Barmy in Sigil: A Planescape Campaign

Game Master Divinitus


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Okay, so most of you have probably seen the interest check for this campaign and have at least a basic idea of what's going on, but for those who do not, please allow me to explain.

Barmy in Sigil is something that I came up with when I looked at an old AP that a friend and I created called Echoes of the Sephira upon my return to the messageboards. I was initially interested in redoing it exactly as it was, but with a few minor retoolings. Then the idea hit me: I missed the nostalgia of playing in D&D's old multiverse, because Planescape was one of my favorite settings. So I decided to rework the AP to fit the setting better and reduced the level for... reasons. And here we stand, after weeks of retooling the setting, rebalancing the encounters for tristalt, and such!

Now, the basic premise of the campaign is that you are all planar adventurers that have been previously acquainted. Your names are almost synonymous with getting results, at least to those who know you. The campaign begins in the famous World Serpent Inn, a planar tavern whose winding back hallways lead to virtually every plane of existence. The bar's owner, the snake-bearded man Mitchifer, hands the group a letter that someone left for them, an invitation to meet up and discuss a job of some sort. From there, the campaign will span from the wild and wonderful early days of wandering the planes, doing odd jobs for the various movers and shakers of the multiverse, to the later days when the stakes grow much higher. In a way, it's like the progression of the old Planescape modules, at least in spirit, if you played them in order.

What should you expect from this campaign, you may ask? Well, I will tell you. Expect to reach level 20. Expect mythic levels. Expect the ability to push to level 25 and, yes, each class will have abilities that proceed past their 20th level capstone, if you are interested in taking a few classes all the way. In the last portions of the campaign, the players will have the option of becoming full-fledged gods, complete with a set of rules governing it stripped from 2 sources (Deities and Demigods is where the bulk of it comes from,). Expect artifacts to be occasional rewards. Expect to come face-to-face with some of the powers of D&D's multiverse. And, above all, expect barminess! It's a tristalt Planescape game, after all, and either one by themselves is pretty barmy!

So, moving away from that exposition, let's get to the nitty-gritty of character creation, shall we? I will offer the caveat that, if options are too extreme, that I can ban them, but that's always a given, is it not? Now, if you have any questions after this, feel free to ask me. I hope I covered most of what people would be asking about in this massive first post in recruitment.

CHARACTER CREATION

Starting Level: 14 tristalt (As gestalt, but melding THREE classes together into one!)

Alignment: You may be of any alignment, BUT evil is expected to be smart and/or child's cartoon evil. If you are the type that will burn down an orphanage of Aasimar babies, chances are you are not the type that will fit into the Planescape vibe.

Classes: I have went through a plethora of classes and the only ones that I am putting the ban hammer on from my personal library and d20PFSRD's list are these: the Monster Hunter and all associated classes by Northwinter Press (On account of being too broken), the Hellenic Sorceress by Sean K Reynolds Games (As it is more of an NPC class in power level), and the Pugilist by Wordcasting Entertainment (For the same reason as the Hellenic Sorceress). I will even allow some of the old 3.X classes, although they will receive boosts from a premade list. If it is not on d20pfsrd, just ask me on whether the class is allowed or not. Otherwise, unless it is one of those listed above, it is allowed.

*On Alignment and Class*: I am loosening alignment restrictions on classes. Monks can be of any alignment, although some aspects of their class will change to fit, such as their alignment types upon becoming outsiders. Paladins may be of any good alignment or LN, Antipaladins may be any evil alignment or CN, having alterations to class abilities made based on their alignment. All classes, like Barbarian, with meaningless alignment restrictions now have them removed (In the case of Barbarian, a lawful alignment actually makes sense, because they suppress their rage to the point where, when they choose to release it, it is powerful indeed!).

Races: Now, races are something that will require a little better explanation. You may play a base or custom race, either of which you will be able to power up to a threshold of 20 RP. I would prefer the former, as it is easy to use a base race and adding stuff on to it. If you choose to go the route of making a custom race, however, I want a full write-up from you of the race's appearance, customs, society, home environment (And plane, if it is plane-specific), general personality, and such. For modifying base races, I expect explanations if you use extreme alterations to the base race. For example, if you wanted to give your Human wings, celestial resistances, and such, you could say that a good-aligned deity blessed you. There is no particular need to explain things like low-light vision or ability score increases, as those can be explained away by simple variance. Also, you may use a 3.X race, but will need to ask me the RP value of it.

