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824 GP; 4 SP(left over from character creation)
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Description
Vantri looks like much of her race (like an upright dog or werewolf), though her fur tends towards a deep purple rather than the blue that most Lupinals seem to have. She dresses plainly and functionally most of the time. She is tall, lithe and even dressed as she is, tends to attract a lot of unwanted attention. With her acquisition of one of the Teeth of Dalhver Nar, she's now constantly buffeted by an unseen wind felt only by her. It doesn't do much more than ruffle her fur constantly and shift her belongings slightly, but it gives her distinctive look a bit of a dramatic feel. It is a bit undercut by the other effect of the tooth; her hoarse voice that sounds as though she's been shouting over the winds of Pandemonium themselves. It makes her a bit hard to hear, but she doesn't seem to mind much.
Personality
Given the lack of support she found in the Crimson Claws, Vantri has a particular distain for those who would sell out their comrades, regardless of reason. On top of this, the whole experience left her very reluctant to trust and very few have managed to earn it from her since. She is loyal to those she fights for and lives by a very soldierly personal code of honor, efficiency and loyalty. Since becoming a Cipher Adept, she's adopted many of the Cipher beliefs alongside this and follows the will of the multiverse in her life while maintaining her own personal code. Vantri, a bit unusually, has something of a short temper though it tends to manifest itself in sarcastic quips rather than anything particularly violent. It also may seem directed at nothing to those who don't know of her...unusual companions. She also tends to be a bit of a fast talker, which is good considering she's found herself in more than her share of tight situations. Vantri has become a very firm believer in the Transcendent Order's philosophy, though her years in the Blood War have engrained several other beliefs as well. Her personal code includes: - Be loyal to those you fight with. - Be efficient with your missions. - Maintain mental control at all times, or you invite trouble. - Stay alive. - Only trust those who earn it.
Character Traits
Vantri has a tendency to favor very bestial behaviors, such as wagging her tail when excited. She originally spoke very formally on her arrival to Sigil, but she's adopted some of the jargon from the city as she's been in it more. She frequents a tavern in Sigil called the Well-worn Hexagram, both because they seem to be more than happy to leave her to her own devices and there is a good source of information that comes through there. She dislikes particularly sweet or bitter foods (though does enjoy ale for some odd reason) and has an abiding fondness for seafood. In her off time Vantri either reads, trains or wanders the streets of Sigil, simply enjoying being about in the relative peace of the city. She also has with her a harp she received as a gift that she greatly enjoys playing.
Character Flaws
- Short temper, though it manifests itself in the form of sarcasm rather than violence. - Intensely dislikes fiends of any stripe. - Tendency to talk to her vestiges aloud on occasion. This has the side effect of making her look a little barmy to anyone who doesn't know her.
Contacts / Friends
Rheda, a Dwarven Knight of the Seal and Vantri's mentor is a constant fixture in the Lupinal's life now. Though Rheda grumbles about her frequent visits, the two have a very friendly relationship and Vantri often goes to her for advice. She's also made friends with a Githyanki Captain by the name of Dak'kon Ro'hij, who is a regular drinking companion and occasional ferryman, and an Earth Mephit by the name of Karel, who is another Cipher and a very good informant about the goings on in Sigil. She also occasionally talks to Andraste, a Bralani Eladrin and Sensate. Though they don't see eye to eye Vantri finds him a good friend though she doesn't entirely trust him. Despite having 'left the field' during the Blood War so to speak, Vantri still has a few contacts in the Devas Charoum, Haamiah, Hayyel and Micah, members of the Crimson Claws. They don't speak to each other much, given that Vantri is supposed to be dead and they're in the middle of the Blood War, but occasionally they send messages to each other, though the precautions they take to do so may be seen as extreme.
Enemies
Along with those in the multiverse who are less than fond of the Guardinals as a race, Vantri's personal actions have led to her angering other planar inhabitants. Her time in the Blood War left her and the Crimson Claws on the hit list of powerful Tanar'ri and Baatezu alike. She was a particular bane to the units from Phlegethos, which has made both Archduke Belial and his daughter, Fierna, very eager to get their hands on her, though really most of the fiendish powers would be pleased to have anyone from that unit. On the other side of things, she also has Sariel and some of the less than friendly members of the Crimson Claw out there and, if they learn she's alive, they would most definitely hunt her down for her perceived treachery. Three Devas in the unit, Hayyel, Micah and Charoum are sympathetic to her, but they wouldn't be able to do much aside from informing her that the unit knows she's alive.
