Planescape - The Blood War (Inactive)

Game Master Tourach

Working for the baatezu the PCs are in over their heads. Can they still make their mark on the Blood War and the multiverse on the whole?


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Good day all,

I'm looking to run a Planescape game using Pathfinder rules.  I'm mostly going to keep the cosmology of Planescape (pre the Faction War) and use the Pathfinder rules and bestiary where possible.  For example, expect Azmodeus to be a powerful and pro-atheism (in heart if not in word) devil, but not a god.  On the flip side, there won't be Gith and we will be using the Pathfinder fiend types.

The game is going to follow the engagement of the PCs with the Blood War. In essence, the PCs will be a group of planars that work for the baatezu for one reason or another.  The story is inspired by the Hellbound: the Blood War though events may or may not touch on the adventures contained therein.

How will the game start?

PCs will be hired in Sigil by an agent of the baatezu to start doing grunt work - things will likely begin recruiting primes or assisting prime allies of the baatezu or harming the few prime assets that the tanar'ri have.

Where will things go?

As the PCs grow in power and trust, they will be assigned more important and varied tasks.  Some of it will be up to the party and their skillset, but tasks may include arms running, diplomacy, recruitment of planar assets, and eventually taking part in skirmishes.  And, of course, the extremely important task of carrying around holy water.

What am I looking for?

I'm looking for a party of 5-6 PCs in total with 1-3 spots already spoken for.  All PCs should have a good reason to sign up for work with the baatezu even if the fiends aren't their favorite creatures.  The one critical addition that must be included with ALL applications (and I think helps make this game unique) - I want to see a summary of the contract that your PC signed with the baatezu agent.  The devils work with detailed documents and I want to see what your PC would have offered and what they would have received in return.

Applications should have full stats with included backgrounds.  I will be taking a party that need not be overpowered, but should be mechanically viable.

Creation Guidelines

No third party products of any kind will be considered.

Attributes: 25 point buy.

Races: Any up to 15 RP.

Classes: Any. Know that I'm substantially less likely to take classes that don't fit the Planescape themes or things like Synthesist Summoners that are intended to break games.

Alignments: Any. Important, however, is fitting the theme of the game. Therefore lawful alignments will work best - I can see a lawful good planar choosing to fight against the tanar'ri, but you'll have a tougher case convincing me that a chaotic good rogue wants to help the devils kill the demons.

Traits: Any two that aren't specific to other campaigns. No drawbacks.

Starting Level: First.

Starting Gold: Max.

Starting HP: Max. Subsequent levels will be average.

I will be keeping the application period open until Thursday, February 5 at midnight eastern time.

Please feel free to post any applications or questions in this thread.


Can we build our own race?


Nohwear wrote:
Can we build our own race?

No. You may choose any printed race up to 15 RP however.


Finally, a valid in-universe reason to have a Tiefling running around civilized society!

Would you accept a Tiefling (probably Rakshasa-spawn) Rogue/Sorceror leading to Arcane Trickster?


Caro Cogitatus wrote:

Finally, a valid in-universe reason to have a Tiefling running around civilized society!

Would you accept a Tiefling (probably Rakshasa-spawn) Rogue/Sorceror leading to Arcane Trickster?

I can't say what will get accepted until we've got all of the applications in, but that character should definitely fit within the creation guidelines. Feel free to stat it up and put in an application.

My philosophy on applications is always the more the merrier.


Is this before or after the Faction War?


Oh, I love me some Planescape. It was my very first campaign setting so many years ago.

Would you be open to a paladin that is LN rather than LG? All abilities would stay the same, but 'Good' would be replaced by 'Lawful' and 'Evil' would be replaced by 'Chaotic.' Essentially a templar for the Fraternity of Order.


Pre Faction War (so PCs are encouraged to have a Faction).

As for LN Paladins I would rather avoid that. If you are looking to go in the martial champion of law route, a Hellknight would work exceptionally well I think.


Hmm... would you be open to the Occult Adventures classes? Planescape was always a great setting for psionics, and I wanted to try out a kineticist or mesmerist.


Tanner Nielsen wrote:
Hmm... would you be open to the Occult Adventures classes? Planescape was always a great setting for psionics, and I wanted to try out a kineticist or mesmerist.

I'm going to say no at this time. Once things are officially released I'll take a look and consider it for people that want to take levels in those classes down the road.


This the best news ever.

Quick question: Paizo published only or are 3rd party materials ok as well (basically the stuff on www.d20pfsrd.com)


As noted in the OP, no third party products of any kind will be considered.


Presenting Kata Knabino, presently awaiting trial in a Hardhead dungeon for burglary of the freakin' Harmonium headquarters, about to make a momentous decision with a pen in her hand.

Kata Knabino:

Female Beastblood Tiefling Rogue/1

ST 12 (2 pts) DX 18 (10 pts) CN 12 (2 pts) IN 12 (2 pts) WS 10 (2 pts) CH 16 (7 pts)

Racial Innate: 1/day
( )Detect Thoughts

=== Feats ===
Fiendish Heritage (Rakshasa-spawn) Your fiendish bloodline proves particularly strong, being tied to a specific race of fiends.