Playing a Creature:
Now, since this is Planescape, I am definitely going to allow the option of playing creatures. Now, there are a few rules to this, which I will outline below in this spoiler tab. Now, for obvious reasons, I reserve the right to ban any type of creature but, as you will see below, there is not as much of a list of things that I will ban.

1. If you play a creature and/or add templates, the conversion rate for CR-to-level is CRx1.5, rounded up if necessary. To give an example, if you play a CR 8 creature, it is worth 12 levels. If you added a template that gave it another CR, it would be worth 13 levels. You are also limited to 2 templates, tops.

2. The above levels MUST fit within one side of your gestalt. I will not allow someone to begin play as a Solar, Balor, or Great Wyrm dragon by fiddling with gestalt rules.

3. Creatures with 'save-or-die' powers are generally banned, unless there is a legitimate reason given as to why such a creature would not be broken. Templates that are just straight stat bonuses, such as advanced, are likewise banned.

4. Creatures with Energy Drain and/or Ability Drain/Damage will be scrutinized. Bear this in mind. In the case of certain creatures, I can alter those abilities into something more appropriate, such as giving a vampire immunity to sunlight in place of energy drain, a more than fair trade, in my opinion. It is FAR too easy to kill with ridiculous combinations like Flurry of Blows-Energy Drain to not scrutinize the abilities before allowing or disallowing it.

5. Creatures and/or templates with regeneration will likely have it reduced to fast-healing that can be halted by the same type of damage. There is a cap on how much fast-healing that you can have.

6. DR and SR from your creature type is capped as well, with the amount varying based on what else you gain from your creature/template, what CR it is, ect.

7. You may be any alignment, regardless of your creature/template specifications. Planescape's infamous Falls-From-Grace is a Lawful Neutral Succubus Cleric and Cirily is a CN Firrinal Eladrin Bard, so set alignments are out of the door as far as race goes.

Ability Scores: You gain 30 points to distribute, on a 1-1 basis, amongst your scores with a base of 10. You may dump ability scores at your leisure, but I will expect those ability scores dumped to taken into account when making roleplaying decisions based around it. Your 07 INT Dretch is going to be as dumb as a bucket of bolts and can probably barely spell his own name (Assuming he even knows it!), your 07 CHA Halfling is going to be hideous/socially inept, ect.

Skill Points: You gain TWO extra skill points per level, so enjoy.

Feats: You gain a feat on those levels when your class level would normally not grant you one, giving you a feat every level up (Plus whatever bonus feats and such you gain!).

Traits: 2, although you may take a Drawback for a third.

Wealth: 200,000 GP. Yes, it's 15K gold above the basic WBL table listing, but you're not exactly an average adventurer, are you?

NOTES

1. No Variant Multiclassing, as the complexity is probably going to be up there for people unused to tristalt anyway.

2. No Background Skill bonus points, as you already have two extra skill points each level.

3. The Plane of Faerie was boring and not very fleshed-out, so the First World is the plane that the Fey originate from. It is primal, spanning realities, which is why, even though it is originally from Golarion, it is part of the D&D cosmology.

4. You may combine magic items effects, as per the usual rules on the SRD.

5. You cannot talk your way out of every encounter in this game, given how normal rules for CHA skills usually infers that you can talk your way out of anything with a high enough skill. So don't think that can happen.

5. The Factions of Planescape are still around, although they have long since fled Sigil or at least keep themselves as low-key as possible. If you want to be a part of one of the Factions, feel free to note which one in your character creation. And yes, if you want to be a crazed Bleaker, you can be one!

6. I will try to find out if the founders of the Planescape site mind me putting up their free Planescape documents as a link for you all to peruse. If they do not, I will add a summary for some of the major points of Planescape.

