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Character Information

Character of Geometric Archipelago: The Pyramid of Triangle Island played March 16, 2010 to June 25, 2010
Character of Geometric Archipelago: Ignorance on Circle Island played February 18, 2011 to July 15, 2011
Character of Geometric Archipelago: Gangs of Octagon Island played February 17, 2012 to --

Name Player Race Height/Weight Hair/Eyes Class
Kanzel Seraphim Zaniel Human 5' 5"/110 lbs. Pink (Blue)/Blue
  • Level 13 Ninja
    (8,700 / 13,000) - 67%

Size Gender Age Skin Alignment/Allegiance Deity
Medium Female 16 yrs. Pale Chaotic Good None
Stats Saves Attacks Misc. Languages
STR 14 +2 INT 16 +3
DEX 18 +4 WIS 16 +3
CON 14 +2 CHA 15 +2
Fort +6
Ref +14* +16*
Will +7
Melee +15/+15/+15/+10/+10


Missile +13/+8

1d6+4 (Kunai)
1d4+4 (Senbon)

  • (+9d6)

Grapple +13 (+15)
Speed 30ft.
Initiative +12 +14
Armor Class 20(+1) 22(+1)
Hit Points 89 / 89
  • Celestial
  • Common
  • Draconic
  • Elven
  • Gnome
Feats Class Features Racial Features

  • Medium size
  • Base speed: 30ft.
  • 1 extra feat at first level
  • 4 extra skill points at first level
  • 1 extra skill point per level

  • 6 + 3 + 1 (10) Skill points per level
  • Next Feat: Level 15


Skill Name Bonus Skill Name Bonus Skill Name Bonus
Appraise +3 Hide +20 Open Lock +20
Balance +4 Intimidate +4 Perform +2
Bluff +18 Jump +15 Profession +2
Climb +10 Know (Arcana) +3 Ride +4
Concentration +2 Know (Arch. & Eng.) +3 Search +19
Craft +3 Know (Dungeoneering) +3 Sense Motive +14
Decipher Script +3 Know (Geography) +3 Sleight Of Hand +20
Diplomacy +10 Know (History) +3 Spellcraft +3
Disable Device +17 Know (Local) +3 Spot +19
Disguise +17 Know (Nature) +3 Survival +3
Escape Artist +10 Know (Nob. & Royal.) +3 Swim +2
Forgery +3 Know (The Planes) +3 Tumble +11
Gather Information +10 Know (Religion) +3 Use Magic Device +4
Handle Animal +2 Listen +19 Use Rope +6
Heal +3 Move Silently +20    

[*] Situational Modifiers may apply: Skill Breakdown Chart

Spells Known

Level 0 Level 1 Level 2 Level 4 Level 5

Item Spells

Wand Spells

Item Spells

Wand Spells

Item Spells

Wand Spells

Wand Spells

Item spells

  • Save DC = 10 + spell level + CHA (2)

Active Spells

Spell Name Spell Level Time Left Additional Information

Cat's Grace




Detect Magic 0 0:00:00 None
Detect Secret Doors 1 0:00:00 None
Dimensional anchor 4 0:00:00 None
Disguise Self 1 -:--:--
  • All weapons hidden when sheathed.
  • Hair turned short, windswept, and bright red.
  • Disguised in generic cleric clothes with face shrouded.
Invisibility 2 0:00:00 None
Levitiate 2 0:00:00 None
Mage Hand 0 0:00:00 None
Silence 2 0:00:00 None
Summon Monster I 1 0:00:00 None

Character Slots

Head Face Gloves

Hat of disguise


Thieves' Gloves of Tools

Cloak Neck Belt

Mantle of the Predator

Hand of the Mage

Belt with pouches

Armor Main Hand Boots


Mundane Crystal Ninja-To

Dimension Stride Boots

Shirt Off Hand Legs

Rogue's Vest

Mundane Crystal Ninja-To

Black leather pants

Bracers Storage Rings

Bracers of Armor +1

Heward's handy haversack


  • 739 pp - 27 gp - 6 sp - 5 cp

Item Location Qty
Alchemical Silver Ninja-To Haversack 2
Equipped with Lesser Crystals of Return

