Icanthas |
Details | |||
Class: | Race: | Alignment: | Deity: |
Warblade | Tiefling | Neutral | |
Level: | Size: | Age: | Gender: |
7 | Medium | 20 | Female |
Height: | Weight: | Eyes: | Hair: |
5'08" | 134 lbs. | Yel.Orange | Brown/Gray |
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Weapons | ||||||||
Weapon | Bonus | Damage | Critical | Range | Weight | Size | Type | Special |
Bane (outsider, evil); Acid-Washed and Razor Sharp mwk qualities; least Truedeath crystal attached | ||||||||
-- | ||||||||
x4 | ||||||||
Armor | ||||||||
Armor | Type | Bonus | Penalty | Max Dex | % Failure | Speed | Weight | Special |
+1 Leather Scale Armor | Light | +4 | -1 | +7 | 15% | 30 ft. | 16 lbs. | with Lightweight and Segmented masterwork item qualities, crafted of fireproof material. |
Feats & Special Abilities | |
Feat / Ability | Description/Notes |
Dodge (Lv 1) | Icanthas is adept at dodging blows. During her action, she designates an opponent and receives a +1 dodge bonus to Armor Class against attacks from that opponent. She can select a new opponent on any action. A condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. |
Hot Tempered (Flaw) | Icanthas finds it hard to resist the urge to fight when she is wronged or insulted. he gets -4 to Diplomacy checks. Whenever she is gravely insulted, she must roll a Will check. Failure means she attacks the last person to insult her, by any and best useful means possible (casting spells if she's a wizard, using weapons if she's a fighter, etc.) |
Impatient (Flaw) | "Hurry up!" Icanthas was born with the inability to wait, whether it be severe or minute, she is constantly at war with time. While others might seek to take something slow and carefully, she would much rather see the consequences quickly by rushing into the situation head on. She takes a -2 penalty to all Move Silently and Hide checks. |
Rapid Assault (Bonus) | Icanthas’ fighting style emphasizes taking foes down with quick, powerful blows. In the first round of combat, her melee attacks deal an extra 1d6 points of damage. (Hot Tempered) |
Improved Initiative (Bonus) | Icanthas can react more quickly than normal in a fight. She gets a +4 bonus on initiative checks. (Impatient) |
Mobility (Lv 3) | Icanthas is skilled at dodging past opponents and avoiding blows. She gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when she moves out of or within a threatened area. A condition that makes her lose her Dexterity bonus to Armor Class also makes her lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. |
Combat Reflexes (Bonus) | Icanthas can respond quickly and repeatedly to opponents who let their defenses down. When foes leave themselves open, she may make a number of additional attacks of opportunity equal to her Dexterity bonus. She can still make only one attack of opportunity per opportunity. With this feat, she may also make attacks of opportunity while flat-footed.(Warblade Bonus Feat) |
Martial Study (Lv 6) | By studying the basics of a martial discipline, Icanthas learns to focus her ki and perfect the form needed to use a maneuver. As a result, she gains the use of a combat maneuver. Benefit: When Icanthas gains this feat, she must choose a discipline of martial maneuvers, such as Desert Wind. The key skill for the chosen discipline becomes a class skill for all her classes (current and future). Select and maneuver from the chosen discipline for which she meets the prerequisite. If she has martial adept levels, this maneuver becomes one of her maneuvers known. If she does not have martial adept levels, she can use this maneuver once per encounter as a martial adept with an initiator level equal to ½ her character level. If she does not have martial adept levels when she takes this feat, and she later gains a level in a class that grants maneuvers known, these new maneuvers can be used only once per encounter and have no recovery method. If she later gains levels in a martial adept class (crusader, swordsage, or warblade), she uses the recovery method for maneuvers learned as a result of those class levels, but her previous maneuvers (gained through this feat or through prestige class levels) do not gain a recovery method. A maneuver learned through this feat cannot be exchanged for a different maneuver if Icanthas is a crusader, swordsage, or warblade (see the class descriptions in Chapter 1 for details on swapping out maneuvers as you gain levels). Once she chooses a maneuver with this feat, she cannot change it. Special: You can take this feat up to three times. Each time you take it after the first, you gain one of two benefits. You can choose a new discipline, gaining one of its maneuvers and its key skill as a class skill, as described above. Alternatively, you can choose a maneuver from a discipline to which you have already gained access by means of this feat. In either case, you must meet the maneuver’s prerequisite. Special: A fighter can select Martial Study as a bonus feat. (Maneuver gained: Fire Riposte) |
Humanoid [Planetouched] | Icanthas is a humanoid (not an outsider) with the planetouched subtype. She is susceptible to spells and effects that specifically target both humanoids or outsiders. Charm person works against her, and so does banishment. This trait replaces the outsider entry in the tiefling description. |
Energy Resistance | Acid 5, electricity 5, and fire 5. |
Darkness (Sp) | Icanthas can use darkness once per day (CL equal to class levels). |
Darkvision | 60-ft. |
Skills | Icanthas gains a +2 racial bonus on Bluff and Hide checks. |
Languages Known | Common, abyssal, goblin, ignan, infernal, and yugoloth. |
Carrying Capacity | Light load: 0-86 lbs. Medium load: 87-173 lbs. Heavy load: 174-260 lbs. Lift over head: 260 lbs. Lift off ground: 520 lbs. Push or drag: 1,300 lbs. |
