Showing posts with label Planar. Show all posts
Showing posts with label Planar. Show all posts

Friday, September 25, 2026

Flapjack, Flumph Corsair

 Name: Flapjack
Ancestry: Flumph / Class: Corsair / Level: 3

Attributes 
Str: 13
Dex: 16 / +1
Con: 13
Int: 14
Wis: 13
Cha: 11

Info 
AC (Bracers of Defense): 14
Save: 12
BtH: +2
HP: 15

Cutlass +1: Attk: +3 / D: 1d6 / R: Melee

Double Barrel Pistol: Attk: +3 / D: 1d6 / R: Near

Dagger: Attk: +2 / D: 1d6-1 / R: Thrown (+3)

Tentacle Lash: Attk: +2 / D: 1d6-1 / R: Melee 

Gear: 

Traits 
Flumph: Levitation. Empathic Sense (d6): 2-in-6 to sense target's surface emotions. Alien Physiology. Foul Spray (1/day): Once per day, spray a cone of foul smelling mist that requires a Save vs. Poison or become sickened for 1d6 rounds and suffer a 1 penalty to Attacks and Attribute checks.

Combatant: When fighting 1 HD creatures, a Corsair may make a number of attacks equal to their level.

Saving Throws: +2 Save vs. Poison & Death 

Notes 

  • Captain Flapjack is a flumph pirate working on Commodore Sartell in and around the Wine Dark Sea as part of the Silver Cannon Corsairs (The Cannons) out of Loti Harbor and the other parts of the wild Almond Peninsula.
  • His ship, the Squid, is a crew dagonites, sharkfolk, and other aberrant humanoids that operate the southern portion of the Almond Peninsula, where the whirlpools are powerful and the great undersea cities have drawn most unusual individuals to the surface. The Squid can be found raiding targets in the nearby region known as the Rambu Coast.
  • Is known for his famous captain's hat and vibrant plumage, which helped single him out, besides being a levitating jellyfish-like creature.

Wednesday, September 23, 2026

Pasha Aldonza, Tiefling Privateer

 

Name: Pasha Aldonza
Ancestry: Tiefling / Class: Pirate / Level: 4

Attributes 
Str: 13 / +1
Dex: 17 / +2
Con: 13 / +1
Int: 13 / +1
Wis: 11 / +0
Cha: 15 / +1

Saving Throws 
Str: +7
Dex: +12
Con: +5
Int: +5
Wis: +4
Cha: +11

Info 
AC (Leather): 14
Ini: +2
BtH: +3
HP: 27

Rapier: Attk: +4 / D: 1d6+1 / R: Melee

Pistol: Attk: +5 / D: 3d6 / R: Near

Knife: Attk: +4 / D: 1d4+1 / R: Thrown (+5)

Gear: 

Traits 
Tiefling: Darkvision. Inner Strength: +2 to Strength Saving Throws. 

Dirty Fighting: +4 to-strike target engaged in close quarters fighting with an ally.

Feint (Charisma / +11) / Rope Monkey (Str / +7) / Sea Legs (Dex / +12)

Pirate's Luck (1/day / +2) Add the bonus to a d20 check of choice.

Notes 

  • Pasha Aldonza is a Tiefling pirate whose scarlet coloring contrasts with the tint of her blushing skin and bright orange eyes that can stare from the darkness. Among other things she is famous for the scarlet plume that sticks out of her hat.
  • Is a member of the pirate ship, the Venetia, under the command of Isabel 'The Songbird' San Saba who leads the 'Songbird Crew' who would like to fancy herself as Commodore San Saba- she just needs that second ship to increase her fleet. Pasha a flash up-and-comer within the crew.
  • Keeps a lover or two in the local pirates. Typically courts fellow Tieflings, but also that one charmer of an Aasimar by the name of Warwick. 

