"Snowbell" (Marion Puffington)

"I'm gonna sit this one out, love. It isn't that I want the townspeople to die. I just don't care much."


Marion Puffington grew up in a large walled estate near the edge of the Mining district of Procampur. For 3 generations, The Lord and Lady of Puffington manner rose the dead with a Wand of Necromancy and crontrolled hundreds of these zombies to work in the mines. They owned a controlling share in Procampur’s second largest gem mine.

At the age of 10, Marion had a bright future ahead of her, as heir to the Puffington fortune. For her young age, she was an adept at magics, especially of the illusion school, and her parents were beginning to teach her necromancy.

But one day a strange curse fell upon the Mining District and many of the families in the area woke to find that their children had transformed overnight. Demons had laid claim to the bloodline of their children. And hundreds of children in the area, all the age of 10, suddenly took on monstrous appearances of those who had sired them during a demon attack the decade before.

In a panic, the people of the district organized these demons into informal housing, which quickly became a squalid and crime filled ghetto of half-demons near the wealthy city district.

And it was at this time that Marion took on the features of a monstrous cat. For 20 years, the Puffington family hid Marion away in their estate, not allowing anyone to see her grotesque transformation.
Her 9 brothers and sisters were cruel to her and treated her like a wild animal. They looked for excuses to cause trouble and blame it on her. And she preferred the company of the house pets, the cats and guard dogs and rats of the estate.

One day, Lord Puffington fell suddenly ill. The Priest said that he had been poisoned and would not live the night. Drusilla, Marion’s eldest sister and second in line to inherit the estate, stashed the bottle of poison in Marion’s room and alerted the guards.
As they tried to arrest Marion, she jumped from the 10th story window into the river and was assumed to be dead.

30 years have passed. Drusilla has been running the family estate, with a particular talent for making flesh golems. The rest of the family has scattered and settled in their own private estates, 4 of which are located in Phlan.

On a hot summer day, the youngest Puffington, Edmund, and a few of his his zombies accompany a well defended tax caravan making its way from the countryside. A group of hidden bandits watches voraciously. “Are you sure that you do not want a share of this treasure?” One whispers to a shadowy figure crouched in the tree above him. “We planned this for years. We could be legendary bandits. It doesn’t have to end here.”
Two cold yellow eyes regard him from the shadows.
“I was never here, darling. The glory is yours. Consider my share a down payment for future endeavors. I care for nothing in this world except taking my nine lives. And if you would be so kind as to make sure you kill the man in purple on the fine horse, I can cross the first life off my list.”


Race: Tiefling
Homeland: Procampur
Class: Lone Wolf
Kit: Prestidigitator
Alignment: Neutral
Religion: Sharess
Level: 5th
Experience: 30,286
Next Level: 30,000
Max Level: 17th

Money: 5 gp
Ability Scores:

Str 8 Stamina 8 Weight 30
Muscle 10 Max Press 90 Open Doors 5 Bend Bars 1%
Dex 16 Aim 15
Balance 17 +2 Surprise +3 Defense
Con 8 Health 12 System Shock 80%
Fitness 6 Resurrection Chance 55% -1 hit point/level
Int 14 Reason 13 Max Spell Level 7th Spells/Level 19
Knowledge 13 +4 Proficiencies +2 Paths Learn Spell 60%
Wis 7 Intuition 9
Willpower 8 -1 Mental saves
Cha 14 Leadership 13 6 Henchmen +1 Loyalty
Appearance 14 +3 NPC reactions


  • Initiative: +0
  • Surprise: +3
  • NPC Reaction: +3

Combat Statistics:
Hit Points: 18
Armor Class: 13
Base Attack Bonus: +2

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 11
  • Breath Weapon: 15
  • Spells: 13
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Dagger Melee +2 1d4 1d3 2 0 Parrying
Knife Thrown +4 1d4 1d3 2 10/20/30 Aimed Shot: +2; Called shot: 2x Dmg
Sword of Bast Melee +4 2d4+2 1d6+2 7 melee +2 Khopesh, No cat harms wielder, All cats friendly, can’t harm cats

Thief Skills: (no armor)

Pick Pockets 20% Hide in Shadows 46%
Open Locks 62% Hear Noise 15%
Find/Remove Traps 60% Climb Walls 130%1
Move Silently 70% (99% with Sword) Read Languages 5%

1 Functionally cannot exceed 95% when rolling (96-100 always fails), but offsets penalties for Slippery surfaces, injury, or encumbrance

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior

Proficiency Score Proficiency Score
Modern Languages (Common) 14 Feign Sleep 14
Modern Languages (Planar Slang) 14 Modern Languages (Baatezu) 14
Modern Languages (Dwarven) 14 Persuasion 14
Modern Languages (Easting) 14 Literacy 15
Secret Languages (Rauthlek) 14 Alertness 8
Crowd Working 16 Prestidigitation 15
Tumbling 16 Etiquette 14
Looting 16 Spellcraft 13
Information Gathering 14 Heraldry 14
Sound Analysis 7 Set Snares 15
Sabotage 13 Escape 16
Tightrope Walking 16

Weapon Proficiencies:

  • Blades Broad Group
  • Blowgun
  • One Shot One Kill Style Proficiency: Can make an aimed shot. Initiative moves to last in the round, make a single ranged attack with a +2 bonus (instead of normal rate of fire).
  • One Shot One Kill Style, Specialization: may make a called shot for double damage with a missile weapon at any target within short range. This is a called shot +1 initiative, -4 attk roll, can combine with aimed shot* . The character may perform this action in place of any normal attack any time it applies, even during surprise rounds or as a snap-shot before initiative is rolled.

