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Character ideas and consepts

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Seelnay

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Introduction

Seelnay is a female elf trained as a ninja and serving a noble house of the northern continent as a family guard and servant. Having sworn an oath of loyalty to the old lord for saving her from the tribe of hobgoblins having held her enslaved after they captured and killed her family. Beaten and abused by the hobgoblins she is a cautious and nervous person around other people, and trust only the Lords she has sworn to protect.

Background

Her family was an old Elven clan working as servants for one of the southern noble houses, in multiple roles from servants, majordomos, guards, entertainers and even assassins. Seelnay herself was still so young she doesn't remember much about this, other than her parents had started preparing her training as an assassin, and that her family was caught out travelling, and ambushed by a huge group of hobgoblins.

Most of her family was killed outright, some eaten and other left to rot, the rest taken back to their caves to serve as slaves. Most of the survivors didn't last a single year, dying, taking suicide or getting killed for various reasons. The treatment was harsh and unforgiving as slaves got beaten and kicked around, when they became to annoying they got killed and eaten, hurt for sport, and raped by any hobgoblin that was desperate but not strong enough to get their own woman, and often violently angry about that. Seelnay survived for 4 years among the hobgoblins, and birthed two dead-born half-breed children during that time.

It happened that a human noble of the northern kingdom was out travelling with his family and guards, when the same hobgoblin tribe tried to ambush them as well. The hobgoblins didn't stand a chance, and the Lord and his warriors chased them back to their cave, where the warriors cut them down. Of the few slaves that had survived so far, most died in the fighting, or was slaves of other goblinoid tribes nearby, but young Seelnay survived. The Lord seeing the elven child beaten and abused as afraid of the humans as she was of the hobgoblins decided to take her into his household and brought her back.

In the years after the Lord tried his best to make the girl feel as secure and home as possible, and put her under the charge of a friendly old Matron of the household that had been with the family for years and raised two generations of the Lords. She responded best to children and soon she was playing games with the Lords own kids. As the children grew and the girl felt increasingly safer with the Lords family, she decided that she wanted to do what she could to thank the Lord for all that he had done for her, and presented herself and made an Oath of Loyalty, as she remembered her family had once prepared her to offer herself to the service of the family they used to serve. The Lord, surprised at this asked if she was serious about, if she would not offer the oath to the family instead, to look after and help his children and their children again when the that time came, she was intrigued about looking after generations of children and agreed.

Tasked with looking after the children, helping around in the house for the Matron, and in general changing bed-sheets and peeling potatoes. She spent free time reading up in the library after traces of her old family, and about clues to her training as an assassin. She dug up as much information as she could find, and started self training over many years. The lord did not want to encourage this, but neither did he want to deny her her heritage and a means of self defence. As the Lords children grew up Seelnay got more distant from them, until they again had children, then she dotted and cared for them, and became their caretaker and nanny. And when those children grew up she became more distant again, but the new Lord's two eldest sons set out to explore, and he asked Seelnay to look after and protect the younger one, that was prone to get in trouble, and not clever enough to get out of all of them. Feeling out of place at the home with no children to care for, she accepted hoping to enjoy the last time of the Young Lord's time as still a child, and protect him from all the horrors of the outside world.

Personality

Good
Bad

Stats

Female Elf Ninja Lawful Neutral

Point Buy 32p

skills

important:

characterization

Feats

  1. Imp Unarmed Strike
    • Toughness
    • Dodge
  2. Weapon Finesse
  3. Quick Draw
  1. Dodge
  2. Mobility
  3. Spring Attack
  4. Combat Expertise
  5. Improved X
  6. Combat Reflexes
  7. Improved Initiative
  8. Deflect Arrows
  9. Iron Will

Misc

Flaws

Traits

Books

Core?

Misc

* Binder		(Tome of Magic)
* Factotum		(Dungeonscape)
* Incarnate		(Magic of Incarnum)

Point Buy 32p

WIP

Personality

Likes

Dislikes

Goals

First Impression

Appearance: You see a thin and tall person dressed in a loose dress with long wide sleeves covering arms almost down to the fingers, a hood drawn over the head, the leggings are long and wide at the end almost covering top of the shoes. The effect is that you can barely see anything of the person underneath. You can barely make out the face itself peering out from under the hood, it looks young but you have trouble deciding the exact age or it's gender. The clothings themselves are a dark blue and grey and looks like some sort of nobles servant's finer clothes, upon closer examination the blend of colours mixes well into shadows and the whole outfit looks as easy to move with as a monk's outfit.