7. You may be from nearly any plane in the multiverse or from nearly any world on the Prime Material Plane (Such as Athas, Eberron, Toril, Oerth, Ravenloft, Mystara, Wild Space ect.,). This allows you a MASSIVE amount of leeway in constructing a background. Want to be a disgrunted imp lawyer from the Nine Hells? An gothic, emo angel who once wiled his days away in a Sigil cafe, sipping on lattes and playing music with your trusty lute? A mighty Thri-kreen warrior from under the burning sun of Athas? What about a Wild Space-faring awakened Gorilla gunslinger decked out in power armor and wielding a laser cannon? A wizard-king from the land of Mystara? A mermaid priestess of Lathander with an amazing singing voice from Toril? Yeah, you really have a LOT of options for a character! And no, they don't have to be as silly as some of the ones listed here, but trust me, there are definitely some weird individuals in Planescape's setting, Sigil in particular.

8. You may not play as a pre-existing character, such as Mordenkainen, Drizz't do'Urden, the Lord of Blades, ect. I want to see YOUR creativity.

9.Remember the unwritten rules of the game: be respectful to other players and your DM/GM, ask about a rules conflict before going rules-lawyer about it, no PvP, and just have fun!


Dot again : )

Edit: I was thinking of simply gluing together a Drow (Noble?) and a Black Widow using the Amalgam template to create a nice little drider.

I thought I'd double check with you first since the spider half does posses ability damage (in its poison) that is quite nasty.

And the template itself is quite special but I'll assume that it is part of the base creature (thus multiplying it all with 1.5 to find the effective RC) for now.


Yay, glad to see this up. I do have one question though. Templates are allowed. I think they are going to be a lot more powerful mechanically for pretty much any build compared to adding a third class. As such I do wonder what restrictions you impose on such. For example are Advanced, Mighty, Alacritous Creature, Quickened Creature banned? Also can you combine templates? How does ability scores work for creatures by the way, Do you take ability scores -10 then -1 if odd and add that as ability adjustments?

Can we be from Golarion? I'm actually more familiar with Golarion than other worlds. It might also be easier to combine with some golarion specific material.


Dot


Yeah, dotting again.

Settled on a bone devil/ inquisitor 14 (sanctified slayer, sin eater, infiltrator)/ monk 1 (plain), cleric 13 (Asmodean Advocate).

My question about any teleportation SLA's stands, by the way.


Lessah, so long as you don't overboost the poison DC with feats and such, I have no major issues with it. As it stands, most of the 'big bads' will only fail on a save of natural one on it anyway. Going for a Drider?

Oyzar, I remembered to add the planned-on restrictions and put them on the first post after you posted. It essentially equates to a 2 template limit, unless you ask me first, and templates that are just straight stat bonuses, such as Advanced, are auto-banned. You are correct on your assumptions on ability scores for creatures, although it is -12 for their top two ability scores and -10 for the rest of them.

Bigrig107, Teleportation is fine, but remember that this is the planes. Dimension Lock and similar effects are quite popular, so just don't assume that free escapes are possible all the time. There is a caveat though: if you have never been to a specific place, you can't specify where within it you arrive. For example, if you are going to the Citadel of a Thousand Pearls and only have a reliable description of the city itself, you can't, for instance, teleport into the Pasha of the Marid's bedchamber. You would either get dropped off in the city's bazaar or just outside the gates. Scrying and other methods of gleaning information do not circumvent this caveat. Otherwise, one wonders why fiendish assassins have not already assassinated the celestial's top leaders and Asmodeus is the god-king of the multiverse.


Amalgam Drider:
Black Widov Drider

NE Large aberration (elf)
Init +; Senses darkvision 120 ft., tremorsense 60 ft.; Perception +

DEFENSE

AC , touch , flat-footed (+ Dex, +3 natural, –1 size)
hp (5d8+)
Fort +, Ref +, Will + , +2 vs enchantment
Immune sleep
SR 6+ Class level

weaknesses: Light Blindness

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite + (1d8+Str plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+4 ranged, DC 19, 5 hp)

Spell-Like Abilities
1/day - Dancing Lights, Darkness, Faerie Fire

STATISTICS

Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 7
Base Atk +3; CMB +; CMD (+12 vs. trip)
Skills Racial Modifiers +8 Climb, +6 Perception, +4 Stealth (+8 webs)
SQ strong webs, Poison Use, Keen Senses, Weapon Familiarity, Undersized Weapons
Languages Elven, Undercommon
SPECIAL ABILITIES
Poison (Ex)

Bite—injury; save Fort DC (10 +1/2 Con +2); frequency 1/round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
Strong Webs (Ex)

A black widow’s webs gain a +4 bonus to the DC to break or escape.

