Elsa Fairbottom

Rich C.G.'s Dwarf Druid in Gene D.'s "Vanished Lands: Vistel's Circus"

Description:

Player Character: “Elsa Fairbottom”
Role-Player: Rich C.G.
Campaign:Vanished Lands

Aspects: 7 (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 skill, plus compels; start with 5, +1 every 5 lvls.):

  • Origin (species/race): Hill Dwarf of the Fairbottom clan (Dverge; rare in being matriarchal)
  • Occupation (class): Druid (Cleric)
    • Level (sessions/5): 10
  • Trouble/foibles: Proud of family name/exiled
  • Guest star (not a fellow party member or follower): Baskor Steadhands (Dwarf roustabout in Vistel’s Circus) and young owlbear Oswald
  • Motivation (alignment): Neutral Good, with Chaotic tendencies
  • Allegiances/personality: Snarky
  • Adventuring (reputation/goal): Fearless
  • Status/title (heroic/epic): Messages on the wind…

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses; plus 1 pt. every 20 sessions or 4 levels):

  • Strength: 12 (+ 1 bonus; x5 = maximum carry, x10 = max. lift, to melee damage)
  • Dexterity: 18 (+ 3; x2 = ft./round; to initiative, Acrobatics/Reflex)
  • Constitution: 16 (+ 2; to Hit Points per level, Endurance/Fortitude)
  • Intelligence: 14 (+ 1; see skills)
  • Wisdom: 18 (+ 3; to Resolve/Will)
  • Charisma: 8 (- 1; to Leadership)

(Bonuses: 1-3: -3, 4-5: -2, 6-8: -1, 9-11: 0, 12-14: +1, 15-17: +2, 18-20: +3, 21-23: +4)

Combat statistics:

  • Armor Class: 24 total =
    • 3 (Dex bonus) +
    • 18 (by type worn: studded leather 14 + 2 enchantment, + 2 shield) +
    • 3 (stunts/items: + 2 horned helmet, + 1 Ring of Protection) +
    • varies (spells: )
  • Hit Points: 103 (start at max; by occupation/level: Clr d8 + 2 Con bonus)
  • Base Attack Bonus: 7 total =
    • 3 (Dex bonus; on 1d20 to hit) +
    • 4 (class/lvl.; Clr/Wiz + 1 every 3 lvls.)+
    • 0 (stunts/items: )

Primary weapons (ranged and melee, by reach/range, damage, ammo, qualities):

  • Mace, “Grimtooth,” 1d8 + 1 Str
  • Sling, “Seeker,” 1d4

Skills: 65 ranks total (on 1d20, plus Attribute bonus; 10 points to start, +5 points per level; ranks limited to level)

Saving Throws:

  • Acrobatics: 10 (7 ranks + 3 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Endurance: 9 (7 + 2 Con; Fortitude, run, stamina, swim)
  • Resolve: 10 (7 + 3 Wis; Will; + 3 Clr/Wiz)

Other proficiencies:

  • Animal Handling: 5 (2 ranks + 3 Wis; ride)
  • Arcana: 1 (0 + 1 Int; magic, magical creatures)
  • Area Knowledge: 2 (1 + 1 Int; geography, history, law/politics)
  • Athletics: 3 (2 + 1 Str; climb, jump, lift)
  • Craft: 6/4 (3 + 3 Dex/+ 1 Int; brewer/cook, cartography)
  • Deception: -1 (0 – 1 Cha; bluff, disguise)
  • Diplomacy: 0 (1 – 1 Cha; bargaining, gather info., taunt)
  • Devices: 3 (0 + 3 Dex; locks, traps, constructs, mechanic)
  • Intimidation: 1 (0 + 1 Str; interrogation)
  • Leadership: -1 (0 – 1 Cha; followers, persuasion, rapport)
  • Linguistics: 9 (8 + 1 Int; Alvari, Aquan, Celestial, Goblinish, Hifalendorin/common, Infernal, Kestollan/native, Saganim, Suthern)
  • Lore: 5 (4 + 1 Int; herbalism, nature)
  • Medicine: 12 (9 + 3 Wis; heal)
  • Perception: 8 (5 + 3 Wis; empathy/sense motive, insight, notice)
  • Perform: -1 (0 – 1 Cha/+; by artistic medium)
  • Religion: 13 (10 + 3 Wis; planes)
  • Sleight of Hand: 3 (0 + 3 Dex; holdout, pick pockets)
  • Stealth: 3 (0 + 3 Dex; follow, hide, move silently)
  • Survival: 5 (2 + 3 Wis; by terrain, incl. tracking)
  • Vehicles: 3 (0 + 3 Dex; by type)

