The dramatis personae of Metamorphosis are listed below. Click on one of the following links to go straight to one section. Characters are listed by order of appearance.
Please note that the character sheets shown below are not perfect representations of the characters. Mechanics are too constraining to portray the characters exactly how I’d like so take all of these with a grain of salt when comparing them to what the comic shows. You will probably see all the characters do things not mechanically possible. I don’t consider their character sheets when I write my script. You have no idea how hard it was for me to come up with a character sheet for K’zink!
The sheets are provided in case you want to use one of the characters in your own campaign. You can get an idea of how I would build them mechanically. You’re welcome to make use of them in your own games if you find a use for them. Currently I have 3.5e and 4e stats for all of them. I will include other systems and settings as I come up with ideas for them. Remember that these sheets are built for flavor more than mechanics so some things will probably not be optimized. The Explanations tab for each character will show why I picked certain things to try and match what characters do in the comic. It also shows lots of alternatives that would also suit the character just fine if you want to use something different that suits both the campaign and your character.
Main Characters
Qul | K’zink | Drake | Lasc | Ianthe (Coming soon!) | Side Characters (Coming soon!)
Qul
Race: Ssilirian
Home Plane: Ssilir (Prime)
Faction: None
Age: 20
Background
First Appearance: Prologue, Page 1Qul is the central character of Metamorphosis. The storyline revolves around his journey through the Multiverse in search of the salvation of his world.
Qul is from a tropical Prime Material world called Ssilir. His people call themselves the Ssilirians, a name in their tongue which means “people of the world.” The Ssilirians are perfectly amphibious, capable of living in water as easily on land. However, Ssilir has been beset by constant rainfall for four years now. The Ssilirians believe that for some reason their Storm God, Rel, is angry with them and punishing the world for it. While the water does not affect the Ssilirians, it does create problems for the non-amphibious life. I will be posting more information about Ssilir in due time. For more information about Qul’s quest, read the comic’s prologue.
Qul is the 16th emissary sent to beseech the gods. The number means little back home, but the Multiverse has several significant numbers, especially those that stand outside the Rule of Threes.
3.5e Sheet
Level 3 ScoutSize/Type: Medium humanoid
Hit Dice: 2d8+6 (13 hp)
Initiative: +4 (+3 Dex, +1 battle fortitude)
Speed: 40 ft. (6 squares), swim 40 ft.
Armor Class: 15 (+2 natural, +3 Dex)
Base Attack/Grapple: +2/+2
Attack: Ssilirian short blade +5 melee (1d6 and skirmish)
Full Attack: 2 Ssilirian short blades +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Skirmish (1d6)
Special Qualities: Battle fortitude, fast movement, fast healing 1, hold breath, low-light vision, resistance to poison, scent, Ssilirian male qualities, trapfinding, uncanny dodge, trackless step
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 10 Dex 16 Con 17 Int 14 Wis 10 Cha 14
Skills: Balance +7, Climb +7, Escape Artist +8, Hide +8 (+12*), Jump +7, Knowledge (nature) +5, Listen +5, Move Silently +8, Search +7, Spot +5, Survival +5* (+7* in natural environments), Swim +5*, Tumble +10
Feats: Two-Weapon Fighting, Weapon Finesse
Battle Fortitude (Ex): Qul gains a +1 competence bonus on Fortitude saves and initiative checks.
Hold Breath (Ex): Qul can hold his breath for a number of rounds equal to 6 x his Constitution score before he risks drowning.
Resistance to Poison (Ex): Qul has a +4 racial bonus to saving throws against poison.
Skirmish (Ex): Qul deals an extra 1d6 damage and gains a +1 competence bonus to AC during any round in which he moves at least 10 feet (2 squares).
Trackless Step (Ex): Qul cannot be tracked in natural surroundings. This ability is identical to the druid class feature.
Trapfinding (Ex): Qul can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm a magic trap. This ability is identical to the rogue class feature.