Head: When the person removes the hood you can see that it is an elf woman, pointy ears and her oddly coloured hair is an undefinable mix somewhere between brown, red, straw blonde, and probably something else. Hair is put into several small braids and tied together at the neck so they don't get in the way. Her green eyes looks alert and cautious. And the most remarkable thing you can say about her face is that it looks 'Pretty normal for a young girl' not particularly pretty nor ugly.

Social


Dak'kon

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Character

Background

Idea

Stats

Feats

Skills

Misc

Extraplanar Human:

Extraplanar Subtype A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.


Urzu

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Teal [St1-HM-N]

Summary

information thief and broker, digs up knowledge and information and sells it to highest bidders. Investigater, spy, thief. got in trouble with a high ranking person in one of the main towns, fled to the suburbs to get away and lay low for a while, until he can create a new identity to restart. also looking for recruits to start up something new.

Serious cold and logical person but with a sense of humor. He enjoys knowledge for knowledge's sake, has made it a philosophy that knowledge should be circulated and not hoarded, so might as well make an earning. He enjoys playing the clown both because he enjoys getting away with silly things most people wouldn't dare, but also as a plot to appear different from any descriptions about him.

Descriptions

Appearance and behaviour

Background

History

Attitude

How you think, do, solve, consider things

Personal Goal

Existing problems, and future plans

Relations

How you think about others

Misc

Intellectual Aptitude

Prerequisites: Character level 3rd, 13 Intelligence

Benefit: You gain the ability to cast cantrips. You gain a certain number of 0th-level arcane spell slots as a Wizard of your character level. You do not require a spellbook and can prepare any 0th-level Sorcerer/Wizard spell in the spell slots this feat grants you. If you already have at least 1 level of Wizard, this feat gives you an additional number of 0th-level spell slots equal to the number of 0th-level spell slots a Wizard of your character level would normally have. You do not gain the ability to prepare spells of prohibited schools by taking this feat.

Manifest Devotion

Prerequisites: Character level 3rd, 13 Wisdom

Benefit: You gain the ability to cast orisons. You gain a certain number of 0th-level arcane spell slots as a Cleric of your character level. You can prepare any 0th-level Cleric spell in the spell slots this feat grants you. If you already have at least 1 level of Cleric, this feat gives you an additional number of 0th-level spell slots equal to the number of 0th-level spell slots a Cleric of your character level would normally have.

Powerful Charisma

Prerequisites: Character level 3rd, 13 Charisma

Benefit: You gain the ability to cast cantrips. You gain a certain number of 0th-level arcane spell slots and 0th-level Sorcerer spells known as a Sorcerer of your character level. You can cast any 0th-level Sorcerer spell you know from the spell slots this feat grants you. If you already have at least 1 level of Sorceer, this feat gives you an additional number of 0th-level spell slots and 0th-level Sorcerer of your character level would normally have.


Trife

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Trife [St1-HM-CN] (Class: Spellthief, other options are Ninja and Soulknife)

Teal is a human born and raised in the bordertown of Xaos in the Outlands, right near the edge of the plane of Limbo, the best place in the whole multiverse for finding new and interesting surprises. He made his living as a Tout around the ever changing town, picked up large amounts of different knowledge but never mastered either, and is a consumate liar and exagerater. He thrives in changes and dislikes stagnation, and believes things should be tried and not planned for tomorrow, carpe diem. He has picked up various amounts of tricks, dirty fighting, and some downright weird abilities over the years, from training, clever intuition, or just downright chaotic infusions. He was content until the day he walked through the wrong portal, got lost in a different world, and every time he tried to go back he got thrown out at yet another different place. And now he finds himself in some backwater world where nobody has even heard about the planes. But Teal is nothing if not adaptable, and can certainly fit in and turn a profit somehow, hopefully even some excitement.


Descriptions

Appearance and behaviour


Background

From as early as Teal can remember he was abandoned in the town of Xaos, not an uncommon situation there. Stealing, running, hiding, begging, and being opportunistic got him alive to the teens. From there it got harder, having to develop a sense of danger, as shifting and fleeting as that can be so near Limbo. But he picked up as much info as he could from anyone willing to share, and learned a lot of tibits and info about many different things, enough that combined with a sort of feel for the city itself made him be able to sell off his services as a Tout in one of the most confusing towns in the multiverse. A Tout you ask ? That is a fairly reliable guide that can get you from one place to another, give you some knowledge about an area, and generally the first person you want to meet in a new place, in exchange for some coppers that is.