Wednesday, July 15, 2026

Samaara, Tiefling Paladin

 

Name: Samaara
Ancestry: Tiefling / Class: Paladin / Level: 4

Attributes 
Str: 16 / +2
Dex: 11 / 
Con: 14 / +1
Int: 14 / +1
Wis: 14 / +1
Cha:  14 / +1

Saves 
Str: +13
Dex: +5
Con: +6
Int: +8
Wis: +6
Cha: +12

Info 
AC (Plate + Shield): 20
Ini: +0
BtH: +3
HP: 32

Longsword: Attk: +5 / D: 1d8+2 / R: Melee

Dagger: Attk: +5 / D: 1d6+2 / R: Thrown (+3)

Whip: Attk: +5 / D: 1d2+2 / R: Melee / Special: Reach

Gear: Pack, Canteen, Rations, Bedroll, Lantern Oil, Mess Kit, Holy Symbol (Sune), Cloak of Resistance

Traits 
Tiefling: Infravision. Resistance (+2): Intelligence

Cure Disease (1/day / R: Touch) / Detect Evil / Divine Aura / Divine Health

Lay On Hands (R: Touch / Points: 8) / Turn Undead (+2) / Divine Mount 

Notes 

  •  Samaara is a Tiefling Paladin to Sune Firehair, the Lady of Love. As the Paladin, Samaara views herself as the leader of 'The Vixens' adventuring party along with Leofwyn 'Black Leaf', Glenzi Clear Cast, Hildegunne, Lucille Hurst, and now their first male member: Prospero, the Aasimar Bard.
  • Was gearing up for an adventure into a local fallen temple to Lliira the Joybringer when it was pointed that the Goddess of Music and Dance would probably have sound and song based traps and puzzle. Thus where Prospero comes in.
  • While she does carry a fairly common weapon for a Paladin, the longsword, she also carries the favored weapon of her goddess, the silken sash, also known as a whip.

Monday, July 13, 2026

Prospero, Aasimar Bard

 

Name: Prospero
Ancestry: Aasimar / Class: Bard / Level: 4

Attributes 
Str: 13 / +1
Dex: 13 / +1
Con: 12 / 
Int: 14 / +1
Wis: 13 / +1
Cha: 16 / +2

Saves 
Str: +5
Dex: +5
Con: +4
Int: +11
Wis: +5
Cha: +12

Info 
AC (Mithral Shirt): 15
Ini: +1
BtH: +3
HP: 28

Rapier +1: Attk: +5 / D: 1d6+2

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown

Shortbow: Attk: +4 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Doss Lute, Scroll of Mage Armor, Wand of Magic Missile (3rd Level)

Traits 
Aasimar: Infravision. Daylight (1/Day). Resistance (+5 Save): Acid, Cold, and Electricity

Decipher Script: +11 / Exalt Charisma (+12) / Legend Lore (+12) / Fascinate (Cha/M Save: 22 - Negates) 

Notes 

  •  Prospero is an Aasimar Bard who has recently joined an adventuring group called 'The Vixens' while staying in the visit of Whykin and needing a new adventuring group at the Trade of Blades Tavern. He happened to get the offer after spending the night with an Elf rogue named Leofwyn 'Black Leaf' - an Elven Rogue.
  • Has teamed up with a nearly all female team including a Goblin named Glenzi, a Tiefling Paladin of Sune named Samaara, to name a few companions that he has teamed up with.
  • Among his magical items he has on hand is famous Doss Lute that he earned at Fulchand College while studying as a Bard.

Tuesday, March 10, 2026

Heart Collector

Heart Collector

Medium fiend; chaotic

Armor Class: 15
Hit Dice: 6 (27 hp)
Attacks: 2 claws (1d6 each) or special
THAC0: +6
Movement: 90’ (30’)
Saving Throws: D10 W11 P12 B13 S14
Morale: 9
Alignment: Chaotic
XP: 500
Number Appearing: 1 (1d3)
Treasure Type: G

Darkvision: 60’.

Languages: Common, Infernal, and telepathy to 60’.

Shapechanger

A Heart Collector may assume the appearance of any attractive human or demi-human of roughly its own size.

The transformation is physical and may be maintained indefinitely. Clothing and equipment are not transformed.

Its true form is subtly unnatural: pallid flesh, blackened veins around the chest and hands, elongated fingers, and eyes resembling dark empty sockets when feeding.

Beguiling Presence

Heart Collectors possess supernatural beauty and magnetism.

When first speaking privately or intimately with a humanoid creature, the Collector may attempt to charm the victim.

The target must save versus Spells or regard the Heart Collector as a trusted and desirable companion.

The charm lasts for 1 day, though openly hostile actions by the Collector grant the victim an immediate new saving throw.

A creature that successfully saves against a particular Heart Collector cannot be affected by its Beguiling Presence again for 24 hours.