Statistic Block
Magic Items: - [Weapon] Tyrfing (+1 Shocking Jovar of Speed): +1d6 electricity damage on a hit. Gain an extra attack at full base attack bonus when making a standard action. Does not stack with similar effects, such as the haste spell. - Crystal of Returning, Lesser: This crystal allows you to draw the weapon to which it is attached as a free action and in addition you can call the weapon (if unat tended) to your hand from up to 30 feet away as a move action. - [Armor] Celestial Mail: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell, CL 5) 1/day. - Crystal of Adaption, Greater: This augment crystal protects you from temperature extremes as an endure elements spell. You are also protected from all alignment traits of any plane, as well as from the positive-dominant and negative-dominant traits of any planes - Tooth of Dahlver Nar (Orthos): Teeth of Dahlver-Nar differ in appearance according to their associated vestiges. Many look like the teeth of various humanoids; others appear more unusual. Eurynome's tooth, for example, is a molar as big as a dwarf's fist, Acererak's tooth is a ruby shaped cuspid and Zagan's tooth is a snake fang the length of an elf's hand. Each tooth is inscribed with the seal of a vestige -- though it is unbound by the outer circle common to vestige seals. The teeth change size to fit the user's mouth, but only just. Chupoclops's tooth juts out of the user's mouth in the form of a tusk, beside the two created by his sign. To employ one of these items, you must remove one of your own teeth and put the Tooth of Dahlver-Nar in its place. This bloody process requires a full-round action and deals 1 point of damage. Afterward, your tooth is permanently gone; you cannot later replace it after removing the Tooth of Dahlver-Nar. A regenerate spell replaces lost teeth, so long as no teeth of Dahlver-Nar occupy spaces of missing teeth at the time of casting. Replacing teeth with the teeth of Dahlver-Nar does not affect bite damage or give you a bite attack if you normally lack one. You musthave a tooth of Dahlver-Nar in your mouth for one full day before you can use its ability. During that time, you show the sign of the associated vestige and are under its influence as if you had bound it, but failed the binding check. If you choose to ignore the vestige's influence, you take the normal penalty for doing so. The penalty lasts until the tooth is removed, but you can still use its power. As normal the penalties of ignoring the influences of multiple vestiges stack. These effects of a Tooth of Dahlver-Nar cannot be avoided by making a binding check, or by using the Suppress Sign ability. If you have access to multiple Teeth of Dahlver-Nar, you can use as many as you wish simultaneously, but you show the signs and are under the influence of all of them. Although some vestiges grant a natural attacks associated with their signs, you do not gain those attacks -- even though you show the same sign-- unless the tooth actually gains that power. After the tooth has been in your mouth for 24 hours, you can activate or deactivate any continuous abilities it grants as a standard action. Other abilities require a standard action to use. Use of an ability granted by this item never provokes an attack off opportunity. Each Tooth of Dahlver-Nar grants an ability similar to one granted by the associated vestige. the effects of the ability are not supernatural. They are Spell-Like Abilities and follow all the normal rules for such -- they can be suppressed by a targeted Dispel Magic, for example. A creature cannot target a tooth in your mouth for the purpose of sundering or magic effects other than dispel magic. The only way a foe can get your tooth is to render you helpless and physically remove it. such a removal deals no damage. A Tooth of Dahlver-Nar is activated by a command word -- specifically the name of the associated vestige. Using Teeth of Dahlver-Nar does not give you the ability to bind a vestige for the purpose of meeting the prerequisites of a feat or prestige class. Teeth of Dahlver-Nar do not occupy a magic item body slot. - Orthos: You can use Displacement 1/day. Faint Illusion; CL 5th. - [Throat] Heartseeking Amulet: A heartseekingamulet allows your weapon to pierce armor and scaled hides as if they were air. When you activate this amulet [Swift Action], the next melee attack you make is made as a melee touch attack instead. If you don't make a melee attack by the end of your turn, the effect is wasted. A heartseeking amulet functions 3/day. - [Waist] Belt of Battle: A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt [Swift Action], one of the black pearls set into its buckle turns white. The pearls return to normal when the ring's charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). - 1 Charge: 1 move action. - 2 Charges: 1 standard action. - 3 Charges: 1 full-round action. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - Vestige Phylactery: A Vestige Phylactery is an ornately carved jade cube measuring about 6 inches on a side. Runes of power and magical inscriptions of binding cover every surface. The box has no apparent means of opening. When a phylactery houses a vestige, it shakes and moves as if alive. Whenever you exchange a bound vestige for the one in the box, it flares brightly and turns translucent. Diminutive figments of the vestiges momentarily grapple as they cross paths going to and from the phylactery. As a full-round action, you can call forth a vestige you have previously bound into the box, willing it to leave the phylactery and enter your body. To bind a vestige into the box, resolve the binding check as normal, except that the binding DC increases by 10. You can bind a spirit into a Vestige Phylactery 1/day, and you can call a spirit from it 1/day. The box does not occupy an item slot, but you must hold it in one hand to activate it. Upon activating the phylactery, you immediately bind to the vestige inside it. If doing so would cause the number of vestiges bound to you to exceed your normal limit, you expel a vestige of your choice (prematurely ending its binding) releasing it to make room for the one from the phylactery. The released vestige does not automatically enter the phylactery. You can only call a vestige from the phylactery if you bound the vestige yourself. If you have not bound a vestige into the phylactery when you activate this item, you gain no benefit and are instead stunned for 1d4 rounds. Once the exchange is complete, you lose all the abilities granted by the departed vestige and gain those granted by the new vestige. You show the vestige's sign (or not) as normal. You are influenced by the new vestige if you failed your binding check when you placed it into the phylactery. You remain bound to the vestige from the phylactery based on the time you bound it into the phylactery. A vestige can only be bound into a phylactery for a maximum of 24 hours, after which time it is automatically released. - Implements of Binding: Inside an intricately carved teak box, a set of unusual objects rests upon a red velvet cushion. The items are an ivory chalice, a bronze serpentine knife, and three perfectly spherical crystals. When you use Implements of Binding, the knife vibrates and the chalice creates a soft ringing sound, while the three stones glow with the brightness of candles. As part of the time it takes to draw a vestige's seal properly, you can use Implements of Binding to aid the process of pact making. You must being by placing the three crystals around the seal to form an inverted triangle. Then you use the knife to cut a small incision in each of your palms, dealing a total of 1 point of damage, and squeeze the blood into the chalice. Implements of Binding provides a +6 competence bonus on your Binding check to make a pact with a summoned vestige. In combat, the knife functions like a nonmagical masterwork dagger. - Seal of the Spirit (Kas): This silky black bundle of cloth unfolds into a square 5 feet across. A wide circle with peculiar lines inside it is embroidered on the fabric with gold thread. When activated [ a Standard action] by speaking its command word (usually the spirit keyed to it), and placing it on a flat and steady surface, the seal of the Spirit binds itself to a surface and remains fixed until the binding process is finished. The seal functions until either you bind the vestige or it leaves of its own accord. Throughout the binding process, the seal emits a pulsing and flickering red light with the brightness of a torch. A Seal of the Spirit serves as the seal you would otherwise draw during the ritual required to contact a vestige. since you need not draw the seal to contact the spirit, the item considerably reduces the time it takes to conjure the entity. The seal does not negate any other requirements for summoning a particular vestige. A Seal of the Spirit can be used 1/day. - Heward's Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Condition and Effects
Additional Information
Feats: LVL 1, Exotic Weapon Proficiency (Jovar): You make attack rolls with the weapon normally instead of taking the -4 penalty on attack rolls. LVL 3, Agile: You get a +2 bonus on all Balance checks and Escape Artist checks. LVL 6, Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. LVL 9, Improved Initiative: You get a +4 bonus on initiative checks. LVL 12, Skilled Pact Making: You gain a +4 bonus on Binding Checks [Bonus, Binder] Improved Pact Making: Your Effective Binder Level (EBL) is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your EBL in any other circumstance.