Exotic One-Handed (Light) Melee Critical: 19-20/x2 Type: Slashing or Piercing Hardness: 10 Size: Medium Damage: 1d8

  • Ninja-To
    • Ninja-to are straight edged swords predominantly used by Edo era ninjas. They are almost 3 feet tall from end to end, with a 10 inch grip. They were traditionally used for quick ambushes and one-hit kills, rather than drawn out fights. Regardless, ninja-to are surprisingly lightweight and very versatile cutting weapons. Ninja-to normally deal slashing damage.
    • Special: In a charge, a ninja-to is supported with both hands and deals double piercing damage with a critical multiplier of ×3. Ninja-to can be used both one- and two-handed without penalty, and are considered light for the purpose of Weapon Finesse.
  • Alchemical Silver
    • A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.
    • On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.
    • Alchemical silver has 10 hit points per inch of thickness and hardness 8.
Bedroll (Sleeping Bag) Haversack 1
You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Blanket, Winter Haversack 1
It keeps you warm or something.
Blessed Bandage Haversack 3
Applying a blessed bandage immediately stabilizes the recipient (but heals no damage).
Bracers of Armor Wrists 1

These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting her an armor bonus of +1, just as though she were wearing armor. Both bracers must be worn for the magic to be effective.
these bracers have been modified to hold senbon under them without interferring with the magic involved.

Bucket Haversack 1
Caltrops Haversack, Side 5
A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an are of 5 feet square.
Candle Haversack 1
A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Climber's Kit Haversack 1
This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
Cold weather outfit Haversack 1
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Collapsible Pole Haversack 3
This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock it in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet, or 10 feet. You can use the pole to jam doors, pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full-round action.
Crowbar Haversack 1
this iron bar is made for levering closed items open. A crowbar is the perfect tool for prying open doors or chests, shattering chains, and the like, and it grants +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of it's size.
Deathblade Venom Boots 2

Poison Type: Injury
Fort DC: 20
Initial Damage: 1d6 Constitution
Secondary Damage: 2d6 Constitution

Dimension Stride Boots Feet 1

Aura: Faint; (DC 16) conjuration Activation: Continuous and standard (command)
These sleek leather boots lean slightly forward, as if poised to leap.
While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation.
In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can’t use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots’ activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring other creatures.

  • 1 charge: Teleport 20 feet.
  • 3 charges: Teleport 40 feet.
  • 5 charges: Teleport 60 feet.

These boots have been modified prior to being enchanted. they have been modified with the "Smuggler's Boots" function allowing fine or diminutive items to be hidden in the heel and for a dagger or dagger-like weapon to be hidden on the inside. It requires a successful Search check (DC 30) to locate items hidden in the boots.

Contains: 1 Kunai each

Explorer's Outfit Haversack 1
This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest of jacket), gloves and a cloak. Rather than a a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes and extra items you might need, such as or scarf or wide-brimmed hat.
Fishing Net, 25ft Haversack 1
A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
Flint and steel Haversack 1
Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Grasping Hook Haversack 1

This animated grappling hook seeks out the best place to secure a rope.
Description: When dormant, a grasping hook appears to be a mithral grappling hook delicately sculpted to resemble the claw of a dragon, with three main claws jutting out and a fourth opposable claw curled in at the palm. When the command word is spoken, the hook springs to life. All four claws begin moving, and it can move by using the claws as tiny legs.
Activation: A single command word activates a grasping hook. Speaking the word once causes the hook to animate and immediately seek the nearest secure object that it can grasp. Speaking the word a second time causes the hook to release its grasp immediately and resume its dormant position.
Effect: When a grasping hook is tied to silk rope, you can throw it as a standard mithral grappling hook. However, you can also speak the command word (a free action) as you throw the hook to cause it to animate. The hook then tries to grab onto the nearest secure object, granting a +6 competence bonus on your Use Rope check to seat it properly. A grasping hook has a Strength of 25 and can hold 1,600 pounds when grasping a secure object or terrain feature. You can cause a hook to release its grasp by speaking the command word again.