Uncanny Dodge (Ex): Qul cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. This ability is identical to the rogue class feature.
Skills
Qul gains a +4 racial bonus to Swim checks to perform some special action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He may use the run action while swimming, provided he moves in a straight line.
Qul has a +4 racial bonus to Survival checks when tracking by scent.
Qul has a +2 racial bonus to Climb checks, reflected in the numbers above.
Qul gains a +4 racial bonus to Hide checks in wooded areas or areas of heavy greenery, including fields of tall grasses. This benefit also applies underwater.
4e Sheet
Coming soon!
K’zink
Race: Ice genasi
Home Plane: Paraelemental Plane of Ice
Faction: The Society of Sensation (Sensates)
Age: 42
Background
First Appearance: Prologue, Page 14First Speaking Appearance: Chapter 1, Page 4
K’zink is a genasi, a humanoid born from human and elemental blood. His mother was an air genasi, but K’zink was born on the Paraelemental Plane of Ice. As a result the plane’s elemental energy altered K’zink and he was born an ice genasi. The elemental ice in his blood makes him age more slowly than normal humans. Though he looks about 20 in human years, he is actually a little over 40.
He used to be a navigator for a spelljammer flagship owned by a mercane but has settled in Sigil for now. Since coming to the Cage K’zink started working as a tout, or city guide, and fell in with the Sensates, a faction devoted to experiencing everything the Multiverse has to offer. He planned to tout to make enough money to go adventuring again but he’s a magpie and finds it hard to save. Unfortunately for him, his innate wanderlust is kicking in and his feet are starting to itch. He believes Qul’s arrival will provide him the opportunity he needs to start traveling once more.
3.5e Sheet
Level 6 BardHalf-Ice Elemental Human
Size/Type: Medium outsider (cold)
Hit Dice: 6d6+12 (33 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), icewalking
Armor Class: 14 (+2 Dex, +1 bracers of armor, +1 natural)
Base Attack/Grapple: +4/+1
Attack: +1 slashdisc +5 melee (1d8+1)
Full Attack: +1 slashdisc +5 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, spell-like abilities, fascinate, suggestion
Special Qualities: Immune to disease and cold effects, cold subtype, bardic music, bardic knowledge, countersong, inspire courage
Saves: Fort +4, Ref +7, Will +7
Abilities: Str 10 Dex 14 Con 14 Int 17 Wis 15 Cha 18
Skills: Bluff +13, Concentration +11, Diplomacy +15, Gather Information +13, Knowledge (history) +12, Knowledge (local) +15, Knowledge (the planes) +12, Perform (oratory) +13, Sense Motive +13, Survival +6, Tumble +11
Feats: Dodge, Negotiator, Skill Focus (Knowledge (local))
Bardic Knowledge: K’zink can make a special bardic knowledge check with a bonus of +11 to see if he knows any relevant information about local notable people, legendary items, or noteworthy places.
Bardic Music: K’zink can use bardic music 6/day. This ability is identical to the bard class feature. K’zink uses Perform (oratory) for this ability. His “music” is more like really compelling pep talks.
Icewalking (Ex): K’zink is able to walk on ice without taking the penalties to movement or Balance and Tumble checks.
Spell-like abilities:
1/day: chill metal (DC 16), chill touch (DC 15), hailstones (DC 17). The save DCs are Cha-based.
