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[Planescape] Squaring the Circle Redux - Characters
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<blockquote data-quote="Serpenteye" data-source="post: 1761028" data-attributes="member: 1492"><p>Kiaros Ilivenia</p><p>Elf, Ghost, Rogue 7. (ecl 12)</p><p>XP: 68000</p><p></p><p>Alignment: CG (with N tendencies)</p><p>Native Plane: The Outlands</p><p>Age: 3471 years</p><p></p><p>Str: 8 /-1</p><p>Dex: 23/+6 (15 +2(elf) +6(item))</p><p>Con: --/-- (13 -2(elf)</p><p>Int: 12/+1</p><p>Wis: 10/+0</p><p>Cha: 28/+9 (17 +4(ghost) +1(level) +6(item))</p><p></p><p>HP: 54 (12+12+(0,5x12x5))</p><p>AC: 29 (10 +6(dex) +9(cha) +4(bracers) (50% miss chance for attacks from corporeal sources)</p><p>Bab: 5</p><p>Attack: +12, Touch attack</p><p>Full Attack: +10/+10 (two weapon fighting) Touch attack</p><p>Damage: 1d6 +1d4 ability damage +4d6 Sneak attack</p><p>Fort: +2 (+2+0)</p><p>Refl: +11 (+5+6) (50% miss chance for spells from corporeal sources)</p><p>Will: +2 (+2+0)</p><p>Feats: Two-Weapon Fighting, Blind Fight, Weapon Focus (touch attack)</p><p></p><p>Skillpoints: 90</p><p>Bluff (Cha):.............19 (10+9)</p><p>Diplomacy (Cha):......23 (10+9+0+0+2+2)</p><p>Disguise (Cha):.........21 (10+9+0+0+2)</p><p>Hide (Dex):..............24 (10+6+0+8)</p><p>Intimidate (Cha):......21 (10+9+0+0+2)</p><p>Listen (Wis):............20 (10+0+2+8)</p><p>Move Silently (Dex):..A manifested ghost always moves silently.</p><p>Search (Int):...........18 ( 7+1+2+8)</p><p>Sense Motive (Wis):...7 ( 7+0)</p><p>Spot (Wis):.............20 (10+0+2+8)</p><p>Speak language: Abyssal, Celestial, Infernal: 6 sp.</p><p></p><p>Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal.</p><p></p><p>Rogue Features:</p><p>Trapfinding, Evasion, Uncanny dodge, Trap sense +2, Sneak attack +4d6</p><p></p><p>Elf Features:</p><p>* +2 Dexterity, -2 Constitution.</p><p>* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>* 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.</p><p>* 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.</p><p>* +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.</p><p>* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.</p><p></p><p>Ghost Special Qualities:</p><p>* Undead type.</p><p>* Ghosts have a fly speed of 30 feet, with perfect maneuverability. </p><p>* Turn Resistance +4 (Ex)</p><p>* Abilities: No Constitution score, and its Charisma score increases by +4. </p><p>* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.</p><p>* 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.</p><p>* 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.</p><p></p><p>* 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.</p><p> 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.</p><p> 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.</p><p> A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.</p><p></p><p>Ghost Special Attacks:</p><p>* 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.</p><p>* 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.</p><p>* 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.</p><p></p><p></p><p>88000gp</p><p></p><p>Ghostly equipment: </p><p>Gloves of Dex +6, 36000gp</p><p>Cloak of Cha +6, 36000gp</p><p>Bracers of armor +4, 16,000 gp</p><p></p><p>Grave:</p><p>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.</p><p></p><p>Background:</p><p>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.</p><p>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.</p><p>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.</p><p>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]</p><p></p><p>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.</p><p></p><p>Appearance:</p><p>His natural form is a light wreathed in shadows, a handsome elven male of indeterminate age clad in simple clothes.</p></blockquote><p></p>
[QUOTE="Serpenteye, post: 1761028, member: 1492"] 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. [/QUOTE]
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