Never Outnumbered | (Skill Trick; Interaction) Icanthas can demoralize multiple enemies. When she uses Intimidate to demoralize an opponent (PH 76), she can affect all enemies within 10 feet that can see her, rather than only a single enemy she threatens. Each enemy rolls a separate modified level check to oppose her Intimidate check, but the skill check otherwise works as normal. |
Nimble Charge | (Skill Trick; Movement) Icanthas can run across treacherous surfaces with ease. She can run or charge across a difficult surface without needing to make a Balance check (PH 67). |
Up The Hill | (Skill Trick; Movement) Icanthas can move quickly up a slope. She can move up a steep slope or stairs at her normal speed instead of at half speed. This effect lasts for 1 round. |
Battle Clarity (Ex) | Icanthas can enter a state of almost mystical awareness of the battlefield around her. As long as she is not flat-footed, she gains an insight bonus equal to her Intelligence bonus (maximum equals her warblade level) on her Reflex saves. |
Weapon Aptitude (Ex) | Icanthas’ training with a wide range of weaponry and tactics gives her great skill with particular weapons. She qualifies for feats that usually require a minimum number of fighter levels (such as Weapon Specialization) as if she had a fighter level equal to her warblade level -2. For example, as a 6th- level warblade, she could take Weapon Specialization, since she’s treated as being a 4th-level fighter for this purpose. These effective fighter levels stack with any actual fighter levels she might take. Thus, a fighter 2 / warblade 4 would also qualify for Weapon Specialization. She also has the flexibility to adjust her weapon training. Each morning, she can spend 1 hour in weapon practice to change the designated weapon for any feat she has that applies only to a single weapon (such as Weapon Focus). She must have the newly designated weapon available during her practice session to make this change. For example, if she wished to change the designated weapon for her Weapon Focus feat from greatsword to longsword, she must have a longsword available to practice with during her practice session. She can adjust any number of her feats in this way, and she doesn’t have to adjust them all in the same way. However, she can’t change the weapon choices in such a way that she no longer meets the prerequisite for some other feat she possesses. For instance, if had had both Weapon Focus (longsword) and Weapon Specialization (longsword), she couldn’t change the designated weapon for Weapon Focus unless she also changed the weapon for Weapon Specialization in the same way. |
Uncanny Dodge (Ex) | Icanthas gains the ability to react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by and invisible attacker. However, she still loses her Dexterity bonus to AC if she is immobilized. |
Battle Ardor (Ex) | The sheer love of battle lends uncanny strength to Icanthas’ blows. She gains an insight bonus equal to her Intelligence bonus on rolls made to confirm critical hits. |
Bonus Feat | Combat Reflexes (see above). |
Improved Uncanny Dodge (Ex) | Icanthas can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies a rogue the ability to sneak attack Icanthas by flanking her, unless the attacker has at least four more rogue levels than the Icanthas has warblade levels. If Icanthas receives Uncanny Dodge or Improved Uncanny Dodge from another class, her levels in that class stack with her warblade levels to determine the minimum level a rogue must be to flank her. |
Battle Cunning (Ex) | Icanthas’ instinct for seizing the moment gives her a significant advantage over foes unprepared for her attack. She gains an insight bonus equal to her Intelligence bonus on melee damage rolls against flat-footed or flanked opponents. |
Armor Proficiency | Light and medium armor, and all shields (except tower shields). |
Weapon Proficiency | Simple and martial weapons (including those that can be used as thrown weapons). |
Skills | ||||||||
Skill Name | Ability | Skill Mod | = | Ability Mod | + | Ranks | + | Other |
Appraise | Int | +4 | 4 | 0 | 0 | |||
Balance | Dex | +10 | 6 | 5 | -1 | |||
Bluff | Cha | +7 | 1 | 4 | 2 | |||
Climb | Str | +4 | 3 | 2 | -1 | |||
Concentration | Con | +5 | 3 | 2 | 0 | |||
Diplomacy | Cha | +0 | 1 | 3 | -4 | |||
Disguise | Cha | +1 | 1 | 0 | 0 | |||
Escape Artist | Dex | +5 | 6 | 0 | -1 | |||
Forgery | Int | +4 | 4 | 0 | 0 | |||
Gather Information | Cha | +1 | 1 | 0 | 0 | |||
Heal | Wis | +3 | 2 | 1 | 0 | |||
Hide | Dex | +5 | 6 | 0 | -1 | |||
Hide (cont'd) | +2* | -2 | ||||||
Intimidate | Cha | +10 | 1 | 9 | 0 | |||
Jump | Dex* | +9 | 5 | 5 | -1 | |||
Knowledge (Local) | Int | +6 | 4 | 2 | 0 | |||
Knowledge (Religion) | Int | +5 | 4 | 1 | 0 | |||
Knowledge (The Planes) | Int | +10 | 4 | 6 | 0 | |||
Listen | Wis | +5 | 2 | 3 | 0 | |||
Martial Lore | Int | +7 | 4 | 3 | 0 | |||
Move Silently | Dex | +3 | 6 | -2* | -1 | |||
Ride | Dex | +6 | 6 | 0 | 0 | |||
Search | Int | +4 | 4 | 0 | 0 | |||
Sense Motive | Cha | +6 | 2 | 4 | 0 | |||
Sleight of Hand | Dex | +6 | 6 | 1 | -1 | |||
Spot | Wis | +5 | 2 | 3 | 0 | |||
Survival | Wis | +3 | 2 | 1 | 0 | |||
Swim | Str | +1 | 3 | 0 | -2 | |||
Tumble | Dex | +14 | 6 | 9 | -1 | |||
Use Rope | Dex | +6 | 6 | 0 | 0 |
Spell List | |||||||
Name | Level | Ready? | Count | Cast Time | Range | Save | Description/Effect |
Note (Maneuvers) | 0 | no | Maneuvers must be readied before they can be used (see Maneuvers Readied, below). A maneuver usable by warblades is considered an extraordinary ability unless otherwise noted in its description. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated. | ||||
