It has been a very long time since I had drawn Dinze.

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It has been a very long time since I had drawn Dinze.
Scrimmls.
Kabukimono Stoner Piggy.
A procession had taken to the countryside and snaked through the dark, messy and burning like a lava flow, toward the harbors where it might cool into unyielding stone for the purpose of discussion
The coy soliloquy poetries of the harpies, and the clatter of dice were drowned by the doleful tumult of flute and drum.
The seducing perfumes of the kitchens and camphor dens were overwhelmed by smoke and bestial must.
The parades and festivals with their whooping attendants had been routed, replaced with a snarling scrabble of limbs and misshapen faces.
For a moment, the harbor had ceased to be — unmade and replaced.
Bellmite, reclining and pregnant, wore a wreath — Burdock, Thistle, Thistle, Pine — borne to the steps of the festival plaza where Dinze sat, bemused amongst her court of hedonists.
"I am Bellmite — Redmuzzle Oracle. Toppler of Walls. The Flame Consuming. She-Sire of Storied Greats."
Her procession roared and the timbers of the harbor rattled with their unity, bearing up their scarred limbs and trophied skulls.
"I am Dinze — a butcher's daughter." She offered her smile. The painted, wry smile of a criminal. "Why have you come from the mountains where you dwell, bearing this—" The boar-faced woman could scarcely contain herself. "This crown of weeds?"
"We have long suffered as wretches," the gravid imp's third eye gazed through Dinze, trembling in it socket with divine indignation. "The slain of heroisms, the exiled of cities, ill-omened and ill-fated for our shape."
"And what would you have me do of it?"
The sword! The torch! The drum! Bellmite's eyes narrowed as she weighed the Harbor Madame's feigned ignorance.
"We ask that you take arms with us — that you act true to the tenets of wild freedom and loved self — and crush the cities that have so long troubled our lives."
Dinze rolled the mouthpiece of her pipe idly with her tongue. "You have sought me in error, then."
It was understood that Dinze carried immense sway. A harbor. A jealously-guarded economy. A criminal underbelly. But no army.
"I have no swords to lend to your cause. No ranks to my name. I am merely..." She smiled oncemore. "The daughter of a butcher."
"Then you will not stand with us?" "I cannot stand with you."
The monstrous saint was borne back into the sky aboard her clattering palanquin, couched in the hands of Ogres and beasts. "So be it. Careful that, in besting humanity at its own games, you do not grow to their shape."
"And you, Bellmite, that you do not burn yourself as you continue to play with fire."
The procession left atop its elephantine ploddings and yowling maws as easily as it had arrived.
Burdock, Thistle, Thistle, Pine.
Doodles and 820 Anemone fan-art
Chimney, and another postcard I made, this one was of Dinze.
Dinze wielding her shirasaya.
Bellmite showcasing her prayer-bell and toothed stomach. The last tablet-doodles for awhile.
Second to last character will be Dinze, and then touch-up Panpanne and stop barfing character ideas. Dinze is played as a Tiefling with exceptionally evident Nalfeshnee ancestry. They fight with a cleaver, which is treated as an Improvised Handaxe. Dinze comes at a natural 17-point deficit compared to her peers, so there are considered additions at the bottom:
Dinze Medium Outsider Level 1 Tiefling Fighter (Cad Archetype) (5-by-5 size, 5-foot reach) 30 Foot Base Speed Speaks Common, Abyssal Dinze is proficient in only Light Armor.
STR 15 (+2) DEX 15 (+2) CON 13 (+1) INT 13 (+1) WIS 10 (+0) CHA 15 (+2)
Starting Spell Loadout: Dinze begins with 2 Spell-Like Abilities.
Shatter: Once a day, Dinze can destroy all fragile objects (glass, ceramic, crystal, etc.) weighing one pound or less in a 5-foot radius, or may destroy a singular object of any construction weighing ten pounds. A crystalline creature may take 1d6 from this skill, or make a Fortitude check to half damage.
Charm Person: Once a day, Dinze may Charm an individual, making them perceive her in the most favorable way. The person will not engage in self-destructive actions, and must make an opposed Charisma bid if it is an action they would typically disagree with.
Feats and Traits:
Dinze begins with Two Feats, Three Traits, and One Drawback.
Fiendish Heritage: Dinze exhibits very prominent Nalfeshnee heritage. +2 to Strength and Charisma, -2 to Intelligence. Dinze may use Shatter as a once-daily skill.
Maw: Dinze has a natural 1d6 bite attack.
Hedonistic: If Dinze does not earn 10 gold a day in treasure, or fails to spend an hour entertaining herself, Dinze must make a d20 Fortitude Save or become Fatigued for four hours, or until she is sufficiently paid or entertained.
Big Boned: Dinze gains a +1 to Overrun People, and a +1 to resist Tripping.
Anatomist: Dinze gains a +1 to Confirm Critical Hits.
Criminal: Dinze gains a +1 to Disable Device and treats as a Class Skill
Combat Expertise: Dinze can assume a -1 to melee attacks and Combat Maneuvers to gain +1 to Armor Class. When Dinze’s base attack bonus reaches +4 (and every +4 afterwards) the penalty to Melee and Combat Maneuvers increases by –1 and the armor increases by +1.
Seducer: Dinze gains +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. Dinze gains Charm Person.
Fast Healing: Dinze recovers 1HP per round.
Improved Feint: Dinze can roll Bluff to feint as a move action.
Stability: Dinze receives a +4 bonus to their combat maneuver defense when resisting a Bull Rush or Trip.
Equipment Considerations:
Cleaver: (1d6) Improvised Handaxe (?)
Ceremonial Silks
Dancer’s Scarves
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Stats for Non-30RP Play:
If in a more-standard setting, remove the following:
Fast Healing
+2 Int
+2 Dexterity.
Seducer
Stability