This is what it looks like typed out (used a normal drow with the 10/12/8/10/10/12 statline for the merge, as to keep things in check).

Added undersized weapons since that makes sense.

Since the Amalgam CR is sort of arbitrary, I'll need some input on this end : )

Also- Cartoon Evil is one of the more amusing alignments to play. I think I'd like to adhere to that one if possible (otherwise, I could pull a Fall-From-Grace).


M'kay! That is nice to hear!

And yeah, drider it is (unless something more amusing pops up!).

About where should I aim if I wished to somewhat reliably poison 'small-bads' with the poison - but not overly threaten 'big-bads'?

It's such a cool (and underused) ability that I loathe to neglect it entirely : )


I'm really torn on Eldtrich Goodling. It just offers so many possibilities that wouldn't otherwise be available. However I'm afraid it would lead to a potentially be too good (or silly/jarring). I'm even toying with the idea of strength based casting... Please say something to dissuade me from going further down this path (or even outright ban it).


What is this "-12 or -10" thing I'm hearing about creatures?
I'm not really sure what that means.

Do I just use the 30 point system, or?

Edit: Also, with the bone devil's sting, it does 3d4 points of damage. If I took Improved Natural Attack (sting), would that bump it up to 3d6? Because 3d4 isn't on any chart I've ever been able to find.


dot


If a creature has stats 20 18 16 13 12 10 you get +8 +6 +6 +2 +2 +0 to abilities on top of the 30 point buy IIRC.


Lessah, as of now? Keep it at around DC 17-19. The average big bad this early has a FORT in the mid-20's and the biggest in the first adventure can only fail it on a 1, so try to keep it below 20. Also, bear in mind that several creatures in the planes can resist poison quite well, so it would probably be best not to invest too much into your toxins anyway.

Oyzar, I will do no such thing! I made a CON-based Eldritch Godling that was earth-themed and it was quite balanced, despite having amazing defense and crushingly brutal melee and ranged options. "I am son of Toril, born from it's power. I am as stoic and unmoving as the mountains themselves, more powerful than an earthquake, and as eternal as the stone itself. You have made a grave error in coming here demon... now you suffer for your folly." You are correct on the ability scores as well. Frost Giants are pretty strong, but that's calculated into their CR and that's about all they get. See where I'm going with this? Most monsters have elite ability score bonuses and, as such, are usually calculated as CRx1.5=level equivalent, although some of the end-game CR creatures break this rule.

Bigrig107, yes, it would bump to 3d6, an ironic number all things considered.


Oh, wow. That means the bone devil is (+8, +8, +10, +6, +4, +8).

That's...wow.

Edit: sorry for yet another question, this is just a lot to take in. How do you wanna deal with outsider HD? The osyluth gives me 10 HD, so it's important.


Finally got a Tristalt recruitment up, I see?

If Godlings are fair game, I'm assuming ridiculously SAD characters aren't an issue? Since Godlings can do that pretty easy. If not, I may roll with that Wis SAD Soulknife +X+Y build I've wanted to do for a while.

Maybe Soulknife/Shaman/Unchained Monk or something.

Fair bit of warning...allowing Template stat boosts and the like has been the downfall of pretty much every similar game to come up so far. Food for thought.


@Rynjin

GM wrote:
and templates that are just straight stat bonuses, such as Advanced, are auto-banned.

Also, for my HD question, I meant for the purposes of BAB and saves, mostly.


I have been scanning the boards for a little while now trying to find a game to get me back into paizo and this looks like it might be the one.
I'm looking at making a medium(purple duck)/oracle/mesmerist. Probably shooting for a ravenloft native because I love the setting.


Erp - sub 20 is going to be thought given that it is 10+hd/2 (7 if we count all or 2 if we count only the critters hd)+2 racial + con which is 19/14+Con mod before any shenanigans.

I'll make a note of not pushing it upwards too much then.