Note (Readied Maneuvers) | 0 | no | Warblades ready their maneuvers by exercising for 5 minutes. The maneuvers chosen remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in practice, you can change your readied maneuvers. You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend if for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below). You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you begin your turn. | ||||
Note (Stances) | 0 | no | Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. | ||||
Burning Blade (Maneuver) | 1 | no | Swift | Personal | Desert Wind (Boost) [Fire], target: you, duration: end of turn. "Your blade bursts into flame as it sweeps toward your foe in an elegant arc." A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage +1 point per initiator level. This maneuver is a supernatural ability. | ||
Flame's Blessing (Stance) | 1 | yes | Swift | Personal | Desert Wind (Stance) [Fire], target: you, duration: stance. "Fire is not your enemy, and it does not harm you." You gain some resistance to fire as long as you remain in this stance. The amount of resistance is determined by your ranks in Tumble. If you have 19 or more ranks in Tumble, you gain immunity to fire while you are in this stance. This stance is a supernatural ability. (Tumble ranks 4-8: resistance 5), (Tumble ranks 9-13: resistance 10), (Tumble ranks 14-18: resistance 20), (Tumble ranks 19+: immunity). Current Tumble ranks: 9. | ||
Punishing Stance (Stance) | 1 | yes | Swift | Personal | Iron Heart (Stance), target: you, duration: stance. "You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks." You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent's attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture. | ||
Steel Wind (Maneuver) | 1 | no | Standard | Melee | Iron Heart (Strike), target: two creatures. "You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow." Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately. | ||
Disarming Strike (Maneuver) | 2 | no | Standard | Melee | Iron Heart (Strike), target: one creature. "You chop at your foe's hand, causing a grievous injury and forcing him to drop his weapon." This maneuver allows you to combine a disarm attempt with a normal attack. You make a single melee attack as part of this strike. If this attack hits and deals damage, you can also attempt to disarm your opponent (PH 155). This disarm attempt does not provoke attacks of opportunity, nor is there any risk that your foe can disarm you. | ||
Emerald Razor (Maneuver) | 2 | yes | Standard | Melee | Diamond Mind (Strike), target: one creature. "You stare at your enemy, studying his every move. You mentally probe his defenses in search of a weakness. A lesser warrior could spend long minutes pondering this problem, but you see an opening and seize upon it in an instant." Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target. As part of this maneuver, make a single melee attack against an opponent. This is a touch attack rather than a standard melee attack. If you hit, you deal normal melee damage. | ||
Fire Riposte (Maneuver) | 2 | yes | Immediate | Personal | Desert Wind (Counter) [Fire], target: you, duration: instantaneous. "You focus the pain from a wound you have just suffered into a fiery manifestation of revenge." When a creature successfully strikes you with a melee or natural weapon, you can use this maneuver to give yourself the ability to make an immediate melee touch attack. If your attack hits, your target takes 4d6 points of fire damage. This maneuver is a supernatural ability. | ||
Bonecrusher (Maneuver) | 3 | yes | Standard | Melee | Fort 16 | Stone Dragon (Strike), target: one creature, duration: see text, save: Fortitude partial (see text). "You deliver your attack, and your enemy's eyes jerk wide open in panic as his skeleton begins to fracture in hundreds of places." As part of this maneuver, you make a melee attack. If your attack hits, it deals an extra 4d6 points of damage. The creature struck must succeed on a Fortitude save (DC 13 + your Str modifier) or its skeletal structure becomes massively weakened, and all rolls made to confirm a critical hit against the target gain a +10 bonus. A successful save does not negate the extra damage. This effect lasts until the target's hit points are restored to their full normal total, whether by magical or normal healing. Creatures without a discernible anatomy or that are immune to critical hits are immune to this maneuver's special effect. The extra damage still applies against such targets. | |
Zephyr Dance (Maneuver) | 3 | yes | Immediate | Personal | Desert Wind (Counter), target: you, duration: instantaneous; see text. "You spin gracefully away from a foe's attack, whirling like the desert zephyr racing across the sands. Your enemy's blade barely touches your cloak as you nimbly dodge aside." You gain a +4 dodge bonus to AC against a single attack. You can choose to use this maneuver after an opponent resolves his attack but before he determines damage. | ||
Mithral Tornado (Maneuver) | 4 | no | Standard | Melee | Iron Heart (Strike), target: all adjacent opponents. "Your weapon becomes a blur of motion as you swing it in a tight arc over your head. Once you build up enough speed, you explode into a sweeping attack that chops into the enemies around you." When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You gain a +2 bonus on each of these attacks, which are otherwise made at your highest attack bonus. |
Gear | |||
Gear | Location | Weight | Description/Special |
Potion of Cure Light Wounds | Belt pouch | 1 lb. each | x6 |
Truedeath Crystal, least | Falchion | -- | +1d6 damage to undead |
Infernal Front Signet Ring | Finger | -- | Acts as Ring of Protection +1. |
Torc of Natural Armor +1 | Throat | -- | Morghuth-iron, with a Gehennan-mined garnet studding one end. |