Attached to Silk Rope

Hammer Haversack 1
Is it Hammer time? No. no it's not.
Hand of the Mage Neck 1
This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
Hand Periscope Haversack 1
This device consists of two steel mirrors placed opposite each other at angles, separated by a metal tube about 2 feet in length. The periscope allows you to peer around corners without revealing your presence. Because only the end of the periscope protrudes, you can make a Hide check (with a +7 bonus) for the item to determine if the creatures you spy upon notice it. The area visible through the periscope is coneshaped and begins in the space immediately around the corner. While looking through the periscope, you take a –8 penalty on Spot checks to detect creatures not in the cone-shaped area.
Hat of disguise Head 1
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
Heward's handy haversack Back 1
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.
Kunai Haversack 20
Kunai Boots 2
Kunai Belt 2
Kunai Cloak 1

Exotic One-Handed - Damage: 1d6 - Critical: 20/×2

A kunai is a piercing weapon favored mainly by ninja. You get a +2 bonus on Sleight of Hand checks made to conceal a kunai on your body. This is added to the list of weapons the ninja is already proficient with. A kunai is a melee stabbing weapon but may be thrown when used for stabbing use chart above. A kunai may be thrown in to ways. 1: A kunai may be thrown straight by a professional ninja but its' throwing length is reduced in distance to the tune of 20ft. This is lessened by 2 feet for every two points of Strength the user has. 2: A kunai may be thrown with a forward spin. When doing this you must make two attack rolls. One is made to see if it hit the enemy, the other to see if it hit head-on. The distance for this is 40+2*strength |damage 1+1d3 medium piercing damage/ if the second check is 1 bludgeoning for medium| hit chance 70% { increase and decrease for your character as you see fit}
Special: A kunai is typically left in the victim after an attack so it will do continuous damage depending on the circumstances. If the kunai hits for piercing damage and takes 5 HP off you roll 1d6 and 1d4 to decide where it hit (this is still in testing, please edit if a new system is developed) On a roll of 1 on a 1d6 it will be the left arm, 2 the right arm, 3 the left leg, 4 the right leg, 5 the chest, 6 the neck (it will fall out with any hit to the neck unless fatal). If the kunai is left in and has hit the arm or leg the person will take 1d2 of damage every time that limb is used. Any other spot will do no additional damage. If it is taken out, the kunai will do 1 damage every round because of bleeding unless healed or covered.

Mantle of the Predator Back 1

This short, flexible cape is made from tiger skin and feels warm to the touch.
A mantle of the predator grants you a +5 competence bonus on Hide and Move Silently checks. In addition, you deal an extra 1d6 points of damage with melee attacks against foes denied their Dexterity bonus to AC. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to this extra damage.

Mirror, Small Steel Haversack 1
A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on Medusa, make sure you look good enough to present yourself to the queen, or examine wounds that you've received on hard-to-see parts of your body.
Mundane Crystal Ninja-To Equipped 2

Exotic One-Handed (Light) Melee Critical: 19-20/x2 Type: Slashing or Piercing Hardness: 10 Size: Medium Damage: 1d8

  • Ninja-To
    • Ninja-to are straight edged swords predominantly used by Edo era ninjas. They are almost 3 feet tall from end to end, with a 10 inch grip. They were traditionally used for quick ambushes and one-hit kills, rather than drawn out fights. Regardless, ninja-to are surprisingly lightweight and very versatile cutting weapons. Ninja-to normally deal slashing damage.
    • Special: In a charge, a ninja-to is supported with both hands and deals double piercing damage with a critical multiplier of ×3. Ninja-to can be used both one- and two-handed without penalty, and are considered light for the purpose of Weapon Finesse.