Special Powers:

  • Tieflings have infravision to a range of 60 feet.
  • You can speak to dogs, wolves, and other canine creatures (including magical canines such as blink dogs and winter wolves).
  • You can speak to cats and other feline creatures (including magical felines such as rakshasas and hellcats).
  • You bleed molten silver. Any time you take slashing or piercing damage, you can recover the equivalent of 1sp per point of damage taken.
  • You gain a +1 bonus on all attack and damage rolls against good-aligned extraplanar creatures.
  • You carry the seed of plagues and pestilence. You can cast Contagion once per week.
  • Because of their training in agility, if a prestidigitator has the space to use his Tumbling proficiency, he may add to the success of any Dexterity-based proficiency roll or thief skill that immediately follows his antics. After succeeding in his Tumbling proficiency check, a prestidigitator gains a +2 (or +10%) bonus on any Dexterity-based action that immediately follows. This can be a thieving skill, a missile attack, or any Dexterity-based proficiency.
  • Skilled in both spellcraft and entertainment, often a prestidigitator can break the concentration of a spellcaster with a rude jibe, inappropriate gesture, or hastily thrown object. The character must speak a language in common with the spellcaster and must win initiative on the round. If both of these are met, he or she can say or do something distracting to the spellcaster (the player should be specific). The caster is allowed a Willpower check, with a modifier equal to the difference between the prestidigitator’s and the spellcaster’s level, to ignore the distraction; failure means his or her concentration has broken and the spell is wasted.


  • Procampurans are expected to keep up class appearances. Thus, they must spend an additional 10% markup per level on all goods and services (i.e. a 9th level Procampuran must pay an additional 90%).
  • Procampurans can never gain the rogue’s Backstab ability, regardless of class.

Lone Wolf Spells: Caster level 5th

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2

Allowed Schools: Illusion, Conjuration

Paths Known: Ajathar’s Path, The Trickster’s Path, The Skulking Path, The Path of Deception, The Beastmaster’s Path,

+1 path

Spell Book:

  • 1st level: Lesser Distraction, False Tracks, Traceless Travel, Chameleon, Audible Glamer, Phantasmal Force
  • 2nd level: Invisibility, Blur, Fool’s Gold, Elonia’s Glamer, Nature Call, Improved Phantasmal Force, Misdirection
  • Prepared Spells:
    • 1st: Chameleon, Audible Glamer x2
    • 2nd: Invisibility, Blur

Advancement Notes

  • Armor Allowed: None.
  • Weapons Allowed: Any weapons.
  • When a Lone Wolf reaches 17th level, he gains an additional +1 bonus to his saving throws against illusion spells cast by anyone other than a specialist Illusionist.
  • At 20th level, the Lone Wolf gains the ability to cast a special dispel phantasmal force up to three times per day (despite the name, this works against any Illusion spell of 2nd level or lower, but no other spells). The base chance of success is 50%, +5% per level difference between the Lone Wolf and the caster of the phantasmal force. The dispel has a range of 30 yards and a casting time of 1; the Lone Wolf need only point at the illusion and concentrate. If the Lone Wolf attempts to dispel something that turns out to be real, the attempt still counts against his limit of three dispels per day.


Backpack, Leather
Bandages (50 yards)
Blanket, Wool
Bowl, Wooden Boning
Breathing Tube
Caltrops (bag)
Chalk x10
Chisel, Steel
Cosmetics Kit
Flint & Steel
Fork, Roasting
Lock Picks
Mirror, Small Metal
Papyrus (per sheet) x50
Pencil, Lead x10
Pitcher, Wooden
Rope, Silk 1/4" (50 ft.)
Spoon, Ladle
Tinderbox, Waterproof
Trap, Snaptrap x3
Whistle, Signal
Whistle, Animal Call
Wineskin, 3-gallon
Yarn (100 ft.)
Wire Cutters
Bladder x3
Knife x 6
Dagger x6

Encumbrance: Unencumbered

Base Speed: 12

Total Weight of Gear: 29.5 lbs.

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 30 lbs. 31-45 lbs. 46-60 lbs. 61-75 lbs. 76-89 lbs. 90 lbs
Movement 12 9 6 5 2 1

"Snowbell" (Marion Puffington)

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