Shin-straps of Agile Leaping | Feet | 2 lbs. | As Boots of Agile Leaping. Use Dex on Jump checks instead of Str, stand from prone as swift action without provoking attacks of opportunity. |
Bane (Weapon quality) | Falchion | -- | A bane weapon excels at attacking one type or subtype of creature (in this case, [evil] outsiders). Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. (+1 bonus; DMG p.225) |
Eager (weapon quality) | Falchion | -- | 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 the surprise round and the first round of combat. (+1 bonus; Magic Item Compendium p.34) |
Acid Washed | Falchion | -- | (Masterwork weapon quality) Swords made from two or more metals are acid washed in order to bring out the contrast in appearance between the two metals. Although typically performed on bladed weapons, some experimental craftsmen have attempted to mimic the process with other metal weapons and armor. Acid washing creates elaborate and beautiful patterns on the surface of the weapon. Items created with the acid washed quality gain a +4 bonus on saving throws made against acid, rust, or disintegration. (Dragon magazine 358, p.31) |
Razor Sharp | Falchion | -- | (Masterwork weapon quality) Some craftsmen can coax a superior edge from a blade. Swordsmen consider such weapons extremely valuable, as such blades not only slice into opponents more easily but they also stick within such foes less frequently. A bladed weapon with this item quality deals an extra +1 point of damage. (Dragon magazine 358, p.31) |
Lightweight | Armor | -- | (Masterwork armor quality) One of the most valuable techniques an armorsmith can learn is how to reduce the overall weight of the armor without sacrificing any of the protection it provides. Lightweight armors are extremely valuable and are sought after by adventurers and soldiers. The overall weight of a suit of armor with this item quality is reduced by 20%, or 1 pound, whichever is greater. (Dragon magazine 358, p.31) |
Segmented | Armor | -- | (Masterwork armor quality) One of the tricks armor crafter use to make their armor more attractive to prospective buyers is to increase the flexibility. Heavy armor does many warriors little good when they rely at least as much on their agility as their raw physical might. Thus, many craftsmen learn to segment armor in order to create more points of articulation. A suit of armor with this item quality increases its maximum Dexterity bonus by +1. (Dragon magazine 358, p.31) |
Treasure/Money | ||||
Item | Location | Value | Weight | Description/Special |
Black iron earrings | Ears | 1 sp each | -- | x6 |
Sack | -- | 1 sp | 1/2 lb. | Used in place of backpack. |
Heward's Fortifying Bedroll | Tied to sack | 3,000 gp | 2 lbs. | Once per 48 hours, gain the benefits of a full 8-hours' rest in 1 hour. |
Cotton Cloak | In sack | 3 sp | 2 lbs. | |
Flask | In sack | 3 cp | 1/2 lb. | Currently empty. |
Silk Rope | In sack | 10 gp | 5 lbs. | 50-ft length. |
Soap | In sack | 5 sp | 1 lb. | |
Trail Rations | In sack | 5 sp each | 1 lb. each | x7 |
Twine | In sack | 1 sp | -- | 50-ft. length, rolled into ball. |
Vial of Perfume | In sack | 10 gp | 1 lb. | |
Waterskin | In sack | 1 gp | 4 lbs. | |
Weapon Maintenance Kit | In sack | 1 gp | 1 lb. | Composed of polishes, rags, and wire brushes, this kit is inispensable in keeping weapons in top form. A weapon maintenance kit grants a +2 circumstance bonus on Craft (weaponsmithing) checks to repair weapons. |
Belt Pouch | On belt | 1 gp | 1/2 lb. | |
Flint & Steel | Belt Pouch | 1 gp | -- | |
Sewing Needle | Belt pouch | 5 sp | -- | |
Tindertwigs | Belt pouch | 1 gp each | -- | x5 |
Whetstone | Belt pouch | 2 cp | 1 lb. | |
Gate Key | In sack | ? | ? | Torch to Sigil |
Gate Key | In sack | ? | ? | Sigil to Prime (Callishar). Two-way. |
Gate Key | In sack | ? | ? | Sigil to Curst |
Money | Belt pouch | 185.35 gp | -- | 4 ep, 8 pp, 5 gp, 3 sp, 5 cp. |
Experience | |||
Current | Next Level | ||
21,000 | 28,000 |
Description |
Icanthas is a rather attractive young woman, especially so for a tiefling. She is thin, with bronze-tanned skin and a lean, well-toned musculature. She stands with a straight posture and her shoulders squared, often with a slight tilt of her head, either forward or canted to one side or the other. She has high-ish cheekbones and full, pouting lips. Her hair, bronze-brown with steely gray creeping an inch up the tips of the longer strands, hangs just down to her nose, and is normally fairly messy. She often runs her fingers through it, pushing her bangs out of her face, and rarely gives a thought to how she might be mussing it up, nor caring, so long as it doesn't hang in her eyes. Her eyes, often partially lidded, are a warm yellow-orange shade. Her low, arching eyebrows and dark lashes give her a piercing, almost predatory gaze. As for the traits that mark her fiendish descent... A pair of backward-curving, ridged horns, three to four inches in length, grow from just behind her temples. Her ears come to a dull point, and a smaller, secondary point projects roughly an inch down the helix from the tip. Her canines are more pronounced, and all of her teeth are somewhat sharper than those of the usual human. Her legs more closely resemble the hindlegs of a wolf (with shortened crua, raised heels that resemble a secondary, inverted knee, and elongated feet [cannons*] that appear like a human's shins). Her legs terminate in large, furry, wolf-like paws. The fur, matching her hair in color, covers only her paws, and climbs the back of her pasterns* to the bottom of her cannons, leaving her legs largely hairless. A slender, four-foot-long tail extends from the base of her spine, appearing much like that of a nycaloth* in