  • +1, Eager Weapon Enchantment
    • Property: Melee weapon Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation:
    • This weapon, which is decorated with a wing motif, vibrates slightly, as though with excitement.
    • An eager weapon can be drawn as a free action. While wielding it, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made during a surprise round and the first round of combat.
  • Wand Chamber
    • Silence Wand (5 Charges)
    • Dimensional Anchor (1 Charge)
  • Lesser Crystal of Illumination
    • This faceted, yellow crystal glows as if a small spark burns within it.
    • Activating a crystal of illumination causes your weapon to glow. The weapon sheds bright illumination in a 20-foot radius and shadowy illumination for 20 feet beyond that.
Piton Haversack 5
When a wall doesn't offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Pouch, Belt Haversack 3
This leather pouch straps to your belt. It's good for holding small items.
Rations, trail (per day) Haversack 10
Dried fruit and roasted sunflower seeds.
Ring of the Darkhidden Finger 1

More than a dozen etchings of closed eyes circle this tarnished silver ring.
You are invisible to darkvision, although you are fully visible in normal light.

Ring of Feather Falling Finger 1

This ring is crafted with a feather pattern all around its edge.
It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.

Rogue's Vest Torso 1

This slick-looking black vest is made of supple, well-worked leather. Its buttons are carved of dull black glass and seem to absorb light rather than reflect it. While wearing this vest, you gain a +2 competence bonus on Hide and Move Silently checks, and a +2 competence bonus on Reflex saves. In addition, if you have the skirmish, sneak attack, or sudden strike ability, you deal an extra 1d6 points of damage when making such an attack.

Rope, Silk Haversack 2

One is attached to Grasping Hook

This rope has 4 hit points and can be burst with a DC 24 check. It is so supple that it provides a +2 circumstance on Use Rope checks.

Rubber Ball Haversack 10

A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, traveling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues rolling.
Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way, you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball does not return. For example, if you hear a splash, you know that a liquid obstacle lies ahead.

Sack Haversack 5
This item is made of burlap or a similar material and has a drawstring so it can be closed
Senbon Bracers 20
Senbon are impromptu ninja weapons formerly used for acupuncture.
Exotic Light Thrown Melee - Damage: 1d4 - Critical: 20/×3

They can be thrown as weapons, but they are hard to use accurately. but when they hit their marks, they are very effective. They can also be used as melee weapons with a hardness of 5. They typically break after use.

Shovel Haversack 1
Signet Ring Finger 2
Signet ring for the Assassin Clan her father led. Signet ring for the Theiving Clan her mother led.
Soap Haversack 2
Sunrod Haversack 4
This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tent Haversack 1
This simple tent sleeps two.
Thieves' Gloves of Tools Hands 1
These black gloves have tools embedded on the top of them so that they extend at the flick of the wrist as well as various runes incribed upon the tools.
These gloves have Masterwork Thieves' Tools embedded in them and as a free action you can extend or contract them. In addition to providing the +2 Bonus for masterwork, the gloves provide an additional +2 on Sleight of Hand, Disable Device, Open Lock, and Use Magic Device. To gain the skill bonuses you must have at least 1 rank in the skill to gain the bonus of that skill. In addition 1/Day you may cast Knock.
Traveler's outfit Haversack 1
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Wand of Cat's Grace Haversack 1
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Wand of Detect Magic Haversack 1
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Wand of Detect Secret Doors Haversack 1
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
Wand of Dimensional Anchor Wand Chamber 1
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.
Wand of Invisiblity Haversack 1
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Wand of Levitate Haversack 1
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature
Wand of Silence Wand Chamber 1
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area.
Wand of Summon Monster I Haversack 1
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
Waterskin (Full) Haversack 3
A waterskin is a leather pouch with a narrow neck that is used for holding water.
King's Letter Haversack 1
Letter from the king of Octogon Island explaining the situation and requesting Kanzel's and Brellius's assistance.

Character Background


Kanzel has been trying to prove herself.


Her siblings are all better than her.

Personal Notes

External Links:

Attack rolls:
`roll 1d20+15
`roll 1d20+15
`roll 1d20+15
`roll 1d20+10
`roll 1d20+10

!roll 1d20+15
!roll 1d20+15
!roll 1d20+15
!roll 1d20+10
!roll 1d20+10