Silver Tongue

Heart Collectors receive a +2 bonus to reaction rolls involving humanoids when attempting to appear friendly, romantic, sympathetic, or trustworthy.

This bonus does not apply once their true nature is known.

Fiendish Resilience

Heart Collectors are immune to mundane poison and disease and cannot be affected by magical sleep.

They suffer only half damage from mundane weapons.

Magic weapons and weapons forged from cold iron inflict normal damage.

They also suffer only half damage from mundane fire, cold, and electricity.

Mesmerising Gaze

Three times per day, a Heart Collector may focus its attention upon one humanoid within 30’.

The victim must save versus Spells or become transfixed for 1d4 rounds.

A transfixed creature may neither attack the Heart Collector nor voluntarily move away from it, though being attacked immediately ends the effect.

Lover’s Embrace

A Heart Collector may attempt to embrace a willing, charmed, mesmerised, or otherwise helpless humanoid.

No attack roll is required against a willing or charmed victim.

Against an unwilling creature in melee, the Collector must make a normal attack roll. On a hit, the victim is seized.

A seized victim may save versus Paralysis each round to break free.

While held, the Collector may use Heart Drain.

Heart Drain

Instead of making its normal attacks, the Heart Collector draws the victim’s emotional and vital essence through intimate contact.

The victim suffers 2d6 damage, and the Heart Collector regains an equal number of lost hit points.

The victim's maximum hit points are reduced by the amount drained.

This reduction lasts until the victim receives one full night's uninterrupted rest away from the Heart Collector. Magical healing restores current hit points but does not restore the reduced maximum.

A victim reduced to 0 maximum hit points is not killed. Instead, they become Hollowed.

Hollowed

A Hollowed victim collapses unconscious for 1d6 turns.

Upon awakening, the victim is listless, emotionally numb, and remains supernaturally devoted to the Heart Collector for 24 hours.

During this time, the victim suffers –2 to saving throws against the Heart Collector's magic.

At the end of 24 hours, the victim's normal emotions return, though memories of the Collector and the draining remain.

A remove curse or similarly powerful magic ends the condition immediately.

Combat

Heart Collectors avoid fair fights.

They prefer to infiltrate settlements under attractive disguises, isolate victims, charm them, and feed somewhere private. When exposed, they use mesmerism and enthralled victims to impede attackers while attempting to escape.

If cornered, the Collector reveals its true form and attacks savagely with elongated claws.

Notes 

  • A Heart Collector is a fiend who likes to drain the passions out of his victims, typically appears as an attractive (sometimes attractive in an alternative, edgy sort of way) male that targets and draws its victims close in order to drain their passionate essence, typically via a kiss or at least drawing his mouth close enough to his victim's to drink their energy leaving them marked and languid.
  • Like any fiend, Heart Collectors are sensitive to the effects of cold iron and magic. Either variant will cause wounds to the Heart Collector causing him to lash out and temporarily infuse one of his victims with enough passion to make them suddenly become aggressive fanatics to defend the Heart Collector.
  • Best fiend hunters to go up against a Heart Collectors? Tough orcs who are in no way attracted to pale, typically human looking disguises. 

Wednesday, March 4, 2026

Jorran Sebend, Tiefling Gunslinger

 

Name: Jorran Sebend
Ancestry: Tiefling / Class: Gunslinger / Level: 3

Attributes 
Str: 13 / +1
Dex: 16 / +2
Con: 16 / +2
Int: 13 / +1
Wis: 16 / +2
Cha: 14 / +1

Saves 
Death: 12 / Poison: 10
Wands: 13
Petrify: 14
Breath: 15
Spells: 16

Info 
AC (Leather): 15
BtH: +2
HP: 24

Musket: Attk: +4 / D: 1d10 / R: Far

Short Sword: Attk: +3 / D: 1d6+1 / R: Melee

Pistol: Attk: +4 / D: 1d8 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ammo Pouch,

Traits 
Tiefling: Infravision. Holy Water Vulnerability. +2 Save vs. Poison, Fire Resistance (1/2 damage)

Notes 

  • Jorran Sebend is a tiefling gunslinger known for filed horns, his burning eyes, and his rakish pale hat - which may be the last thing certain rapscallions see before they are cut down by his masterwork 'Fiend's Maw' musket, using a shard of black pyrestone that can fire multiple shots barely a chip to its facade.
  • Has recently accepted a contract to locate Lord Rundgren's missing daughter, Dana, whom is said to have a habit of wandering near the old ruins near his property. Who better to deal with a possible supernatural kidnapping that the bastard son of a heir and the succubus that the heir summoned without reading the fine print that sometimes said succubus can actually produce offspring (namely tieflings).
  • Favors a longarm backed by a heirloom short sword and a huntsmen's dagger that his typically tucked in his boot.