Tooth of Dhalver-Nar: Orthos (Displacement 1/day) --Influence: Your voice becomes hoarse as though you have been shouting over a loud wind. It is difficult to speak and Orthos requires that you speak no louder than your hoarse tone. --Sign: You always seem to be buffeted by a breeze no one else can feel. This breeze makes no noise but tousles you hair and belongings, frequently changing directions.
Other Notes
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Lupinal Racial Traits: - Weapon and Armor Proficiency: A Lupinal is proficient with all simple and martial weapons. - Outsider (Extraplanar, Good, Guardinal) - Darkvision 60 ft. - Low-light vision - Cannot be raised/resurrected: Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. - Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). - Overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned. - Tongues (Su): This ability works like Tongues (CL 14), but is always active. - Speak with Animals (Su): This ability works like speak with animals (CL 8th) but is a free action and does not require sound. - Immune to petrification, electricity - Resistance: Sonic 10, Cold 10 - +4 saves against poison - DR 10/Evil or Silver - Fear Aura (DC 16 Will, 600 ft.): When a Lupinal howls, every creature in 600 ft. (except other celestials) must make a Will Save [DC 16]. Any creature with 7 HD or less who fails the save is panicked for 4d6 rounds. Any creature who fails with 8 HD or more is shaken for 4d6 rounds. A creature who makes a successful save is unaffected. Once a creature has been affected by a Lupinal's howl or successfully made the save cannot be affected by that Lupinal's howl for 24 hrs afterwards. - Improved Grab: If a Lupinal hits a creature at least one size category smaller than itself with a bite attack, the Lupinal may initiate a grapple as a free action (Grapple bonus +14). The attack still does standard damage and the grapple does not provoke an attack of opportunity. The Lupinal has the option of initiating the grapple normally, or to just hang onto the creature with its jaws (-20 on Grapple check, but the Lupinal is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage. - Trip: A Lupinal that hits with a bite attack can attempt to trip an opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Lupinal. - Dodge Missiles: This ability operates like the Deflect Arrows feat, except that the Lupinal can dodge any missile and it need not have its hands free [the Lupinal is dodging, not deflecting]. This ability is usable 3/round. - Scent: A Lupinal can detect approaching enemies, sniff out hidden foes and track by scent of smell. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. - Spell-like Abilities (CL 8th, Save DC 12+Spell level): At will -Blink, Blur, Disguise Self, Darkness, Ethereal Jaunt 3/day - Cone of Cold, Cure Light Wounds, Fly, Magic Missile - Lay on Hands: A guardinal can use Lay on Hands as the paladin class ability. Unlike the Paladin class ability though, a guardinal can heal an amount of damage equal to its full normal hit points. A guardinal may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, a guardinal can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The guardinal decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Binder Class Traits: - Weapon and Armor Proficiencies: A binder gains proficiency with all simple weapons and with light armor, but not with shields. - Soul binding (1 Vestige): A binder may make a pact with a Vestige for the duration of 24 hours. They bear a physical sign of the pact for that time, which disappears after the pact is concluded. A pact check (1d20 + CHA mod) must be made in order to forge a pact. A successful check allows the binder to operate normally and hide the sign if they are skilled enough. If they make a 'bad' pact (fail the binding check), they are under the influence of the vestige and must adhere to its requirements to the best of the their ability. If they are placed in a situation where they cannot perform or refuse to perform a required action, they take -1 penalty on attack rolls, saving throws and skill checks until the pact is up. These penalties stack if you have more than one vestige bound. Any supernatural abilites you gain from the Vestige have a DC of 10+ 1/2 EBL (Effective Binder Level) + CHA mod. To summon a vestige, a binder must draw the vestige's unique seal visibly on a surface at least 5 ft. across. Drawing said seal takes 1 minute of concentration and the act provokes attacks of opportunity. Once the seal is drawn, the binder must perform a ritual (full-round action) to summon the vestige. If you do not address the vestige in 1 round after it appears, it will dissipate without making a pact and will not respond for 24 hours. - Pact Augmentation (+2 Initiative, +5 HP): You can draw additional power from the vestiges you bind. As long as you are bound to at least one vestige, you gain an added benefit of your choice. You gain an additional ability at levels 5, 10, 16 and 20. You may choose a single ability multiple times and their effects stack. - Suppress Sign: When you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.