[RG] Planescape: Divided We Stand

Hella_Tellah

Explorer
OOCIC
Please post/link/scan/chisel your character sheet in this thread for Hella_Tellah's Planescape: Divided We Stand. Please include your Keys!

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Vorinn Dartigan, Githzerai Psychic Warrior

Psychic :: (Read-Only) - Myth-Weavers



Keys:

1. Key of the Anarch
Chaos is Purity. Order is imagination solidified. To know order, to know chaos, one must create one from the other. Chaos from Order – Order from Chaos. Thus spoke Zerthimon.

  • Gain 1 XP when bringing order to chaos, or chaos to order.
  • Gain 3 XP when you come in conflict with powerful agents of chaos or order.
  • Buyoff: Turn down a chance to leave your mark on the planes.

2. Key of Paradox
You have heard the phrase ‘an irresistible force versus an immoveable object’. Now tell me, which of the planes do you think fits each of these? Ah, well, they all fit both. Sigil is an immoveable object, and She We Do Not Name is an irresistible force. Paradox is the foundation upon which the planes are established. Fanaticism fails not because it is too strong in its belief of one thing, but in its failure to also believe the opposite.

  • Gain 1 XP when changing to a new belief structure.

  • Gain 3 XP when the beliefs you currently hold pose a threat to your life or livelihood.

  • Buyoff: Fail to embrace the validity of a paradox (except when temporarily employed as a fanatic)

3. Key of Freedom (Duty)
Let no man raise his hand above you. The wrists of a Githzerai will never again feel the iron shackles of bondage.

  • Gain 1XP when avoiding or escaping from capture, imprisonment or slavery

  • Gain 3 XP when helping others escape imprisonment

  • Buyoff: Become imprisoned and completely abandon escape attempts
 

Khalil at Myth Weavers.

[sblock=Personality and Background]Khalil is a very slim young man, brown skinned, his dark, curly hair and beard trimmed neatly. His features are composed and blankly unemotive, but for the searching, intent gleam in his unblinking eyes. He holds himself upright despite the suit of chainmail which appears to weigh heavily upon his slight frame. He listens much more than he talks, and when he does speak his voice is soft and measured.

Khalil's homeland is an archipelago off the coast of a great, arid continent; once his people lived all across the mainland, but millennia ago they were all but wiped out in a mysterious cataclysm that left their cities uninhabitable and burned the land to desert. What is left may be only the remnants of that great civilization, but it is still a beacon of learning and culture across the world. Khalil is the middle son of an aristocratic family, a scholar and philospher trained in the great Academies. His family have hopes for his future at Court, and he intends to do his best to respect those wishes - though his personal interests are rather less worldly.[/sblock]


[sblock=Keys]Key of the Cat
...the one that curiosity killed. You have devoted yourself to the seeking of forgotten lore and the darkest secrets of existence.


  • Gain 1 XP every time you learn a spell or otherwise gain power through knowledge.
  • Gain 2 XP every time you bring trouble upon yourself by knowing too much.
  • Gain 5 XP every time your insatiable thirst for forbidden knowledge takes you into mortal danger.
Buyoff: Allow the demands of prudence to stop you learning more about something.

Key of the Dignitary
You're a man of honour and dignity, in your own eyes if nobody else's, and you should act accordingly.

  • Gain 1 XP whenever you endure physical discomfort or your own baser desires without complaining or acting foolishly.
  • Gain 3 XP whenever you do something that contributes significantly to your personal prestige and good name.
Buyoff: Lose your self-control in front of others.

Key of the Graybeard
You like to think of yourself as an authority, and enjoy proving it.


  • Gain 1 XP when you make a prediction or pronouncement concerning a specialist topic and are proven correct.
  • Gain 3 XP when you conclusively win a scholarly debate with another expert or make a significant contribution to a field of study.
Buyoff: Allow misinformation or false theories to be spread about one of your fields of study even though you know better.[/sblock]
 

Pinder - Druid

[sblock=Pinder]Pinder

Male Chimpanzee Druid
Alignment: TN
ECL: 1

Abilities:
STR - 11
DEX - 16
CON - 12
INT - 15
WIS - 18
CHA - 11

HP: d8 = 9
Speed: 30ft
Initiative: 3
EXP: 1/1000

AC: 16 (+ 3 Dex + 2 Leather + 1 Size)
Flat Footed AC: 13
Touch AC: 14

Saves:
Fort: 3
Reflex: 3
Will: 6

Attack/Ranged/Grapple: +1/+4/-4

Weapons:
Spear/Melee: +1 1d6 x20 Piercing
Spear/Ranged: +4 1d6 20ft Range Piercing

Class Abilities:
Animal Companion
Wild Empathy
Nature Sense
Spontaneous Rejuvenation

Racial Abilities:
Small Size
+8 Racial Bonus on Climb and Balance Checks
Can take a 10 on Climb Checks, even if rushed or threatened
Climb Check uses Dex bonus, not Str

Skills:
Balance – 11 (0 Ranks + 3 Dex + 8 Racial)
Climb – 11 (0 Ranks + 3 Dex + 8 Racial)
Knowledge Nature – 8 (4 Ranks + 2 Int + 2 Nature Sense)
Listen – 8 (4 Ranks + 4 Wis)
Ride – 7 (4 Ranks + 3 Dex)
Spellcraft – 6 (4 Ranks + 2 Int)
Spot – 8 (4 Ranks + 4 Wis)
Survival – 10 (4 Ranks + 4 Wis + 2 Nature Sense)