shape, but slimmer, and of the same color as the rest of her skin. A small frill lines the last few inches by the tip. Her skin is always unusually warm to the touch, and she smells faintly of brimstone, though she usually wears perfume to mask the scent. (* See links in info post on Planewalker.) Her usual clothing includes a sling-like top, and a low-cut bottom that could be considered either a loincloth or a slim skirt (with a slit up both sides to the top of her leg), which descends to just below her knee. The back of her skirt is pulled up just beneath her tail, with a gap between the cloth and her belt to accommodate the appendage. Both garments are a light brown or beige color. Such an outfit reveals more skin than it covers, but Icanthas doesn't care much for modesty. Her hometown was cut through with several lava flows, thus scant clothing such as she wears proved more practical. A single belt pouch rests against her right hip, and a Gehennan lancet hangs in its sheath behind that same hip, resting at a forty-degree angle, hilt outward, for easier draw. She wears a black iron ring inscribed with a sword emblem (the symbol of Typhus / the Infernal Front) on the second finger of her left hand, and three simple earrings in each ear, each of the same black iron. In addition, her neck is ringed with an ornate morghuth-iron torc with a very dark crimson garnet studding one of the ends. When traveling, or expecting a dangerous fight, she wears a suit of ruddy, fire-resistant leather armor that protects her chest, flanks, and thighs. She also wears a pair of sturdy leather bracers on her forearms, and long strips of leather wrapped around her cannons, both matching her armor. Icanthas wields a fairly large, two-handed falchion in combat. The weapon's overall length is nearly equal to her height; were she to stand it up with the point touching the ground, its pommel would be level to her nose. The blade itself is within a few inches (give or take) of three feet in length; its width begins at about four inches near the hilt, and progressively widens to approximately eight inches near the end, before abruptly narrowing to a point. The flats of the blade are rough and rust-red in color. It has a long, leather-wrapped hilt for better leverage, to compensate for the weight of the blade. As one would expect of a weapon of this size, Icanthas carries it strapped to her back. Its scabbard has built-in sheaths to accommodate four daggers, which she keeps filled. She is 20 years old, stands 5'8" tall, and weighs 134 lbs. |
Personality |
Icanthas is often viewed as being rather abrasive. She can be snide and sarcastic, even downright callous at times. Most relationships take a rough start; she believes respect should be earned, and shows little to none to those who have yet to prove themselves deserving of it. Once she decides she likes somebody, however, she becomes more amiable, and holds a fondness for teasing them. She isn't afraid to give voice to her thoughts, and generally won't sugar-coat her words to avoid offense. However, she is intelligent enough not to mouth off to beings more powerful than herself. She usually bears an impassive, seemingly-bored demeanor, but takes easily to anger, often responding violently when insulted or offended. Impulsive, impatient, and reckless, she tends to react to situations before giving it much thought, whether it concerns only herself or others. She figures if she reacts incorrectly, she'll either survive it or she won't. If she does, she will emerge the stronger for it; and if not, she need not worry about anything again. Years of brutal warfare and life on the harsh streets of Void's Edge have exposed her to countless horrors, and left her hardened and desensitized. She is a proud young woman, reluctant to show signs of fear or anything she perceives to be weakness to anyone, be they friend or foe. Brash as she is, practicality takes precedence in her actions. If stealth, biding time for an opportune moment, or backing down from a greater opponent proves necessary, she will comply, though it would gall her do so. |
Background |
Icanthas was born and raised in the city of Void's Edge, on the opposite side of Torch's portal to Gehenna. Her mother, a 'loth-blooded tiefling named Kashalyie, had been a minor officer of the Infernal Front, prior to her pregnancy. Too soon she found herself unfit for battle, so she left the Front, traveling to the nearest settlement where she would carve out a place for herself and the child she bore. With what meager coin she had, she managed to procure a rather shabby dwelling in Edge's Boiler district, and made her living waiting tables at any of several inns and restaurants or working in the textile mills as she came to term, and joining the city's militia after giving birth. Kashalyie was not a pleasant woman. She had been rather fond of her position in the Front, and found herself resenting her daughter for forcing her to leave that life behind. That's not to say she didn't love her child, but she was quick to discipline, while words of encouragement and comfort were rare. When Icanthas was old enough to perform simple labor, she was sent off to the mills to lighten her mother's burden of keeping them afloat. She despised the work, but soon learned it was preferable to her mother's punishment if she refused. There she met other children of about her age, a half-elf girl named Kellaryn, and a tiefling boy called Daedarenn, with whom she struck up a friendship with. Chattering the day away with them, she found the work less grueling, and was almost eager to leave each morning to meet them. What few days the three didn’t work at the mills, Kashalyie sent them to the Flaming Flagon tavern to keep them out of