. From an early age, Shadrin did his part in the family business. He started by finding people in town to come stay at the inn but he quickly expanded his search. He started working as a guide and escort in the Outlands, helping travelers find their way and recommending the best places to stay in various gate-towns. He has earned more than a modest wage with this work and gotten himself into more than few adventurers in his travels. While tending to stay in the Outlands, Shadrin has found himself more and more making runs into the Outer Planes, acting as guide, bodyguard and courier. At this time, however, his family has begun pressuring him to settle down and take over the inn. Shadrin's wanderlust, however, has not been sated and he avoids the subject, never staying in one place long.
 

Placed hps in

Gran'shra
Male Hobgoblin Clr4: CR 4; Medium Humanoid

HD 4d8+4(Cleric); HP: 36/36
Init +6; Spd 20; AC:17 (Flatfooted:15 Touch:12)
Atk +5 base melee, +5 base ranged; +2 (2d4+4, +1 Chain, spiked)
SQ: Darkvision (Ex): 60 ft
AL LN; SV Fort +5, Ref +3, Will +8

STR 14
DEX 14
CON 12
INT 10
WIS 18
CHA 14

Skills:
Concentration +5
Heal +6
Knowledge (Religion) +6
Knowledge (The Planes) +4
Move Silently +2


Feats:
Armor Proficiency: heavy, light, and medium
Improved Initiative
Power Attack
Shield Proficiency
Simple Weapon Proficiency

God: Kossuth the Lawful Neutral Firelord
Domains: Fire, Destruction
Spells Known (Clr 5/4/3):
Spells Prepared (Clr 5/4/3):
0 - Create Water, Detect Magic, Light, Mending, Read Magic
1st - Bless, Burning Hands (d), Magic Weapon, Protection from Chaos, Protection from Evil
2nd - Aid, Hold Person, Shatter (d), Summon Monster II

Possessions:
Weapons: +1 Chain, spiked (2,325 gp)

Armor: Chainmail, Masterwork (300 gp)

Goods:
18 gp, 9 sp
Holy symbol, silver (25 gp)
Healer`s kit, Masterwork (x2) (200 gp)
Backpack (2 gp)
Bedroll (1 sp)
Mirror, small steel (10 gp)
Potion Belt, Masterwork (60 gp)
Sunrod (x3) (6 gp)
Waterskin (full) (1 gp)
Rations, trail (per day) (x4) (20 sp)
Everburning Torch (110 gp)
Smokestick (2) (40 gp)

Magic:
Ring: Protection +1 (2,000 gp)
Potion: Cure Light Wounds (x6) (300 gp)

Faction: TBD
Desciption/Background: Gran'shra was a new war priest fighting his first battle for a great tribe of hobgoblins that were in the middle of wiping the Dwarven Clan of Stoneheim off the face of the world of Tagrath. The dwarves had put up a stiff resistance, but with their imminent defeat Gran'shra was able to quench his dark desire for putting enemy property to the torch. He stepped through the door of one dwarven home with a torch held high in his right hand when suddenly his vision swam and he found himself... elsewhere.

The people called it Sigil, and all sorts of beings from worlds unknown could be found here. Gran'shra knew he was being punished by his god for feeling the pull of violence in his hobgoblin veins instead of following the scripture. Although the god Kossuth promoted flames and destruction, there must be a burning of only the useless things to make better the way for the new and the strong. There must be order to destruction, or else one is only a barbarian... a brute. And the weak are not to be punished outright for their state, but instead helped given the opportunity to burn the waste from their lives and grow strong.

Being in Sigil, where so many beings co-exist with only a small amount of daily violence has changed Gran'shra's outlook on his place in the multiverse. He sees his arrival in Sigil as a test from his god, and a chance to meet others to better understand the purpose off fire and destruction for a god that promotes lawful order.
 