Bard Spells Known (4/4/2; Save DCs 14 + spell level)
0–dancing lights, detect magic, know direction, light, mending, stick; 1st–cure light wounds, improvisation, remove fear; 2nd–battle hymn, cure moderate wounds, glitterdust
4e Sheet
Level 6 BardWater (Ice) Genasi
Medium elemental humanoid
HP: 51
Initiative: +5
*AC 15; Fort 15; Ref 16; Will 18
Speed: 6
Racial Benefits: Breathe underwater, +2 saves vs. ongoing damage, swiftcurrent power
Class Features: Bardic training, bardic virtue (virtue of cunning), majestic word, multiclass versatility, skill versatility, song of rest, words of friendship
Skills: Acrobatics +9, Arcana +9, Athletics +8, Bluff +11, Diplomacy +12, Dungeoneering +7, Endurance +11, Heal +7, History +9, Insight +7, Intimidate +11, Nature +9, Perception +7, Religion +8, Stealth +9, Streetwise +12, Thievery +9
Feats: Ritual Caster, Bard of All Trades, Arcane Prodigy, Novice Power, Connected
At-Will Powers: Vicious mockery, guiding strike
Encounter Powers: Swiftcurrent, words of friendship, impelling force, frostbind
Daily Powers: Stirring shout, tune of ice and wind
Utility Powers: Inspire competence, slow pursuit
Equipment: Coming soon.
Ability Scores: Str 10 (+3), Con 14 (+5), Dex 15 (+5), Int 12 (+4), Wis 10 (+3), Cha 19 (+7)
* These numbers do not include any bonuses from equipment.
Drake
Race: Tiefling
Home Plane: Sigil
Faction: The Fraternity of Order (Guvner)
Age: 35
Background
First Appearance: Chapter 1, Page 12Drake is a tiefling, a human with fiendish heritage. In a sense, tieflings are the mutts of the Multiverse. Few look alike and most don’t know and don’t care who or what they’re descended from. Drake’s tiefling traits manifest as darkness where the whites of his eyes should be and tiger-like stripes all over his body.
Drake was born and raised in Sigil. He spent his childhood working as a light boy, a child who leads people through the Cage’s streets at night. When he grew older, he became a tout and guided people around the city for more money.
The tiefling is very smart and fell in well with the Fraternity of Order. He’s also vain and likes to show off his stripes. On the other hand, he’s criminally lazy. He is something of a gearhead and enjoys the benefits of being a Guvner — access to libraries and sages and other resources.
Drake and K’zink have been close friends and have lived together almost as long as K’zink has been in Sigil. Drake, especially, is very attached to the genasi and seems to be around K’zink wherever K’zink goes.
3.5e Sheet
Level 6 RogueMale Tiefling
Size/Type: Medium outsider
Hit Dice: 6d6 (21 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, +1 bracers of armor)
Base Attack/Grapple: +4/+1
Attack: +1 wrist crossbow +7 ranged (1d6+1)
Full Attack: +1 wrist crossbow +7 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness 1/day, sneak attack +3d6
Special Qualities: Resistance cold, fire, and electricity 5, trapfinding, evasion, uncanny dodge, trap sense +2
Saves: Fort +2, Ref +8, Will +2
Abilities: Str 14 Dex 16 Con 11 Int 18 Wis 10 Cha 12
Skills: Appraise +13, Bluff +12, Craft (alchemy) +13, Craft (mechanical) +13, Disable Device +15, Knowledge (local) +13, Open Lock +14, Search +13, Sleight of Hand +12, Use Magic Device +12, Use Rope +12
Feats: Nimble Fingers, Skill Focus (Use Magic Device), Rapid Reload
Trapfinding (Ex): Drake can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm a magic trap. See the rogue class feature.
Evasion (Ex): If Drake makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save he instead takes no damage.
Uncanny Dodge (Ex): Drake cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do so. This ability is identical to the rogue class feature.
Trap Sense (Ex): Drake has a +2 bonus on Reflex saves and AC against attacks made by traps.