The town is surprisingly popular with a whole bunch of philosophers, and you've been Touting a whole bunch of them over the years, they also have a fairly safe spot which is great to sneak into and rest at. But it was also enjoyable listening to them discus the most minuta things in great detail, and putting great importance on every single detail, so you've picked up a bunch of things from that as well, and enjoy engaging people in these discussions and completely confuse them. You've even learned a couple of tricks from listening to them at times, after all this is the stuff of power out here.

You've learned a lot of tricks to stay alive, you're good at fixing problems, and looking after yourself in every way, which most other people are probably going to say you're a thief. But it doesn't bother you, you might steal a few things, but it's their own fault for not preventing you. But you're not cruel, you prefer to steal only what you need, after all you know to well life without food and clothes on your back. You've also traveled a bit, seen a few other places, especially the bordertown of Bedlam and Glorium. The former wasn't much fun, and you're glad you got out of there fast. Glorium was great for a while with all the partying and energetic people, but after a while you just grew tired of all the boastful men, how hard they where on you for making a living. You've also traveled to Limbo once with a guide, and it was a really crazy place that really fascinated you.

And then you stepped through a wrong portal, and everything went strait to Gehenna. You've walked through many different planes, always looking for a portal back, but always ending up going to a new place, and none of them could tell you how to get back to the Outlands or even Sigil. At one point you recognized being in the Beastlands, but none of the stupid animals wanted to talk to you, and you had to stumble around until you could locate another portal again. You also ended up in the Palace of Judgement, but as soon as you realized that, you ran through the first portal you could find. Currently you're stuck in some prime material plane you've never heard off before, and they don't seem to have even heard off portals or planes before. Talk about stepping through the portal with the wrong foot in the morning!


Attitude

This is a weird place but you're a weird guy so it all works out. New places means new experiences and excitement, you enjoy the opportunity for adventure and excitement, after all the slow death is stagnation. Chance, opportunity, gamble, risk, daring, all part of having a blast.

Having grown up in one of the most dangerous towns in the multiverse you sure picked up a bunch of different tricks and powers to keep yourself alive. From your broad selection of knowledge and skills, to running and hiding, stabbing people in the back, or front, you have a way to deal with most situations, and adapt to the rest as you see fit. But most of all you prefer to talk, people are so wonderfully surprising and weird, and a few words can often make everything turn around, for better or worse, but always in new and interesting ways.

You also enjoy collecting odd bits of knowledge as you never know what might come in handy one day, and like dealing out sage advice at times when it suits you, you can't always guarantee it's all honest or not slightly exaggerated, but that is the price they will have to pay, everyone is responsible for themselves, and if they fall for a lie that is on their hat, and they should take it with a smile and enjoy the fun. For some reason a whole bunch of philosophers liked to stay in Xaos, and you've enjoyed listening to them and asking questions to learn, you find philosophy an absolutely hilarious past time, because people get so riled up about it and completely locks themselves to one way of thinking at the cost of every thing else. You love breaking that lock if you can, their faces as their entire belief falls to pieces is your greatest treasure.


Personal Goal

Your original goal was to get back home to Xaos, but for every portal you've stepped across that goal seems further and further away. In fact, this particular prime material world seems so backwater that they don't even know what a portal is, oh boy!

For now, your plans is to find an enjoyable and exciting way to live in this world, and your abilities surely should make that easy enough, what could possibly go wrong? Perhaps you should find a gambling den and win some money and set up a whore house? Or perhaps try to rise your way up some organization, there ought to be a few with easily fooled rednecks in this place? Or perhaps find some of these crazy adventurers you hear talk about, rampaging around the lands, killing stuff, kicking down doors, and acting like complete ignorant morons, they sound like fun!


Relations

Well, this barmaid certainly has a pleasingly buxom presence, wonder how much longer I can keep of the nagging about paying the tab?