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Vorkhek the Unclean

Code:
Male Desert Orc, Demon Bloodline (Intermediate) Scout 1 (Complete Adventurer)/ Barbarian 1 / Totemist 2 (Magic of Incarnum)
Neutral Evil

Strength 	24	(+7) (+4 Racial, +2 Bones Thicken, +1 Level) 17 base
Dexterity 	10	(+0) (-4 Bones thicken) 14 base
Constitution 	16	(+3) 16 base
Intelligence 	10	(+0) (-2 Racial) 12 base
Wisdom 	    6	  (-2) (-2 Racial) 8 base
Charisma 	6	(-2) (-2 Racial) 8 base
	
Size: Medium
Height: 6' 1"
Weight:	210 lb
Skin: Gray
Eyes: Red
Hair: Matted long black and wavy

Total Hit Points: 46

Speed: 40 feet [barbarian]

Armor Class: 12 = 10 +4 [chain shirt] +0 [dexterity] -1 [vulnerable] -1 [aggressive]
Touch AC: 8   Flat-footed: 12

Initiative modifier:	+2	= +0 [dexterity] +2 [aggressive]
Fortitude save:	+8	= 5 [base] +3 [constitution]
Reflex save:	+5	= 5 [base] +0 [dexterity]
Will save:	-2	= 0 [base] -2 [wisdom] 

Attack (handheld):	+8	= 2 [base] +6 [strength]
Attack (unarmed):	+8	= 2 [base] +6 [strength]
Attack (missile):	-2	= 2 [base] +0 [dexterity] -4 [shaky]
Grapple check:	+8	= 2 [base] +6 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:

Languages:	Common Orc

Feats:
Shaky	[flaw]
Vulnerable	[flaw]
[url=http://realmshelps.dandello.net/cgi-bin/feats.pl?Extra_Rage,]Extra Rage[/url] (Complete Warrior - Rage 2 extra times/day)
[url=http://realmshelps.dandello.net/cgi-bin/feats.pl?Tainted_Fury,]Tainted Fury[/url] (Heroes of Horror)
[url=http://realmshelps.dandello.net/cgi-bin/feats.pl?Expanded_Soulmeld_Capacity,]Expanded Soulmeld Capacity[/url] x1 (Magic of Incarnum)
[url=http://realmshelps.dandello.net/cgi-bin/feats.pl?Indigo_Strike,]Indigo Strike[/url] (Magic of Incarnum)
Power Attack (bonus)
 

Traits: Aggressive
Taint: 20
Corruption: 
Gums Swell (Heroes of Horror - Penalty to spellcasting, hard to understand speech)
Bones Thicken (Heroes of Horror - +2 Str -4 Dex)

	
Balance Dex* 5 = +5 Ranks 	
Hide 	Dex* 7 = +7 Ranks	
Jump 	Str* 22 = +7 Str +7 Ranks +4 (Landshark Boots) +4 [speed 40]
Listen 	Wis 2 = -2 Wis +4 Ranks 	
Move Silently Dex* 9 = +2 (Bloodline) +7 Ranks 	
Spot 	Wis 	5 = -2 Wis +7 Ranks 	
Swim 	Str** 	8 = +7 Str +1 Ranks 	

Skill Tricks:	
Extreme Leap (Complete Scoundrel - move 10' as a swfit action after jumping 10'+ horizontally, 1/min)
Nimble Charge (Complete Scoundrel - charge over difficult terrain, 1/min)
Twisted Charge (Complete Scoundrel - turn once while charging, 1/min)

Typical Soulmelds Shaped:
(Totem Chakra) Landshark Boots - gain Wolverine-style claws on hands and feet. D6 damage, cannot use shield, cannot strike with claws while attacking with weapon held in that hand. If jump check good enough for 5' vertical made within reach of opponent, Totemist can attack with all four limbs at same attack bonus as a standard action. Cannot make any other attacks on same turn. +1 enhancement bonus for each essentia invested.
(Hands) Bloodtalons - fight normally while at -1 to -9.
(Shoulders) Kruthik Claws - +4 Hide and MS

Equipment:
Mithral Chain Shirt 1,100
Silent Portal Disk 360 (Magic of Faerun - door chest etc. makes no noise when opened or smashed, 1/day)
Cloak of Elemental Protection 1,000 (Mini HB - 10 Energy Resistance as an immediate action 1/day)
Wand of Lesser Vigor 750 (450)
Hat of Disguise 1,800
3 Smokesticks 60
2 Noxious Smokesticks 160 (Eberron CS - When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. Anyone in the smoke is Nauseated for 1 round (FortNeg DC15).)
Tanglefoot bag 50
3 Acidic Fire 90 (Eberron CS - Grenade-like weapon with a 10’ range increment. Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit. On a direct hit, the target takes an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground).On a splash, the target takes 1hp Fire damage & 1hp Acid damage.)
MW Guisarme 309
10 javelins 10
150' hemp rope 3
20 days rations 5
10 flasks of oil 1
2 waterskins 2
 
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