CHARACTER: Name: Crash Age: 21 (24) Race: Tiefling (half-minotaur/half-tanar'ri) Height: 8'6" Class : Fighter 9th level Weight: 580 lbs AL: CN (G) Hair: black Eyes: red Birthdate: Denod 14th (2/14/6717) STR: 25 hp: 104 carry: 1535 lbs +7 to hit +14 dam. 19(18) OD 99% BB INT: 4 (14 max - currently 4) AC: 1 (Field Plate Armor) WIS: 6 (14 max - currently 6) DEX: 14 (15 max - currently 14) CON: 22 +6 HP 99% SS 100% res +2 poison 1hp/4 rnd regen. CHA: 9 (11 before scarring) CMS: 12 Note: Crash's variable stats raise one for every day spent on the Abyss until maximum is reached. Stats fall one for each day spent on the Prime plane until minimum is reached. Weapons: ATT: THAC0: Damage: Speed: Mace, Astral Deva 3/2 2 3-18/3-18 (+17) +4 if hit twice in same round, save vs spell or knocked senseless 1d12 round also as mace of disruption Rod of Undead Slaying 3/2 1 1-6/1-6 (+18) +3 vs. undead 3/2 1 2-12/2-12 (+22) +3 on each hit, undead make save vs. rod or blasted from existance Great Axe 3/2 5 1-10/2-12 (+14) +9 Giant Kin 2- 3/2 5 2-20/6-36 (+14) +13 handed silver sword Giant Kin 2- 3/2 5 2-20/6-36 (+14) +13 handed steel sword Strength Bow 2 5 1-8/1-8 (+14) +7 Broadsword +3 3/2 2 2-8/2-7 (+17) +2 Possessions: loin cloth, 40 wineskins, great axe (halberd), 2 small sacks, 2859 gp, silver crown with 5 opals (1000 gp), light tube, giant two-handed silver sword, giant two-handed steel sword, Whetstone, 10 bottles of weapons black, a healers bag, 3 candles, 3 pieces of chalk, flint and steel, a pair of crampons (sized for Crash), a small metal mirror, signal whistle, 4 bottles of oil, 2 wine skins, winter blanket, 5 sewing needles, field plate armor, extra large composite longbow, 24 silver arrows, blessed dwarven silver bardiche Magic Items: Astral Deva Mace +3 Rod of Undead Slaying Lost in Kaza: soft black rectangle ioun stone (+1 to save vs life drain), Ring of Invulnerability (+2 to AC, Minor Globe of Invulnerability - 8 charges), 1 arrow of force, Oil of Reversibility, Skeletal Potion Proficiencies NON WEAPON: drinking, wild fighting, speak minotaur, speak common, intimidation, (two on hold) (from increased Intelligence: Demonology, read/write tanar'ri) WEAPON: great axe (halberd), wrestling (spec.), flail, great club, giant kin 2-handed sword, broadsword Innate Powers: - Never Surprised - No damage from: electricity, non-magical fire, poison - Half damage from: cold, magical fire, gass - Infravision - Detect Magic at will - Darkness 15' radius at will - Levitate 7/day - Teleport without Error at will - Telepathy with any intelligent creature - Magic Resistance 30% Note: Crash gains/loses one innate power per day while on the Abyss/Prime Material. Appearance: Crash is a very large minotaur. He wears only a loin cloth, and carries only his big axe and food/water. He has learned to not bother with with much equipment. His eyes are red and hard. Personality: Crash, since he is new to this "civilization" thing, is often baffled at the amount of thinking that other people do, and at the marvelous technology of the city. Although he is uncomfortable when not ripping evil monsters from themselves, he likes to explore the city, sampling the food and looking at the pretty things. This is often not a favorite practice with the locals (what you think about a 8 and a half foot minotaur with arms as thich as towers and red eyes wandering around?). Not being much of a thinker, he will almost invariably try to destroy things that he thinks are evil. Brief Background: Born to a high priestess of Fistus, Crash never knew his father. The truth be told, his mother was taken by stole by a cult of evil minotaurs worshipping the tanar'ri lord Baphomet. Crash mother was an offering to the evil demon lord. Baphomet impregnated her and left her with bastard, demon-spawn child. Back in Highland, she raised Crash as normal and by all appearances he was a normal minotaur. Crash inherited his mother's good world view and his father's titanic strength. He's never discovered his true nature, and his innate powers (somewhat weakened due to his terribly dim intelligence) have never been discovered by him either. He was kicked out of his clan because he frightened them. At the age of 11 he was already stronger than most of the adults, and he was so stupid and had so many morals that he had killed 3 of the clan for there evil ways. Crash headed for a place he heard of called Saberhaven that had a place for great warriors to test their skill against the best from everywhere. Thinking this the place for him, Crash sailed to Saberhaven City. Upon arrival, Crash realized most combatants had much more experience then him, and despite his great strength, he needed to learn things before he could be the champion. He heard a man talking about gathering a group together at a tavern called the Rottin' Corpse, so he headed down. Notes: RACE -+2 surprise -track by scent 50% -immune to "maze" -+3 save vs. fear -60' infravision -takes damage as large MONSTROUS TRAITS The way me and my group works these is that we ignore the ones they give in the race description. We add up all of the bonuses, subtract the disadvantages (+1 to an ability is 1, +2 is 2, etc, AC lower than 10 is 1, bonus to HP is one), and this is how many traits they get. We also allow the players to choose, before they roll any of them, whether or not they can get a trait more than once. I almost choose yes. Tell me if any of this needs to be changed. -Monstrous Str. 2: +3 str. -2 reaction -Bestial Int. 2 : -3 int. -Bestial speech : -2 reaction -Bestial Int. 1 : -1 int. -Bestial thirst 1: drink 2x normal or -1 str. & con. SUPERSTITIONS The way we work these is that we use the ones in the race, +1d3 -spell casters -sickness -storms (positive)