Stats


Ayat Burhan [hm-tn-r1/d1]

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Ayat (The signs of life) Burhan (The proof of life)

Ayat is a survivor of the desert, that has lived almost his entire life fighting the hardness of the desert clime to survive. He is a hard man with set values and a practical of merciless attitude towards life and most everything else. He is intricately familiar with the life and nature of the sand, and how it all works together, and what to take from it without ruining it.

He is a hard man that respects those that are strong and able to do things for themselves, and those that can and have learned to take what they want by their own strength or cunning. He despises weakness and helplessness in people, and makes no attempt to hide it. His belief is that anyone that was supposed to survive, have made themselves strong enough to by themselves to do so, everyone else have obviously failed in their task to prove themselves worthy.

Born a slave and never even knew his parents, as they was taken away or died before he even remembers them, he fled into the desert at the first opportunity, and the slavers just left him to die out in the sand hell. Dying and desperate for food and water, he observed a bird hunting a snake and watched how it did so. Emulating what he saw he managed to find and throw a rock with enough accuracy to stun another snake in the same way, with his small knife he slit the skin open, managed to eat a little bit of its meat and drink some of the blood before he gagged up most of it, and tried again. But it was enough to survive. He studied the hawk and several other animals in their hunting, and slowly picked up ways to live in the sand.

Taking upon himself the name of Ayat Burhan after concepts from his own language to show and then prove life's existence, after learning to live with and despite everything the desert could throw at him. Today he is a middle years man, with so much experience behind his back that he can survive anywhere there is sand. Over the years he has supplemented the gifts of the sand with various other incomes: Raiding caravans and lone or small groups of travelers (usually leaving them alive and with enough to survive, by his estimate), guide for others traveling the sand waste, caravan guard (often for some of the same caravans he has raided in another guise), and often takes on seeking out people lost in the sand (a couple of times persons he has raided and left for dead himself, but that just makes it easier). He has learned to lie and disguise himself, and most people knows him by slightly different names and guises all over the towns are the sand.

In the later years, Ayat has more and more disturbing dreams, where he feels a dark presence coming to claim him and his desert, he is certain this is an omen, and is dedicated to find out what this threat is, and eliminate it by any means. But first he needs to gather information about this, so he can learn how it can be defeated, and perhaps get other people in on this in order to destroy it.

Usual equipment: Leather armor, dagger, sling, spear, sand colored robes in multiple layers, sand worked leather tent, small tight fitting backpack, flint steel, double water skin, bedroll, winter blanket, dew collecting leather flap, cup, +div more.

Stats:

Str 15 +1 at level 4
Dex 14
Con 14
Int 12
Wis 10
Cha 8 10-2 flaw

Traits:

Dishonest +1 bluff -2 diplomacy
Relentless +2 endurance exhausted instead of fatigued

Flaws:

Pathetic Reduce one stat with -2
Vulnerable -1 AC

Feats:

H Endurance
1 Steadfast Determination (phb2)
F1 Heat Endurance (sandstorm)
F2 Dodge
Mobility
Spring Attack
Sandskimmer (sandstorm)
Sand Camouflage (sandstorm)
Scorpion's Instincts (sandstorm)
Scorpion's Resolve (sandstorm)
Scorpion's Sense (sandstorm)
Toughness

Skills:

Bluff 4
Disguise 2
Gather Information 4
Hide 4
Knowledge Geography 5
Knowledge Nature 4
Listen 4
MoveS 4
Sense Motive 4
Spot 4
Survival 5
Tumble 4

Inspiration


Ayat Kynes [hm-tn-d2]

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Background:

Coming from a tribe of Desert Nomads being slow and physically unfit does not make you a popular person. Thankfully for him, the tribe thought he might make a good shaman, being clever and understanding, so they put him under apprenticeship to a shaman from another tribe. Spending years learning about the sand and its dangers, he developed his lifetime fascination with the ecosystem and how the desert played with life and death. He proved to be a will-full if willing pupil, if mostly for his single-minded dedication to one topic at the cost of everything else. But in the end the elder shaman had managed to push enough general knowledge into Ayat's head that he believed him capable enough to become a Journeyman, and do tasks and missions from the shamans.

The first couple of missions went well enough, and he relished the opportunity to explore more of the world, and see all the desert in it's full might. But eventually he was sent to a town to gather some supplies for a ritual, he returned two weeks to late, and when asked admitted to having spent the entire time in the huge libraries of a monastery researching religious texts about the desert and its significance to religions. After that it was very hit and miss, and they always had at least one other apprentice of journeyman accompany him just in case. But despite this, he was still quite skilled at what he did, and was a natural diplomat so he was eventually given a position as a negotiator and contact person for the Desert Nomad Shamans and other communities and people.

