<span class="bbc_u">Natalja Creed, reborn "Infernia Sapphus"</span><br/>Neutral Human Cleric of Kossuth 5/Elemental (Fire) Archon 3<br/><br/>Natalja was born in a quiet town on Toril - there were still some places that actually were not affected by the major threats to the world, some places that had peaceful trade and little else. However, the problem there is that, the further you are from the big cities, the more sway the local religions have. Her town was almost contested between the major elemental deities, and Natalja was raised into worship of Kossuth.<br/><br/>This was the regular praise and donation kind of fare for much of her life, as she was trained simply to be a guide and path-beater, nothing particularly out-there. Nonetheless, it was in one of the lengthy outings in the forests that Natalja first learned what true terror was, when goblins (on the run from the war up North) attacked. They were nearly as frightened as her, but they had numbers and were armed. She would have been killed were it not for their alchemical flasks to ignite, immolating them before her eyes. This was a sign: Kossuth surely blessed her.<br/><br/>Since then, Natalja has started to travel across the lands, intent on serving her god and spreading knowledge of the cleansing, purifying abilities of fire. Slowly, as her focus on the element increased, she became more and more attuned to it, even gaining allies born of the elements, and bringing them around Toril to help ease the lives of others and burn evil to the ground...<br/><br/>...until the day she stepped too far into the dark unknown. Undead were destroying a small town, cloaked in fog, and she was too quick to rush in, destroying the shambling corpses in a blaze of fire. When she turned around, the group were lost. They could see each other, but no way out of the mists, no way back home. Soon, they realised they were trapped in another world, one that was darker and more wicked by far.<br/><br/><table class="bbc_table"><tbody><tr><td>STR</td><td>14</td><td>+2</td><td>(16</td><td>+3)</td></tr><tr><td>DEX</td><td>12</td><td>+1</td><td>-</td><td>-</td></tr><tr><td>CON</td><td>14</td><td>+2</td><td>-</td><td>-</td></tr><tr><td>INT</td><td>12</td><td>+1</td><td>-</td><td>-</td></tr><tr><td>WIS</td><td>18</td><td>+4</td><td>(20</td><td>+5)</td></tr><tr><td>CHA</td><td>14</td><td>+2</td><td>(16</td><td>+3)</td></tr></tbody></table><br/>HP: 44/53<br/>Speed: 30' (20')<br/>Initiative: +1<br/><br/>BAB/Grapple: +5/+8<br/>-Melee +8<br/>-Range +6<br/>Great Falchion: +9 melee, 1d12+2d6+5 slashing 18-20/x2, 1d6 to Self<br/><br/><table class="bbc_table"><tbody><tr><td>FORT</td><td>+09</td></tr><tr><td>REF</td><td>+3</td></tr><tr><td>WILL</td><td>+12</td></tr></tbody></table><br/>AC: 20 (10 + 1 Dex + 9 Armour)<br/>Flat 19<br/>Touch 11<br/><br/><strong>FEATS:</strong><br/>Drift Magic (Flaywind Burst is 4th level, +1 CL to Drift spells)<br/>Priest of the Waste (Spontaneous spells)<br/>Exotic Weapon Proficiency: Great Falchion<br/>Leadership<br/><br/><strong>SKILLS:</strong><br/><table class="bbc_table"><tbody><tr><td>Diplomacy</td><td>+14</td></tr><tr><td>Know: Local</td><td>+12</td></tr><tr><td>Know: Nature</td><td>+12</td></tr><tr><td>Know: Religion</td><td>+12</td></tr></tbody></table><br/><strong>SPECIAL:</strong><br/>Spontaneous Cure Spells<br/><strong>Fire Domain:</strong>Turn Water/Rebuke Fire 6/day (+5 on the check, 2d6+8 turning damage)<br/><strong>Renewal Domain:</strong>1d8+3 healing 1/day when below 0<br/>Turn Undead 6/day (+5 on the check, 2d6+8 turning damage) (1 used)<br/>Mephit Underlings (+2 HD & NA, +1 Str, Empathic Link, Improved Evasion, Share Saves, Sycophantic Fawning)<br/>Power of Arrogance<br/>Fire Resistance 10<br/><br/><strong>SPELLS:</strong><br/>Caster Level 7, CL 8 for Drift Spells<br/><br/>Spontaneous Conversion:<br/>Cure X Wounds, Cloak of Shade, Control Weather, Create Food & Water, Create Water, Endure Elements, Heroes' Feast, Hydrate, Protection From Dessication, Protection From Energy, Resist Energy<br/><br/>Orisons: 6/day DC 15<br/>-Create Water x2, Detect Magic, Detect Poison, Light, Purify Food