(Assuming of course you didn't mean 27-29, which would be about where a 'mid 20 fort save' would pass on a 4 or more?)

Edit: Question - Is the Harbinger from Path of War Expanded open to pick?

It's not up on d20pfsrd yet but it might be in your library...


Rynjin, those are quite good points, which is why I placed the 2-template maximum and completely banned the use of 'stat bonus' templates, with the caveat that I can ban anything that I feel breaks things. Stuff like the Daikaiju and Cataclysm Creature templates are, quite obviously, banned. S.A.D. characters are not an issue, because characters already have the ridiculous amount of ability score points needed for M.A.D. builds and, not only that, but there is the standard 18+racial/template+(level x .25 [Which is what results from the level-up stat increases]) soft cap for ability scores before figuring in bonuses from items and such, so it shouldn't become a huge problem. You can't for example, dump over 11 points into your ability score during AS generation and be godly at one thing without even figuring in such things. Sorry about the long explanation.

EDIT: To explain what I meant about the 'soft cap' on ability scores, here is an example. Let's say you are playing an Elf and you're trying to determine the soft cap on DEX. Before racials are even done, the cap is 18. After your +2 racial is figured in, the cap is 20. If you have a template with +4, the cap is raised to 24. Because you are level 14, you gain another +3 to that cap, raising it to 27. So, before figuring in items and such, your maximum ability score in DEX after figuring in basic ability score generation, racials, template, and your level is 27.

Gravescratches, nice! Glad that this has possibly inspired you to rejoin the messageboards!

Lessah, sorry, I didn't quite explain it correctly. I believe that you get the gist of it, however. Regarding the Harbinger, it is allowed. If it's made by Dreamscarred Press, assume that it is in my massive PDF library, unless it is 3.X. In this case, yes, Harbinger is in the library and, yes, you may use it.


bigrig107 wrote:

@Rynjin

GM wrote:
and templates that are just straight stat bonuses, such as Advanced, are auto-banned.
Also, for my HD question, I meant for the purposes of BAB and saves, mostly.

I saw that, but it seems as though playing a monster has much the same effect in many cases. +4 or more to all stats?

Unless I'm misunderstanding.


All right then : )

Just a pair of questions, then I think I'm done bothering you for the moment:

1) Would Craft (Weaver) be an acceptable discipline skill for Shattered Mirror?

(Wouldn't really mean much mechanically, but it feels fitting. And it is a good excuse to fire off a web-based pun or two ^^)

2) Would CR 4 sound about fair for the above linked Drider?

(The Amalgam template suggests 'compare to other critters' as its CR adjustment. The spider is CR3 to start with and the drow part mostly lowers its stats but arms and intelligence ought to be worth 1 CR bump at least!)


Rynjin wrote:

I saw that, but it seems as though playing a monster has much the same effect in many cases. +4 or more to all stats?

Unless I'm misunderstanding.

True. Even the drider monster linked above with several stats at 10 (and one under!) is an effective boost of 8 points which is a bit above the +2 most races give...


Lessah, that sounds about right.

Regarding the ability score bonuses from monsters, those are already figured into their CR and, with few exceptions, monsters are MUCH less diverse than adventurers because of it. Look at the poor giants! They gain HUGE physical bonuses... but what do they have? Rock-catching? Maybe a SLA or two? Those creating characters going for ability score grabs alone should ask yourself if blatant stat grabs are worth the class features that you are giving up in exchange for them.

I have playtested this and believe me, a Frost Giant with 2 other sides can be a terror in melee, but is comparably very limited in options compared to, say, an Elf Spelless Ranger/Wizard/Magus. And, as everyone knows in these sorts of games, versatility can be the difference between life and death, particularly at high levels. Why do you think that people prefer wizards to sorcerors for power arcane builds? Yes, a sorceror can use their spells more, but their versatility suffers much in exchange.

Also, the PCs have 20 RP to start with (Or an equivalent amount to buff an existing race to that level), which can buy them ability scores.


Here!

Very likely going with a fully nature/wyld fae type.

Will catch up tomorrow, bed now.

Ps,

Force Awakens was amazing!


Okay I'll start tinkering then : )

Hmm. Warder/Harbinger could be fun. Now, what to add to the mix?


