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 : Vistel’s Circus" heroic fantasy

  • Game Master: Gene D.
  • Adventuring party: 39 (Boston area)
  • Rules systems: D20 Basic Fantasy Role-Playing Game, Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
  • Date revised: 5 April 2014/“28 February 2014

Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with five, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

  • Origin (species/race): Hill Dwarf of the Fairbottom clan (Dverge; rare in being matriarchal)
  • Occupation (class/subclass): Druid (Cleric)
    • Level (no. of sessions divided by 5): 8
  • 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

Additional aspects: (“Vistel’s Circus:” +3 Aspects or to Attributes)

  • Adventuring/reputation: Snarky
  • Allegiances/personality: Fearless

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses):

  • Strength: 11 (0 bonus; x5 = max. carry, x10 = max. lift, to dam)
  • Dexterity: 18 (+ 3; x2 = ft. per round; to initiative)
  • Constitution: 16 (+ 2; to Hit Points per level)
  • Intelligence: 14 (+ 1)
  • Wisdom: 18 (+ 3)
  • Charisma: 8 (- 1)

Hit Points: 49 (Cleric d8, start at max., plus Con bonus; + 1 hit die per every 5 sessions or level)
Base Attack Bonus: + 4 (+ 7 = +11 Brawl, + 3 = +7 Melee, + 5 = +9 Shooting; on 1d20 to hit, + 1 every 10 sessions or 2 levels; Dex bonus incl. w/ skills)
Armor Class: 20 (incl. + 3 Dex, class, gear): studded leather, + 2 shield

Skills (on 1d20; by Attribute bonus, ranks, total; 10 points to start, + 1 point per session or + 5 points per level; ranks limited to level): 45 ranks total

  • Acrobatics: 5 (2 ranks + 3 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Animal Handling: 5 (2 + 3 Wis; ride)
  • Area Knowledge: 1 (0 + 1 Int; by region; geography, history, law/politics)
  • Athletics: 0 (0 + 0 Str; climb, jump, lift)
  • Brawl: 7 (7 + 0 Str; unarmed combat, see Martial Arts stunt for Dex)
  • Craft: 4 (3 + 1 Int; brewer/cooking, cartography)
  • Deception: -1 (0 – 1 Cha; bluff, disguise)
  • Diplomacy: -1 (0 – 1 Cha; bargaining, persuasion, taunt)
  • Devices: 3 (0 + 3 Dex; locks, traps, constructs, mechanic)
  • Endurance: 2 (0 + 2 Con; Fortitude, run, stamina, swim)
  • Engineering: 1 (0 + 1 Int; architecture, dungeoneering, siege engines, power systems)
  • Gaming: 1 (0 + 1 Int; incl. gambling)
  • Intimidation: 0 (0 + 0 Str; interrogation)
  • Leadership: -1 (0 – 1 Cha; followers)
  • Linguistics: 6 (5 + 1 Int; plus native; decipher, forgery)
  • Medicine: 6 (3 + 3 Wis; heal)
  • Melee: 3 (3 + 0 Str; hand-to-hand weapons)
  • Mysteries: 11 (8 + 3 Wis; spells; see stunts)
  • Perception: 5 (2 + 3 Wis; empathy/sense motive, notice)
  • Perform: 1 (2 – 1 Cha/+; by medium, incl. acting, dance, painting, sculpture, music, poetry)
  • Profession: 4 (1 + 3 Wis; herbalist)
  • Resolve: 5 (2 + 3 Wis; Will)
  • Science/technology: 2 (1 + 1 Int; Knowledge: Nature)
  • Shooting: 5 (2 + 3 Dex; ranged weapons)
  • Sleight of Hand: 3 (0 + 3 Dex; holdout, pick pockets)
  • Stealth: 3 (0 + 3 Dex; follow, hide, move silently)
  • Streetwise: 0 (1 – 1 Cha; contacts/gather info, rapport)
  • Survival: 4 (1 + 3 Wis; by terrain, incl. tracking)
  • Vehicles: 3 (0 + 3 Dex; by type/medium)
  • Warfare: 1 (0 + 1 Int; tactics, strategy, weaponry)

Skill notes:

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

  • Improved Natural Weapon: claws do d8 instead of d6
  • Low-light vision (racial): 60 ft.
  • Natural Spell
  • Positive energy burst (class): 1d6 x Lvl. to heal allies or damage Undead, who save as per spells
  • Speak With Animals
  • Spellcasting (class, x3): Can cast up to Lvl. 6 Cleric/Druid spells (Mysteries 11 + 3 stunt slots squared = 20 total castable levels per day)
  • Wild Shape

Refresh: 1 remaining out of 10 (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)

Other potential stunts:

  • Detect stonework (racial) on a 1 or 2 on 1d6
  • Wild Shape (class) once per day per level

Spells (by level, source, effect; 1 stunt slot per 2 levels of castable spells; save DC = 10 + spell level + 1/2 character level):

  • 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:

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

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

Equipment

  • Magic/empowered items (nonweapon):
    **
    • shield, wooden + 2
    • potions:
    • scrolls:
  • Clothing:
    • armor: studded leather, + 1
    • disguises:
    • formal attire:
    • 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
  • Rations:
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wineskins, 2 pints
  • Other gear:
    • backpack, leather or wicker, full
    • blankets, bedroll
    • brewing supplies, collection of liquors
    • maps, parchment, and ink and quills
    • pouches/sacks
    • rope, 50 ft., hemp
    • torches, 10
  • Animals/transport:
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
  • Money:
    • copper pieces: 20
    • silver pieces: 50
    • electrum pieces: 5
    • gold pieces: 400
    • platinum pieces: 0
    • 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.
  • Languages (native + Linguistics): Aquan, Celestial, Goblinish, Hifalendorin (western human common), Infernal, Kestollan (Hill Folk/Dwarven, native), Saganim (proto-Celtic human)
  • 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

Bio/backstory (include homeland/nationality, 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….

Advancement:

  • Every session: +1 skill point
  • Every five sessions (D20 level): +1 hit die
  • Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 8
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 8

Elsa Fairbottom

Vanished Lands ShadowDenizen