trouble, with the expectation that they wait tables and do other chores for her friend, the proprietor Qingzhao Xia. But Xia was a kind-hearted woman, for a Gehennan, and would have none of it. “Bah, they’re but children,” she would say, “let them be children for a time. They’ll grow up all too soon anyhow.” She’d give them a table or sit them at the bar and let them while away the day, giving them a small discount on food and drink ordered, and only setting them to work within an hour of when Kashalyie would come to collect them. As the three neared their tenth year, work at the mills slowed down for them, as the overseers favored younger children who would expect less pay. They kept their employment, but often found days in which they weren’t expected to work, and so had to find other ways to bring coin home. Icanthas, whenever not running errands for her mother, found her way as a drug runner, sneaking screaming lotus and other illegal substances for whichever smugglers would pay a stinger or two per run. When small-time gangs took issue with her ‘cutting into their business’, she wasted no time in beating them into a retreat, whether alone or with her friends at her side. When more dangerous competition made its offense known, she quickly made herself scarce. When Kashalyie saw her daughter’s strength, quickness, and resourcefulness, hope was born that she might soon be able to leave this hellhole. She would return to the Front with her daughter at her side. Work was deemed less important, Icanthas was allowed to keep only her better paying jobs, just enough to keep food on the table, and to only work while her mother did the same. All of her spare time was then devoted to weapons training. Kashalyie fashioned all manner of sparring weapons from refuse on the streets, or would sometimes manage to sneak something from the militia armory for a night, in order to give Icanthas the widest range of training she could. They sparred relentlessly through the evenings, stopping only with a few short hours left to sleep before the next day began. Nights when Icanthas did not retire exhausted, beaten, and newly bruised or bloodied were rare. She was never seriously injured during their sparring sessions, but neither did her mother hold herself in check in the least. “It will toughen you up,” she would claim, or “your enemies won’t go easy on you, you should be used to that from the beginning.” As her daughter’s abilities progressed, Kashalyie sought to test her against other opponents. She began to cut their sparring sessions a couple hours short, but this was no reprieve. She led Icanthas to some of the worst areas of the Boiler district, or the Slopes of Agony, to various dark alleys, oftentimes nearby alehouses, always after midnight. She would arm Icanthas with a small dagger and leave her there alone, with orders not to leave under any circumstances, until her return (whenever Icanthas initially disobeyed, she was severely punished for her insolence). She would then appear to leave, but remain close by enough to keep an eye on her daughter, but far enough not to be spotted. She would never have long to wait before someone came along and started trouble, whether a drunk stumbling out of the tavern, or a passing thug or lesser fiend. Sometimes her daughter won the ensuing scuffle. Sometimes she did not. Upon a defeat, Kashalyie ensured that Icanthas was never direly injured or dragged off to the slave-pens, but otherwise allowed the victors to do as they pleased. The hours following such times, Icanthas remembers as some of the few times her mother proved genuinely sympathetic, even if she wouldn’t discontinue such contests. She would only say, “This is but a taste of defeat. Know it. Revile it. Fear it. Do not let it take you again.” After only a few years of training, Kashalyie felt her daughter was ready. She sold their hovel, along with any possessions they wouldn’t need, and used the coin to purchase a good weapon and some armor for Icanthas, and they returned to the Infernal Front. To Icanthas’ delight, she found that her friends neared the completion of training of their own, and had decided to skip out on the remainder to follow her. Kashalyie quickly reclaimed the position she had left some fifteen years before, and ensured that her daughter and her friends fell under her command. For years they followed the usual battles of the Front, hiring out to either side of the Blood War, or holding back the occasional invasion of the Lich-Lord’s undead minions. Icanthas fought her battles well, better even than her mother had expected. She was clever enough to gauge her opponents’ abilities before engaging them, and knew when to leave a more powerful foe to be handled by a more competent warrior. Most often she found herself teaming up with her friends, fighting side-by-side with Daedarenn while keeping the enemy from reaching Kellaryn as the half-elf cast her spells. And such was life, until Icanthas’ nineteenth year. The trio retired from a particularly challenging battle against an undead horde to an unusual occurrence: Kashalyie was nowhere to be found. They thought little of it at the time, assuming she’d either been called away to tend to some matter by her superiors, and they went off to celebrate another battle survived. But the following day, as well as the next, the woman still hadn’t shown herself. Icanthas inquired as to her whereabouts to anyone who might have known, but nobody else had seen her either. Dreading what she might find, she and her friends returned to the battlefield, taking care to avoid the scavengers that walked amongst the deadl. Several hours into the search, they found the missing woman, bearing a deep wound that had pierced her heart. Icanthas was