To give an example party that I had built from scratch that actually had a challenge in some parts of the campaign and even almost got TPK'd in some of the fights against each sections 'big bads'.

Tank- Hessarian the Warder: LG Male Aasimar Paladin14 (Divine Defender/Sacred Shield)14/Oracle of Life (Purifier)14/Fighter7/Stalwart Defender7

Off-tank/DPS- High Jarl Uldred Icebeard the Undying: LE Male Frost Giant Bloodrager (Untouchable Rager/Steelblood)14/Antipaladin (Knight of the Sepulcher)8/Disciple of Thrym4

Blaster- Eldrid of the Wounded Woods: NE Male Fey'ri (Represented as a Half-Fiend High Elf) Evocation Wizard14/Elven Archer14/Abyssal Sorceror9

Assassin- Tipsy of the Lopsided Blade: CN Male Pixie Ninja14/Monk (Drunken Master)14/Fey Sorceror8

Healer- Radiance-of-Dawn: NG Female Half Celestial Demon-spawn Tiefling Oracle of Lore14/Cleric of Pelor14/Mesmerist4/Loremaster5

Now, as you can tell, I mixed optimized and non-optimized characters in the group to simulate the variance that would likely come from an online recruitment. I used a few more parties, just to make sure that the power level was right, including one with a Earth Genasai Eldritch Godling/Barbarian/Earth Elementalist that was capable of pretty much all roles.

So, to answer balance concerns, I don't really see too many, considering that I can ban anything that I might believe can break the game.


How do you feel about expensive spell components?

Do I actually have to specify which and how much I have bought, or can I just have a pool of gold to spend on the needed components?

I'm assuming you can find and buy pretty much anything you need on the many planes.


You may have a pool of gold that you specify as 'spell components' that you may draw from. You MUST make specific purchases if a spell requires a focus, due to their nature as non-consumables.


Alright, that sounds fair. Thanks!

Work is coming along surprisingly well on the info behind my devil.
I'm sure it'll get harder when I start putting it to a profile, though.


Concepts so far:

Tenro: Uber Necromancer

Bigrig107: Osyluth Priest

Lessah: Blade-fu Drider

Monkeygod: Wyld Fey

I will only be leaving recruitment open for people to post interest for around a week. Everyone will have until about a week after that to finish up. Does everyone think 2 weeks is fair time to build a level 14 tristalt character?


'Fair' is extremely subjective. I'm fairly sure I can get it done.

The upcoming holidays may give people a lot of extra time - or take it away.

So - in summary - I don't know, but probably :P


Just a word of warning for all those putting time in to build Tristalt characters take a minute to look at the GMs Aliases and posting habits.


Indeed. But I'm willing to risk it.

Besides, I plan to derive some fun from tinkering my character together, so even if it is not picked/the game implodes I'll have that : )


Interested, probably with a LN human priest of Asmodeus( priest|sorcerer|paladin) Lots of healing!


Is the grave knights rejuvenation ability a problem at all?


Alex Mack wrote:
Just a word of warning for all those putting time in to build Tristalt characters take a minute to look at the GMs Aliases and posting habits.

@GM Barmy: What sort of activity can we expect for this game? I would much prefer at least 1/day. Slower games are just not as much fun as a majority of the time will be spent trying to remember what is going on and reading back rather than actually playing.

Also I don't suppose you would allow a feat to quicken Moment of Clarity down to a free action? I'm considering going for rage prophet, but having to use moment of clarity every round hurts a lot. Alternatively it would be even cooler if I can use it's abilities with Bloodrager (requiring Mad Magic instead of moment of clarity for various abilities). I've seen GMs allow people to trade a move action for a swift action, is this something you would allow? It might help a bit with the problem.

I think I'll go for Eldtrich Goodling given your praise of them. The flavor of the class seem to fit perfectly for this game. I still need to figure out the other two sides though... I should probably start with what deity the character is descendant of and go from there.

For race I am considering a Quickling Human. Aging is going to be an issue though (although races like ratfolk run into this in normal games). What are you thinking for timeline for this?