Feats:
1st – Mounted Combat

Spells per day:
Orisons – 3
1st – 2

Orisons: Mending, Light, Purify Food and Drink, Create Water
1st: Entangle, Obscuring Mist

Save DC: 15 for 1st Level Spells

Languages:
Common
Sylvan
Druid
Elven
Undercommon

Equipment: Cost
Leather Barding – 20gp
Dagger – 2gp
Leather – 10gp
Spear – 5gp

Total Money: Starting Gold (2d4=5)
Gold Left: 13gp

Animal Companion: Sessay – Male Husky
Size/Type: Medium
Animal Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (+ 2 Dex, + 4 natural + 2 leather), touch 12, flat-footed 16
Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*

Feats: Alertness, Track
If trained for war, these animals can make trip attacks just as wolves do. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

[sblock=Background]Born in a prime plane populated by anthropomorphic primates with humanoid intelligence (but void of humans), Pinder was part of an organization charged with maintaining the balance of nature in their part of their world, through any means, peaceful or otherwise. Though only a novice, Pinder was praised and highly regarded, and his mysterious disappearance, along with his faithful mount Sessay, during cultist eradication was deemed tragic and unfortunate.

Pinder is intelligent, measured, and articulate. He isn’t known for angry outbursts; instead he remains composed in his life, even in the face of danger or peril. He received a proper education during adolescence, is well mannered, and appreciates the arts, though he himself has difficulties fully expressing himself through artistic means. Sessay, a well-bred Husky, was gifted to him by his parents upon his induction into the druidic order.[/sblock][/sblock]

[sblock=Keys]Key of Balance (Duty)

The character strives to maintain the balance between good and evil, chaos and law.
• Gain 1 XP for everytime your character makes a decision based on maintaining balance between good-evil, chaos-law.
• Gain 3 XP for everytime your character makes a balance-based decision that proves detrimental to himself of his overall task.
Buyoff: Blatantly ignore the idea of balance in making an important decision


Key of Conscience (Duty)

Your character watches out for folks less fortunate than himself.
• Gain 1 XP every time your character helps someone who cannot help themselves.
• Gain 2 XP every time your character defends someone who is in danger and cannot save themselves.
• Gain 5 XP every time your character takes someone in an unfortunate situation and changes their life to where they can help themselves.
Buyoff: Ignore a request for help.


Key of Fraternity (Connection)

Your character is real chummy and loyal to some other berk (an NPC or another PC).
• Gain 1 XP every time this character is present in a scene with your character (maximum 3 per level).
• Gain 2 XP whenever your character has to make a decision that is influenced by them.
• Gain 5 XP every time your character defends them by putting herself at great risk.
Buyoff: Sever the relationship with this person.[/sblock]
 

The Effervescent Etrigan! (Nom de Plume)
Changeling Beguiler 1

STR 9, DEX 14, CON 13, INT 16, WIS 14, CHA 16
Stat Roll

Hit Points 7/7
BAB: +0
AC: 12
Fort: +1
Reflex: +2
Will: +4

Racial traits
Minor Shapechange (Su) - As Disguise Self, but physical changes to body only.
+2 Sense Motive, +2 Bluff
Natural Linguist - Speak Language is always class skill
Shapechanger subtype

Feats
Spell Focus: Enchantment

Skills 36
Bluff 4 +3 + 2 = +9
Diplomacy 4 + 3 = +7
Disguise 2 + 3 = +5
Intimidate 2 + 3 = +5
Sense Motive 4 +2 + 2 = +8
Knowledge: Planes 2 + 3 = +5
Speak Language 2
Hide 4 + 2 = +6
Move Silently 4 + 2 = +6
Spot 4 + 2 = +6
Listen 4 + 2 = +6

Languages: Common, Elvish, Draconic, Giant, Celestial, Infernal

Spellcasting (Beguiler CL1, DC 13+lvl, 14+lvl for enchantment)
0 - 4/4, 1 - 4/4

Known Spells
0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1 - Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm

Equipment
Starting gold: 190
Roll Lookup

Cash: 122gp

Weapon
Rapier, 20gp, 2lbs
Dagger, 2gp, 1lb
Light Crossbow, 35gp, 4lbs
10 bolts, 1gp, 1lb

Armor
Leather armor, 10gp, 15lbs

Gear

[sblock=Keys]Key of Glittering Gold

Key of the Imposter

Key of the Swindler[/sblock]

[sblock=Background]Being whisked away accidentally to Sigil is how a number of beings find their ends. For Etrigan, it was a new beginning. He laid low until he'd learned the chant of things, adapting to the new culture as if he'd been born to it. While dabbling in legitimate pursuits of coin, Etrigan made the acquaintance of (...), a githzerai who sold his 'belief' in things. He explained to Etrigan how belief shaped, or could shape, the cosmos. At first Etrigan was dubious, but his further researches confirmed the essence of the gith's teachings. He got an idea from that. Why stop at one person's belief? Thus Sigil was introduced to the various iterations and incarnations of "The Method."

The Method is a generic name (he spices it up for each pitch) for what is essentially a con game Etrigan uses to lure jink in from the credulous and unwary. He claims that, for a fee, he will circulate stories and manipulate beliefs all around Sigil and the multiverse in the favor of the client...who will then see the very nature of reality alter itself to his benefit.

It's bunk, of course; altering the cosmos doesn't work that way...and even if it did, Etrigan's efforts to spread the new paradigm are not nearly enough to have such narrow, specialized effects. Even so, with his githzerai confederate, and the testimonies of those who got legitimately lucky after utilizing his 'Method,' Etrigan can make a good bit of cash before folding his tent and vanishing before those who did NOT become lucky can find him again.[/sblock]
 

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