overcome with grief. Her mother had been cruel and harsh, and she had spent her life hating the woman. But now that she was gone, Icanthas keenly felt her loss, as if a gaping wound had been torn in her own heart. She couldn’t imagine how life could continue without her mother watching over her. Daedarenn scavenged a spade from a nearby corpse and dug a shallow grave as Icanthas mourned, and Kellaryn attempted to comfort her. They buried Kashalyie where she had fallen, but Icanthas kept her mother’s sword. From then on, she would carry it into battle as her mother had before her. Before much time had passed, Icanthas began to question her place in the world. Her mother had always been the greatest warrior she’d known. If she could fall in any random fray like the previous one, how long would Icanthas last? Luck, thinking on her feet, and a competent commander had kept her alive thus far, but there was only so long that would suffice. Especially with the troop’s new officer, Melthozz “Razorhand.” As any would expect, the churlish half-fiend sought to build up his own reputation above all else. Following but the first few skirmishes under his command, it was clear that he would expend his charges however he felt best served him, rather than command in a practical manner, as his predecessor had. Icanthas frequently butted heads with her maimed superior, and defied his orders whenever she felt they didn’t serve the troop, encouraging others to do the same. Before long, she decided to leave the Front, at least for a time. Like the barghest, she would travel to a less deadly place, perhaps a Prime world, to continue building upon her abilities before returning to Gehenna. She packed up her few belongings, said farewell to her friends –who had decided not to accompany her- and followed the River Styx back to Void’s Edge. From there, she bought passage on a tso flying ship through the portal to Torch, found her way to Sigil, and marveled at the sight of the metropolis. She remained there for a week as she took in some of the sights, then purchased a gate key to a Prime world and continued on before she had spent all of her money on her stay in the Cage. On the other side of the portal, she found herself amid a vast, mountainous wilderness, which she soon learned to be filled with savage beings, such as large warring tribes of orcs, gnolls, and human barbarians. She didn’t shy from them –she had come here to fight, after all. She took them on whenever they engaged her. In small numbers, she defeated them readily enough, though warbands of the brutes proved difficult. When she found such numbers arrayed against her, she kept on the move, picking single warriors off whenever she could separate them from their fellows. One day, such a flight brought her upon a lone hobgoblin warrior surrounded by another band of barbarians. On a whim she joined that fray, crashing into and bowling over a big orc heading the ring, to the surprise of all combatants. The hobgoblin took advantage of the newcomer’s distraction and carved into the orcs in a way Icanthas had never seen anybody fight before. It was almost like magic, the way his blade shimmered and fairly glowed as he struck, with a thrust slipping his blade through armor as if it was a mere cloth shirt, or launching a vicious backhand to splinter a shield and send the warrior who’d held it flying back into the trees. She hadn’t much time to watch the goblinkin as her newest opponents regained their senses, but before they could resume the attack in earnest, the group that had been chasing Icanthas caught up. As luck would have it, the orcs from the two warring tribes turned on each other, and Icanthas and the unusual warrior took the opportunity to slip away. The hobgoblin led her to a cave he inhabited high in the mountains, well away from the savage villages. He introduced himself as Shagryk and, upon her inquiry into the way he fought, explained that he, as well as several of the other warriors of his clan, were known as warblades, skilled warriors who followed the Sublime Way. He revealed himself to be a hermit, having imposed exile upon himself for having shamed himself in the eyes of his clan. What had happened to lead to such a fate, he would not say, but he welcomed the young woman’s company, having encountered little but the hostile barbarians for many years. She stayed with him for nearly a year, and at her continued insistence, he agreed to teach her his form of combat. She was a determined student, and though it took some time to muster the necessary discipline, afterward, she rapidly picked up the maneuvers he taught. She quickly mastered them, and employed them to devastating effect against the savage creatures of the mountains. But soon, she found little challenge in facing these opponents, and she realized the time had come to move on. She parted ways with Shagryk, and continued along her path. Following the advice of her hobgoblin mentor, she left the mountains and followed a wide river south, after several days coming to a port town its inhabitants had named Belfennen. Here she gained some insight into the world upon which she found herself. She was informed of an immense crater to the west, with the rival city-states of Tisus and Mourinor on each side jockeying for rights to claim the relics of a lost age, which could be found within. Armed with the rumors that Mourinor employed dangerous creatures, monsters, and endless mercenary bands to slow the progress of her sister-city, Icanthas traveled to Tisus, that she could stand in the face of such opponents. To her chagrin, Icanthas’ employers in Tisus placed her within the crater, to guard the mining crews as they worked, rather than the city walls as she had expected. The diggers