Stunts (race/class abilities/superpowers, skill specializations/feats and attribute swaps, signature items, etc.; by source):

  1. Improved Natural Weapon: Natural Weapons do d8 instead of d6
  2. Natural Spell
  3. Positive Energy Burst (class): 1d6 x Lvl. to heal allies or damage Undead, who save as per spells (30’ radius)
  4. Regeneration: 1 hit point/round until full or 4d8 + 1 or 2d10 for severed limbs
  5. Selective Channel (class): Can heal specific people with Positive Energy Burst)
  6. Sending (4x/day)
  7. Speak With Animals (at-will)
  8. Spellcasting (class, x3): Can cast up to Lvl. 6 Cleric/Druid spells
  9. Wild Shape (class) once per day per level
  10. Spirit Sense (at-will): Detect Undead/Astral/Incorporeal/Ethereal
  • Refresh: 1 remaining out of 11 (start w/ 6 Fate points, use to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)

Skill/stunt notes:

  • Languages (native + Linguistics): Alvari (Sylvan Elven), Aquan, Celestial, Goblinish, Hifalendorin (western human common), Infernal, Kestollan (Hill Folk/Dwarven, native), Saganim (proto-Celtic human), Suthern (proto-Arabic human)

Other potential stunts:

  • Detect stonework (racial) on a 1 or 2 on 1d6
  • Low-light vision (racial): 60 ft.

Spells/Powers (22 spell levels per day = 13 total Religion ranks + 3 stunt slots squared 9; save DC = 10 + spell level + 1/2 character level — to revise?):

  • Level 0 (orisons): Call to Worship, Cure Minor Wounds, Dowse, Fertilize, Guidance, Meal Blessing, Mend, Predict Weather, Virtue, Ward, Water to Wine
  • Level 1 (see also “BFRPG’s” Libram Magica): Animal Friendship, Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Detect Snares and Pits, Entangle, Faerie Fire, Enthrall Animal, Light, Pass Without Trace, Protection From Evil, Purify Food and Water, Remove Fear, Resist Cold
  • Lvl. 2 (see also BFRPG “Druids” supplement): Bless, Charm Animal, Find Traps, Flame Weapon, Forest Speak, Heat Metal, Hold Person, Message, Produce Flame/Cold, Resist Fire, Silence 15-ft. Radius, Slow Poison, Snake Charm, Speak With Animals, Spiritual Hammer, Warp Wood
  • Lvl. 3: Assume Animal Form (see Wild Shape stunt), Call Lightning, Continual Light, Cure Blindness, Cure Disease, Growth of Animals, Hold Animal, Plant Growth, Protection From Fire, Remove Curse, Striking, Water Breathing
  • Lvl. 4: Call Woodland Beings, Control Temperature 10-ft. radius, Create Water, Cure Serious Wounds, Dimensional Anchor, Dispel Magic, Lower Water, Protection From Evil 10-ft. radius, Protection From Lightning, Speak With Plants, Sticks to Snakes, Tree Sanctuary
  • Lvl. 5: Commune With Nature, Control Winds, Create Food, Dispel Evil, Flame Strike, Insect Plague, Neutralize Poison, Quest, Reincarnate, Rock to Mud, True Seeing, Wall of Fire
  • Lvl. 6: Animate Objects, Blade Barrier, Find the Path, Heal, Part Water, Pass Tree, Reincarnation, Speak With Monsters, Weather Summoning, Word of Recall
  • Lvl. 7: Faerie Ring, Regenerate, Restoration
  • Lvl. 8:
  • Lvl. 9:
Bio:

Equipment

  • Magic/empowered items:
    • Armor, studded leather (+ 2 AC)
    • Bag of Holding (Type 1, 30 cu. ft., 250 lb. capacity but weighs 15 lb. full; 2,500 g.p.)
    • Daylight Pellets
    • Dust of Dryness
    • Everburning Torch
    • helmet, horned (+ 2 AC)
    • Heward’s Handy Haversack (8 cu. ft., 80 lb. capacity but weighs 5 lb.; 2,000 g.p.)
    • Ring of Protection (+ 1 AC)
    • Rope of Climbing
    • shield, wooden (+ 2; D20 Nyambe )
    • potions: Vial of Time
    • scrolls: Greater Protection From Undead (+ 2 AC/saves), Raise Dead (Lvl. 5), Summon Monster V
    • Wand of Cure Light Wounds (48 charges)
    • Wand of Frost (36 charges, d3)
  • Clothing:
    • disguises: none
    • formal attire: Druid’s robes
    • traveling clothes: belt, boots, cloak, leggings, tunic, underwear
  • Occupational tools:
    • holy symbols of Gaia/Mekkil (silver mistletoe brooch) and Vulkan/Moradin (anvil and hammer pin)
    • holy water, four vials
    • sheaths for weapons, ammunition
    • silver, powdered, 2 bags
  • Rations:
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wineskins, 2 quarts
  • Other gear, weapons:
    • backpack, leather, full
    • bagpipes, Zarendo (Nyamban, on ship)
    • blankets, bedroll
    • brewing supplies, collection of liquors
    • drum, Zarendo (Nyamban, on ship)
    • maps, parchment, and ink and quills
    • pouches/sacks
    • rope, 50 ft., hemp
    • ship in a jar (from “Milos” [Beruk A.], on ship)
    • torches, 10
    • Zebra token
  • Animals/transport: pony
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
  • Money:
    • copper pieces/fen: 20
    • silver pieces/yuan (x2): 50
    • electrum pieces/tael: 5
    • gold pieces/tael (x2): 100
    • platinum pieces/ch’ien: 0
    • gold pieces in gems: 0 (g.p. value)

Description:

  • Gender: Female
  • Date of birth/age: 36 (16 apparent human)
    • Date created: 10 September 2012/“1 February 1228 B.C.E.
  • Eyes: green; Hair: blonde
  • Complexion: fair
  • Height: 4 ft., 1 in.; Weight: 135 lbs.
  • Appearance, mannerisms:

Bio/backstory (include family/training, allegiances): The Fairbottom clan is considered eccentric at best or disrespectful of Dwarven traditions at worst because it is matriarchal rather than patriarchal.

When first traveling with “Vistel’s Circus,” Elsa served as main animal handler, but she later branched out into brewing as she traveled….

  • Homeland /nationality: Northwestern “Vanished Lands,” Ivory Mountains, Zeda kingdom of the Dwarves and Gnomes (same as “Hamfast Hammerfist”)
  • Patron deity /philosophy: Gaia/Mekkil, goddess of the wild, and Moradin/Vulkan, lord of the mountains

Contacts:

  • Allies:
    • Baskor Steadyhand: male River Dwarf roustabout in Vistel’s Circus, taciturn but ripped rigger
    • Long-range communications network, with offices and staff in Thadenis (capital of the kingdom of Saganim), Hesolin (capital of Hifalendor), and more to come
  • Enemies:
  • Companions/followers:
    • “Penryn,” male banuq (winged cat) acquired in the city of Falit
    • “Oswald,” young male Owlbear, sent away
  • Strongholds: The Zephyr, steamboat/airship

Vistel’s Expedition,” crew of the Zephyr, Player Character Party 39, as of spring 2015:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, burned by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald and cursed tattoo of the “Mad Mage” Ezra"; NGc, Lvl. 10
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 10
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 10
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 10
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer; TNg, Lvl. 10
    Cameos, departed:
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 10
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 10
  • Radius [Jason E.R.]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 9
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 7
  • Melchior Merryman [Byron V.O.]-male Saganim/Hifalendorin human Cleric of Ulandt, lady of rest/Defender of the Night, hunter of Undead; former member of the “Seekers of Lore”; NGl, Lvl. 8/3
  • Brendan Quinn [Brian W.]-male Saganim (proto-Celtic) human Rogue, explorer; NGl, Lvl. 9
  • “Brogar the Barbarian” [Brian S.]-male Skaevingol (Viking-style) human Barbarian, happy warrior; NGc, Lvl. 9
  • Tarwen Rinuendell [Dana S.]-female Avariel (winged Elf) Fighter, unflappable but secretive scout; LGn, Lvl. 12

Advancement:

  • Every level (5 sessions): +5 skill points, +1 hit die
  • Every 2 levels: +1 to BAB for Ftr and Rog, +1 refresh
  • Every 3 levels: +1 to BAB for Clr and Wiz
  • Every 4 levels: +1 to any one attribute
  • Every 5 levels: +1 aspect
  • Image links: http://fc01.deviantart.net/fs13/f/2007/083/2/5/Roheryn___Dwarf_Huntress_by_amypeterson.jpg

Elsa Fairbottom

Vanished Lands ShadowDenizen