This fitted Ayat very well, he got to travel about, meet new people, learn their customs and culture, as well as their ways to live with or despite the desert. What animals they used, how they cared for them, how the animals could help them in return. His willingness to share his own knowledge stood him in good turn, and he eventually won over most tribes to share freely with him of their desert secrets in return.

For the last ten years or so, he's been wandering all over the desert studying everything from desert storms, to oases, purple worms, ancient ruins to new breeds of camels. He has become known as a reliable and good source of all kinds of information relevant to the desert. He sometimes hires out as guide, or as an advisor, to help fund his own research.

His latest topics of study has been crops and herbs that will live and trive in the desert, and their uses as both food and in alchemy.

Religion:

While not a very devout person, he still does respect the pantheon, and have a special respect for: Imhotep, Ptah and Thoth for their focus on knowledge and learning. Imhotep is the closest to a patron deity for his focus on the scientific, as well as understanding of humanity.

Goals:

The two things that drive Ayat in this life is his undying fascination with the desert and its harsh ecosystem, and using that knowledge together with science or magic to be able to terraform parts of the desert into arable and livable lands.

Personality:

Many are the places where Ayat Kynes have wandered the deserts and talk to people, and most of them would say he is a learned and wise man, who deals with people fairly, just and polite. He is known among many tribes and towns as a well learned man with more knowledge of the workings of a desert than any man has a right to.

His typical behaviour is that of a teacher working with a pupil, or a mentor with his apprentice. As his entire life has been about learning and understanding, he does not comprehend how anyone would not want to learn something, and the only variation is what topic said person is interested in mastering. He has focused his life on understanding the ecology system of the desert, its animals and plants, seasons and hazards, and how it might be changed or enforced. He will be regaling anyone willing to listen with tales and scientific information. And if anyone insults his dedication or chosen topic, he gets deeply insulted. He also dabble in several other topics that he feels might have a relevance to this

When not obsessing over his research, he is a kind old man that enjoys relaxing, reading, going for walks, watching desert animals, herbs and alchemy, writing theories about the ecosystem, and finding new ways to use his knowledge to help and assist other people in their daily life in the desert.

He appears to be a polite and caring man, soft spoken and calm, never gets riled up or lets his temper lose, and a saint of patience and tolerance. He often listens to discussions, and often participate, but always tries to keep the topic going without anyone getting angry of frustrated, but trying rather to make each person understand each others viewpoint as much as possible.

Stats:

[hm-tn-c2]

Str 10
Dex 10
Con 14
Int 14
Wis 15
Cha 12

Traits:

Absent Minded +1 all Knowledge checks -1 Spot/Listen
Polite +1 Diplomacy -2 Intimidate

Flaws:

Feeble You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.
Unreactive You take a -6 penalty on initiative checks.

Feats:

H Heat Endurance (Sandstorm)
F Spell Focus Conjuration
F Augment Summoning -
1 Skill Focus Knowledge: Nature
3 Track ?
6 Extend Spell ?

Skills:

Skill Type 1 2 3 4 5 6
Consentration - 0 1 1 2 3 4
Craft Alchemy 4 5 6 7 8 9
Decipher Script - 0 1 1 2 3 4
Diplomacy - 4 5 6 7 8 9
Heal - 0 1 1 2 3 4
Knowledge Architecture 4 5 6 7 8 9
Knowledge Geography 4 5 6 7 8 9
Knowledge History 4 4 5 5 5 5
Knowledge Local 4 4 5 5 5 5
Knowledge Nature 4 5 6 7 8 9
Profession Cartographer 4 4 5 5 5 5
Survival - 4 5 6 7 8 9
Total 36 9 9 9 9 9

Other Ideas:

Priest of the Waste (Sandstorm): Feat gives access to these spells as spontaneous casting (just like clerics cure or druids summon):

Req: Domain: Fire, Summer, Sun, Travel or Water

0 Create Water Houserule to level 3
1 Endure elements
1 Cloak of Shade (Sandstorm)
2 Resist Energy
2 Hydrate (Sandstorm)
3 Create food and water
3 Protection from Energy
3 Protection from Dessication (Sandstorm)