Would something like Warlords(1)/Paladin(2)/Barbarian(2)/Oracle(1)/Rage Prophet(8)//Quickling(5)/Warlord(9)//Eldritch Godling(14) be cool with you? With Practiced Initiator(trait) it would give me access to maneuvers at the highest level in addition to full Eldritch Godling progression. At least the classes combine extremely well flavorwise. Going to be really hard for a spellcaster to beat the DC of most monsters so I need all the help I can get... Might dip a level into spellslinger for that purpose, there are otherwise few options for increasing DC through items and I don't really need more than 7 rage prophet levels.

One option I'm considering is Defic Obedience/Evangelist. What do you think of being an evangelist (flavorwise) for the father or mother while rising to deity status for him-/herself? In order for this to work my character kind of have to come from Golarion though (or transfer boons to a similar deity in your setting).


I have Chim the Gimp built. He's based on my old Living Jungle character (so an isolated part of Toril).

He's a Saru (ape man) slayer/barbarian(invulnerable rager)/fighter. I rather suspect he will be a bit under powered as this table is likely to go to be quite honest, but I'm trying to remain true to the character.

I cooked up a basic build yesterday, but some of the above rule modifications means I have to do a bit more modification (basically more GP, feats and skills).

Right now he is basically just a simple melee machine, though he does have some ability with traps. With the extra skill points I can increase that some more. The extra feats, I may use for an extra combat style.


I plan on submitting a scaleheart skinwalker feral hunter/witch/fighter.

Mechanically he'll be a crocodile man who shapeshifts into a giant crocodile and fights with tooth,claw,and spells.

I don't think there's really any templates or monster abilities I think he'll need.

In terms of background he'll be an exile whose swampy home plane was overrun and annexed by an army of undead and demons in the service of Orcus.

Typical questions for a game like this: Is leadership allowed? (I'd rather it wasn`t) Is pregame crafting allowed to increase starting wealth by level? (If it is, eveyone should have the feats and skillpoints to do it.)


I'm not sure if I'll be able to submit something for this as I have never been involved with a game anywhere near to this level of power, but I did have an idea for it.

Basically, I wanted to play a half-giant from Athas. He was one of Kalak's templars before he fell and in the power stuggle following Kalak's fall, he was hunted and captured and his tongue was cut out, meaning he lacks the ability to speak. Luckily, he wields a huge intelligent obsidian greatsword whom he communicates with telepathically. He is the typical dumb brute, but the sword is very manipulative and cunning. When he communicates his basic needs to the sword, the sword will translate his intentions with crafty wordsmithing.

I was thinking maybe inquisitor to represent the templar side, barb, and maybe mesmerist to represent the manipulative nature of the sword. I've never played with an intelligent weapon, but that's just where my train of thought lead me. Since this character is just a concept and not optimized in any way, he'd probably get chewed up and spit out in this game, but I just wanted to put my idea on paper and see what you thought.


Without mythic to start I think you need to either be a bladebound magus or a blade adept arcanist in order to get an intelligent weapon.


My concept is an Young Outer Dragon - Solar Dragon (CR 9)/Aegis 14/Psychic Mage 14.

Outer Dragon would most likely visit Sigil and other planets since it can fly like a Spell Jammer.

Aegis will provide extra armor and extra fighting abilities to the dragon, Ithmarfedelom. In addition, share power points with Psychic Mage.

Psychic Mage will give Ithmarfedelom access to both spells and psionics.


@Anderlorn: We are kinda supposed to start off as a party I think, so flying to Sigil on your own might be a bit weird.

@GM: What do you think of increases to casterlevel that in single class wouldn't allow you to increase CL over character level normally but might do so in gestalt. Rage caster adds barbarian level to caster level (probably only +2 though), while eldritch goodling's Magic is magic let me add oracle and rage prophet as well (+6 or 7). I would understand it if you preferred that they worked differently.


There is no reason why he could not be in the Inn polymorphed as a human and no reason he has already been to Sigil nor he could meet the party in Sigil. It only makes sense that characters can already plane shift and maybe planet travel. But anyway, I am changing to an Unbodied Sorcerer 14 Dual Disciplined Psion 14 which fits Planescape even more.


Alex Mack wrote:
Just a word of warning for all those putting time in to build Tristalt characters take a minute to look at the GMs Aliases and posting habits.