and Drink<br/>1st Level: 7+1/day DC 16<br/>-Bless, Bane, Command, Detect Undead, Shield of Faith, Protection From Evil, +<em>Burning Hands</em><br/>2nd Level: 4+1/day DC 17<br/>-Desiccate, Sonic Burst, Enthrall, Hold Person, +<em>Produce Flame</em><br/>3rd Level: 3+1/day DC 18<br/>-Haboob, Prayer, Searing Light, +<em>Resist Energy</em><br/>4th Level: 2+1/day DC 19<br/>-Flaywind Burst, Divine Power, +<del><em>Wall of Fire</em></del><br/><br/><strong>EQUIPMENT:</strong><br/>+1 Vicious Green Steel Great Falchion (9,400GP)<br/>+1 Full Plate (2,350GP)<br/>+2 Periapt of Wisdom (4,000GP)<br/>+2 Cloak of Charisma (4,000GP)<br/>+2 Belt of Strength (4,000GP)<br/>Amber Ring of Giant Vermin: Wasp (900GP)<br/>Wand of Cure Light Wounds 50/50 (750GP)<br/>"Cigarettes" of Divine Favour 50/50 (750GP)<br/>The usual Stuff worth around 500 (bedroll, blankets, backpack, pouches, chalk, 100' rope, 3 vials each of alchemist fire, coldfire and acid, 10 torches etc.)<br/>Permanent Mostly-Heatless Torch (250GP)<br/>10 Platinum Pieces Remaining<br/><br/><strong>Mephit Team:</strong><br/>Rache:<br/>Fire Mephit (13/22 HP, DR 5/magic, Fast Healing 2 (Fire), Init +6, Speed 30' Fly 50' Average)<br/>Ability Scores 11/14/10/6/10/16<br/>BAB/Grapple +5/+1<br/>2 Claws +9 1d3 plus 1d4 Fire<br/>AC 24 (flat 22 touch 13)<br/>Fort +8 Ref +7 Will +8<br/>Improved Initiative + Weapon Finesse<br/>Abuse Magic Device +13, Decipher Script +4, Spellcraft +6 (+8 to decipher scrolls)<br/>Know: Planes +4, Know: Arcana +4, Bluff +9<br/>Breath Weapon 15' Cone 1d8 Fire DC 13 Ref Half<br/>1/Hour Scorching Ray, Parboil DC 15, 1/Day Heat Metal DC 15<br/>Summon Mephit 25%, Darkvision 60'<br/>Equip: Small +1 Chain Shirt, Adamantine Coating for Claws, +1 Cloak of Resistance, 6 scrolls of Scorching Ray<br/><br/>Skald<br/>Steam Mephit (22/22 HP, DR 5/magic, Fast Healing 2 (Humid/Boiling), Init +6, Speed 30' Fly 50' Average)<br/>Ability Scores 12/14 (16)/10/6/10/15<br/>BAB/Grapple +5/+2<br/>2 Claws +8 1d3+1 plus 1d4 Fire<br/>AC 20 (flat 17 touch 14)<br/>Fort +7 Ref +7 Will +7<br/>Improved Initiative + Ability Focus: Breath Weapon<br/>Diplomacy +10, Bluff +8, Perform: Dance +8, Abuse Magic Device +8, Tumble +11, Balance +11<br/>Breath Weapon 10' Cone 1d4 Fire DC 15 Ref Half, Failed Save gives -4 AC and -2 Attack 3 rounds<br/>1/Hour Blur, Steam Fog DC 14, 1/Day Boiling Rain DC 14<br/>Summon Mephit 25%, Darkvision 60'<br/>Equip: Boots of Dexterity +2, Backpack, 7 scrolls of Cure Light Wounds & 8 of Grease, 6 scrolls of Sunstroke, 1 scroll each of Pyrotechnics, Scimitar of Sand and Glitterdust<br/><br/>Obsidia<br/>Glass Mephit (23/32 HP, DR 5/magic, Fast Healing 2 (Flame/Molten Glass), Init +0, Speed 30' Fly 40' Average)<br/>Ability Scores 18/10/14/6/10/15<br/>BAB/Grapple +5/+5<br/>2 Claws +10 1d3+4 plus 1 Fire or Glaive +11 1d8+7 (20/x3)<br/>AC 23 (flat 23 touch 11)<br/>Fort +7 Ref +4 Will +7<br/>Power Attack + Leap Attack<br/>Bluff +8, Intimidate +10, Diplomacy +10, Know: Planes +4, Abuse Magic Device +10, Spellcraft +4<br/>Breath Weapon 10' Cone 1d4 Fire DC 15 Ref Half, Failed Save gives 1d4 Fire/round for 3 rounds<br/>1/Hour Blur, Incendiary Slime DC 14, 2/Day Heat Metal DC 14<br/>Summon Mephit 25%, Darkvision 60'<br/>Equip: +1 Small Glaive, Small MW Breastplate, 1 scroll each of Fireball, Tormenting Thirst, Sunstroke and Body Blaze<br/><br/><strong>Cohort:</strong><br/>Ajax<br/>Sulphur Mephit (Small Outsider [Air, Earth, Ex.])<br/>Str 16 Dex 16 Con 18 Int 6 Wis 8 Cha 18<br/>HP: 30/31<br/>Init +7<br/>Speed: 30'<br/>Fly 50' (Average)<br/>AC: 19 (Flat 16 Touch 15)<br/>BAB/Grapple: +3/+2<br/>2 Claws +11 (1d3+5)<br/>Improved Initiative, Ability Focus: Breath<br/>Fort +8 Ref +7 Will +3<br/>Skills: Bluff +10, Intimidate +14, Sense Motive +5, Balance +11, Tumble +11, Use Rope +9<br/>Breath: 10' Cone of Poison (KO one minute/nothing), DC 18<br/>DR 5/magic and Fast Healing 2 (Smoke and fumes)<br/>Darkvision 60', Summon Mephit 25%<br/>Sp 1/hour: Haboob (centred on self, DC 15), 1/day: Stinking Cloud (DC 15), Caustic Smoke (DC 15)<br/>-Amulet of Health +2, Green Steel on Claws, 2x +1 Claws, Ring of Deflect +1, Cloak of Resistance +1