sometimes uncovered caves containing beasts of the underdark, but for the most part the work was slow and incredibly boring. Although, she was often set to work alongside a half-gnome cavern delver named Kievet. The small man proved friendly enough, if somewhat quiet, and they oftentimes took their meals together or sought one another out when off duty. A couple of quiet, uneventful months into her stay, a human by the name Victor Stormbreaker was employed as a second guard to the crew. From that day, things began to pick up. Initially, he didn’t speak much, but she often noticed him glancing her way as they worked. She came to learn that his family had, somewhat recently, been slaughtered by fiends. He had noticed her horns and otherwise unusual appearance, and found himself wondering what she was. She informed him with a grin that he was free to guess, and she would tell him if he ever got it right. On the second day of their shared assignment, the diggers uncovered an undead guarded tomb. She and Victor made short work of the skeletons, and the workers carried a magnificently crafted sarcophagus to the city above. That night, the mages who ruled the city triggered an incantation they found inscribed in the stone, awakening a slumbering lich that lay within. The creature enacted devastating magic that shook the city to daze the mages who’d awoken it, and escaped, taking the sarcophagus with it. Victor, having been part of the crew that discovered the sarcophagus, felt he was in part responsible for the undead’s awakening, and decided to leave the city, both to follow his quest of vengeance against his family’s murderer, and to do what he could to meddle in the lich’s affairs, whatever they might be. Icanthas and Kievet both thought him a lunatic, and the gnomish man walked away. Icanthas, however, saw the gains to be made in following this fool, that there would be challenges to face wherever he blundered off to. The two took mercenary work to cover travel expenses as they looked for leads in Victor’s quests, and joined with a handful of other adventurers, and even found themselves working alongside Kievet again, to the smaller man’s dismay. The group’s first endeavor lead them to the coast, where they dismantled an alliance of pirates that had been plaguing merchant ships for months. At the heart of the pirates’ hideout, the group discovered a drow wizard, naming himself Malech, manipulating the scoundrels. As one would expect of a megalomaniacal wizard, he flaunted his perceived superiority over them before making his escape, though not before dropping a hint that would lead them to him again. Feeling that this drow would offer a suitable challenge, as his defenses had been beyond her ability to penetrate, Icanthas set to mastering new techniques that would allow her to defeat the wizard, and pushed the party to pursue him. They tracked him to a ruin less than a day’s ride from the nearest city. They nearly met with disaster fighting down the constructs and traps Malech left in the tunnels beneath, but they managed to catch up with him again as he finished clearing out his safehouse. In the ensuing skirmish, Icanthas succeeded in gravely wounding the mage, but he retaliated by ensorcelling her mother’s sword to disintegrate into useless flakes of rust. She managed to defeat his wards again to stab him with her lancet, receiving a lightning bolt to the chest for her effort, and the mage again made his escape. Despondent at her failed attempt to bring low the drow, and losing her only momento of her mother, she gathered up the rusted scrap, tied a cloth bundle around it, and returned to the city to find a mage who might repair it for her. Unfortunately, such was beyond the abilities of any there. The best that could be done was forging a new blade to her specifications, and she had flakes of the old blade added to the new, that the would weapon remain, in some small part, her mother’s. Thereafter, the group traveled the realm’s western roads, destroying undead and constructs wherever they popped up, and chasing the drow wizard and his half-brother, a necromancer who forced one of the party members to watch as he wiped out and reanimated the inhabitants of the monastery the man called home. They tracked rumors of fiendish activity to a city called Callowindyr, whereupon a trip to the library brought them upon an albino elven sage named Dantrag. Dantrag proved a helpful ally, giving them access to his personal research into fiendish lore, using the library’s resources to aid in whatever ways it could, and pointing them in the direction of local figures who led them to the meeting place of a demonic cult. Dantrag was also able to discern, from a colleague in another city across the continent, that an elven wizard calling himself Malech -and matching the description of the party’s nemesis, aside from the lack of black skin- had been inquiring into journeying to a place unfortunate enough to have been named “Curst,” though it was not a known settlement anywhere in the world’s three continents, which seemed rather befuddling to the albino sage. But Icanthas had heard of it, and she was certain that this Malech was the same as the one she pursued, merely utilizing a careless disguise. But her companions were preoccupied with stopping some plot they’d uncovered to assassinate some local noble, and seemed intent on following it. So, not willing to waste the opportunity that lay before her, she set out for the mountains north of Belfennen and located the portal that would return her to Sigil. She hired a tout to lead her to a portal to the gate-town of Curst and procure a portal key for her. And now she stalks the streets of Curst, seeking any hint of that damnable drow’s whereabouts. |