He's been pretty up front about spotty posting history, but has promised to do better. I'm still kinda salty about Fallen Sons and Daughters of Heaven (it took me close on a week to build Jadgael), and Scorched Land of Athas for that matter (both from his previous profile IIRC.) but I'm willing to give him another shot for forgiveness' sake.


Well, I have three concepts, one of which needs a little info.

First is a Sharn (the three-headed kind, not the city) sorceror/cleric/warlock, so I'll need to know what extras a warlock would get from being pathfinderized.

Second is a Faerie dragon Sorceror/unrogue/kineticist

Third is a Warforged Aegis/psion/cryptic

I'll narrow it down based on which one seems to come together the best.


Oh, and how are we doing HP?


JuanAdriel wrote:

Interested, probably with a LN human priest of Asmodeus( priest|sorcerer|paladin) Lots of healing!

Hey! He'd get along well with my LE bone devil/cleric/inquisitor of Asmodeus!


HP is maximum per HD.

Regarding my posting history, I explain it here. While posts under the profile and aliases of Sanguinus Draconis and whichever one belonged to Fallen Herald were mine in name only, having made them for my friends so they could get right into the messageboards, the rest were mine and I claim responsibility for it. If you were curious about why I did profile hopping, read the link above. Trust me, it will make more sense if you get the full story. That said, my kingmaker campaign has people from several of my past campaigns, they all know who I am, and they seem really happy thus far with the campaign.

Moving on to answer more questions!

HighonHolyWater, I would not mind it, with the caveat that if the armor is destroyed and scattered after your death, you cannot rejuvenate, as if it were completely destroyed by the basic methods. I will ask you to bear in mind that your armor has something of a drawback rules-wise. While it DOES revive you over the course of a few days after you die, the process starts very soon after you kick it. If the process has started, you may not be revived by a Rejuvenate Undead spell, so you will have to wait out your resurrection. That's one of the unwritten drawbacks of that ability.

Oyzar, I usually post more than once per day. In my Kingmaker thread, after working out a few problems on a technical end (Getting Lazarus to save my posts and making sure to hit preview before posting,), I had hit a stride of 3-4 posts per day, until I was requested to take it down to 1-2 posts by 2 players. So really, I would prefer to do 2-3 posts per day, assuming the players agree with that number of posts per day. As for your character concept, I don't see why that it would not work. As a note though, you don't have to have similar domains to your character's divine forbear, as stated under the fluff portion of the class. Also, calculate your total bonus to CL that you would gain and let me see what it is.

Drbuzzard, is he a straight custom race or is it a modified version of the pre-existing one?

JoshB, Leadership is NOT allowed, given that it is the single most broken feat that I have ever beheld. Pre-game crafting is not an option in this campaign, as it would put some people up with a MASSIVE advantage, equipment-wise, over the other party members.

Sixteenbiticon, Nice concept! You know the rules for having an intelligent weapon, right? What the cost would be out of your GP?

Anderlorn, nice! Spelljammer is a setting that I was very fond of back in the day.

Rynjin, thank you for the show of good faith! Have you got a concept nailed down yet?

Philo Pharynx, Sharn as in Faerun Sharn, the embodiments of chaos that look strangely like xenomorphs from the Aliens series?

Silver Crusade RPG Superstar 2014 Top 16

Dotting in. Probably going to go with a NE self-serving Saint/Apothecary/[Some sort of necromancer] perhaps with an interesting undead race. Will work on my concept today.

I didn't see a deadline above, is there one?


I really would prefer 2-3 posts per day as well :D.

@GM Barmy: You missed a couple of my questions, understandable under the flood of them:

1. I don't suppose you would allow a feat to quicken Moment of Clarity down to a free action? I'm considering going for rage prophet, but having to use moment of clarity every round hurts a lot. Alternatively it would be even cooler if I can use it's abilities with Bloodrager (requiring Mad Magic instead of moment of clarity for various abilities). I've seen GMs allow people to trade a move action for a swift action, is this something you would allow? It might help a bit with the problem.

2. Are we allowed to be from Golarion with their pantheon etc? Or alternatively use the various options for Golarion deities for ones from other settings that are similar in concept?

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