Tuesday, February 24, 2026

Caagrah, Aasimar Cleric

 

Name: Caagrah
Ancestry: Aasimar / Class: Cleric / Level: 5

Attributes 
Str: 15 / +1
Dex: 13 / +1
Con: 14 / +1
Int: 13 / +1
Wis: 16 / +2
Cha: 16 / +2

Saves 
Death: 9 / Poison: 7
Wands: 10
Petrify: 12
Breath: 14
Spells: 12

Info 
AC (Chain +1 + Shield): 18
BtH: +3
HP: 27

Longsword +1: Attk: +5 / D: 1d8+2 / R: Melee

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Torches, Holy Symbol, Libram, Inkpen, Ink, Amulet ESP (30'), Scroll of Healing, Scroll of Remove Fear

Traits 
Aasimar: Infravision. Resistance (+2): vs. Poison. Natural Spellcasting: Protection from Evil (1/day)

Turn Undead (5th Level)

Spellcasting 
1st - 2: Cure Light Wounds, Light

2nd - 2:  Bless, Resist FIre

Notes 

  • Caagrah is a War Priest and Missionary of the Holy Lands to the region known as the Kernow Marches. A region of wild men clad in kilts or at times sky clad nude battle amongst one another. While many a Kernowmen, both peasant and knight, kneel before the Druids and nature Priests, Caagrah has made some promise converting a few to the Light's cause.
  • As an Aasimar, Caagrah stands out with bright blue skin, pale hair, and golden eyes. Despite his bodily appearance being outlandish, Caagrah prefers wearing robes or a hauberk in the color of the local bannerman to show he has adapted to certain customs of the Kernowmen.
  • Is a guest of Laird Bodrigan of Dustagel Castle in and around Kernow. While his religion is sometimes mocked, Caagrah has at least earned some respect in the field of battle, protecting Laird Bodrigan's young son when the group was ambushed by a rival clan.

Friday, January 16, 2026

Vetrina 'Vet' Uydrala - Aasimar Monk

 

Name: Vetranio 'Vet' Uydrala
Ancestry: Aasimar / Class: Monk / Level: 4

Attributes 
Str: 14 / +1
Dex: 14 / +1
Con: 15 / +1
Int: 13 / +1
Wis: 15 / +1
Cha: 14 / +1

Saves 
Str: +5
Dex: +11
Con: +11
Int: +5
Wis: +5
Cha: +5

Info 
AC (Robes): 14
Ini: +1
BtH: +3
HP: 37

Martial Artist: Attk: +5 / D: 1d8+2 / R: Melee / Special: Natural

Staff: Attk: +4 / D: 1d6+1 / R: Melee

Dagger: Attk: +4 / D: 1d4+1 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Libram, Inkpen, Ink, Potions of Cure Wounds (x2), Ring of Iron Fist (+1)

Traits 
Aasimar: Infravision. Energy Resistance (+5): Save vs. Acid, Cold, and Electricity. Daylight (1/day). Sturdy Mind (+2): Save vs. Charm and Mind Affecting spells.

Fast Movement / Iron Fist: Martial Artist attacks are treated as Silver and +1 for overcoming Damage Reduction

Iron Body (+2): Bonus to Save vs. Disease, Poison, Paralysis, Polymorph, and Death Attack 

Deflect Missiles / Stun Attack (4/day) / Slow Fall 

Notes 

  • Vetranio 'Vet' is a female Aasimar orphan who was taken in by the sisterhood of 'Our Lady Penitent Palm' where Vet was trained not just as a member of the clergy, taught the magical secrets of the order, but also was trained to be prepared to defend herself with just her hands. The Penitent Palm is an order of monks in addition to cleric.
  • Has agreed to escort a set of supplies to the blighted east where the undead are said to roam freely and terrorize the populace. Her destination is Bodley Manor under a caravan of Dwarves of the Stormrock Battalion.
  • Magical item granted by her mother superior is a 'Ring of Iron Fist'

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