4e Sheet
Level 6 RogueTiefling
Medium natural humanoid
HP: 49
Initiative: +7
*AC 17; Fort 15; Ref 19; Will 15
Speed: 6
Racial Benefits: Infernal wrath power, fire resistance, bloodhunt
Class Features: First strike, rogue tactics (artful dodger), sharpshooter talent (crossbow), sneak attack
Skills: Acrobatics +12, Arcana +6, Athletics +10, Bluff +12, Diplomacy +5, Dungeoneering +3, Endurance +4, Heal +3, History +6, Insight +3, Intimidate +5, Nature +3, Perception +8, Religion +6, Stealth +14, Streetwise +5, Thievery +12
Feats: Far shot, alchemist, practiced study, weapon expertise (crossbow), practiced prodigy
At-Will Powers: Sly flourish, preparatory shot
Encounter Powers: Infernal wrath, unbalancing shot, trickster’s blade
Daily Powers: Confounding attack, bloodbath
Utility Powers: Tumble, dodge step
Known Practices: Decipher script, thorough search, forge weapon, forge armor, master artisan, temporary fix, hidden pocket, precise forgery
Known Alchemy: Coming soon!
Equipment: Coming soon.
Ability Scores: Str 10 (+3), Con 14 (+5), Dex 15 (+5), Int 12 (+4), Wis 10 (+3), Cha 19 (+7)
* These numbers do not include any bonuses from equipment.
Lasc
Race: Bulezau tanar’ri
Home Plane: The Abyss
Faction: None
Age: At least 60
Background
First Appearance: Chapter 1, Page 19Lasc is a bulezau, one of the species of tanar’ri demons known for their savagery and berserker fury on the battlefield. He stands apart from others of his race. He’s smarter, stronger, and less savage. On the Abyss, he was known for being rebellious beyond even others of his kind. His defiance turned from simple disobedience to deliberately performing acts of good to frustrate his superiors. Eventually, when the retribution became too great, he fled the the Abyss and came to Sigil.
In Sigil, Lasc tries to do good deeds where he can, but he is reviled and feared by most of the city’s inhabitants. Bulezau are known for their reckless fury, not for any kindness, and Lasc has not met anyone willing to trust his motives.
But then Qul arrives and he sees a chance to change his life for the better.
3.5e Sheet
Level 1 FighterMale Bulezau
Size/Type: Large outsider (chaotic, extraplanar, tanar’ri)
Hit Dice: 8d8+1d10+63 (104 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural)
Base Attack/Grapple: +11/+21
Attack: Huge +1 ranseur +13 melee (3d6+21/19-20/x3) (includes Power Attack)
Full Attack: Huge +1 ranseur +13/+8 melee (3d6+21/19-20/x3) and tail +10 melee (1d8+7) or gore +12 melee (2d6+10) and 2 claws +10 melee (1d6+7) and tail +10 melee (1d8+7)
Space/Reach: 10 ft./10 ft. (20 ft. with ranseur)
Special Attacks: Powerful charge, blood frenzy
Special Qualities: Immune to electricity and poison, resistance 10 to acid, cold, and fire, SR 20, DR 10/cold iron or good, wield oversized weapon, tanar’ri traits
Saves: Fort +16, Ref +9, Will +8
Abilities: Str 22 Dex 14 Con 24 Int 10 Wis 12 Cha 10
Skills: Climb +20, Intimidate +13, Jump +20, Listen +14, Spot +14, Swim +19
Feats: Improved Critical (ranseur), Multiattack, Power Attack, Weapon Focus (ranseur), Cleave
Blood Frenzy (Ex): If Lasc takes damage in combat he can fly into a frenzy the following round. He attacks madly until he or his foe is dead. He gains +2 Strength and Constitution but -2 Armor Class and cannot end the frenzy voluntarily.
Powerful Charge (Ex): In addition to normal effects of a charge, Lasc can make a single gore attack with +2 attack bonus that deals 4d6+9 points of damage.
Wield Oversized Weapon (Ex): Lasc takes no penalties when wielding a weapon one size category larger than himself.
Lost Spell-like Abilities: Lasc lost all spell-like abilities bulezau normally have when he turned his back on the Abyss. These cannot be regained unless Lasc embraces the Abyss once more.