=== Class Features ===
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

=== Racial Qualities ===
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled Rakshasa-Spawn Tieflings gain a +2 racial bonus on Disguise and Sense Motive checks.
Spell-like ability Rakshasa-Spawn Tieflings can use Detect Thoughts once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Variant Tiefling Abilities (roll three times, select best) http://www.d20pfsrd.com/feats/general-feats/fiendish-heritage

=== Traits ===
Reactionary (Combat) You gain a +2 trait bonus on initiative checks.
Arcane Temper (Magic) You gain a +1 trait bonus on concentration and initiative checks.

=== Meta ===
Levelup Path (R=Rogue, S=Sorceror, AT=Arcane Trickster)
R/R/S/R/AT/AT/AT/AT/AT/AT/AT/AT/AT/AT/R/R/R/R/R/R
1 Feat: Fiendish Heritage (Rakshasa-spawn)
2 Rogue Talent: Underhanded (Ex)
3 Feat: Weapon Focus, Ray
3 Bloodline Power: Acidic Ray
4 Attrib:
5 Feat:
7 Feat:
8 Attrib:
9 Feat:
11 Feat:
12 Attrib:
13 Feat:
15 Feat:
16 Attrib:
17 Feat:
19 Feat:
20 Attrib:

Contract:

Whereas, the Party of The First Part, hereinafter labeled "Applicant", commonly known in the City of Sigil as "Kata Knabino", nicknamed at various times and places during childhood and early adulthood as "Sweet Baby" or "The Little Monster" or "Wild Thing" or "Zit-face" or "Stray Cat", undersigned below in the true blood of her corporeal body, requests certains favors and patronage of the entity whose True Name is redacted but is known colloquially, and in a full and legally binding sense for purposes of this contract (and this contract only), hereinafter known as the Party of The Second Part and labeled herein "Patron", as "Mxptklzzkt Smith, Esquire", who is in position and ability to grant some or all of the requested items ("items" in this context is deemed to include not only physical items, but also may optionally include some or all of the following: actions performed on behalf of Applicant, actions performed based on certain contingencies based on actions and/or conditions of Applicant's life and/or physical and mental well-being -- see section "Contingencies" for details, and travel arrangements in a manner agreeable to Patron either within or across Planar boundaries, as well as any Ex Post Facto agreements which may be made at the request and approval of both Parties delineated in section "Appendices"), in recompense receiving from Applicant a period of servitude of at least 10 Standard Years, dating from the moment at which Applicant completes her signature or identifying mark at the bottom of this Contract. To wit, Applicant requests and is granted the following boons from Patron:
* Release from penal confinement in any Harmonium facility or vehicle.
* Said Release to be completed in a timely manner prior to the death, dismemberment, torture, inflicted mayhem, burning, freezing, dissolving, premature interrment, dissolution, crushing, slicing, or stabbing of Applicant's physical body.
* Applicant to be protected from Harmonium scrying for the complete length of Applicant's servitude to Patron.
* Applicant to be physically removed from Sigil and any known Harmonium gathering places for the complete length of Applicant's servitude to Patron, or otherwise protected from Harmonium detection.
* In the event of Applicant's death in service to Patron, Applicant is to be Raised to a state of life and any lingering effects of such Raising (i.e., Negative levels) removed from Applicant, as many times as necessary until the period of servitude to Patron is complete.
* In the event of Applicant's loss of limb in service to Patron, Applicant is to be allowed access to such healing services as to be able to purchase the Regeneration of said lost limbs, at the expense of Applicant.
* Spoils of war in the form of precious metals, implements of battle, and Wondrous Items, less than or equal to Greater Major Magic, being of little use to Patron, may be claimed, and upon notification of and approval from Patron, kept as personal spoils.
* Spoils of war in the form of Artifacts are property of Patron, and must be immediately relinquished to he, she, it or them at the earliest possible time that Applicant is capable of.
In return for said boons, Applicant is to perform any and all services requested by Patron, immediately and with full effort toward successful completion, for the duration of Applicant's servitude to Patron.
Hereforth begins the Standard Contract Limitations, Exclusions, Exceptions, Disclaimers, and Extenuations. Applicant is recommended to have this section reviewed by a competent legal authority immediately after affixing her signature or identifying mark, although such actions have been known to cause undue mental anguish in Patron, which is likely to be reflected in Patron's treatment of Applicant during the time of Applicant's servitude to Patron. Patron is absolved from...

More details to come, assuming I'm still eligible.


I am interested, never played a planescape game so I will do some reading and throw together a character. I have no idea what I might do, but hopefully reading up on the game will give me some ideas.


Hmm, I love me some planescape. I'm looking at an Oread brawler. Just a standard brawler who would be a member of the Transcendent Order. That or a monk, but I'm leaning brawler. Let me get some stats all figured out and I should have something up either by tonight or tomorrow.


Alfrazar wrote:
I am interested, never played a planescape game so I will do some reading and throw together a character. I have no idea what I might do, but hopefully reading up on the game will give me some ideas.

Awesomely you can actually still get the vast majority of old TSR products (including Planescape stuff) at drivethrurpg.

And, of course, wikipedia houses a fairly extensive overview (including a page on Factions) - http://en.wikipedia.org/wiki/Planescape


DM Morvius wrote:
As noted in the OP, no third party products of any kind will be considered.

Ha! Read right though that! Just had too many visions of Modrons and Bariaurs running through my head.


Pathfinder does give us a lot of Planetouched races right off the bat to choose them. Rather curious, though—is there a consistent reason why a party of too-wimpy-to-breathe-on level 1s wound up in the City of Doors, or should everyone have their own reasons?


Caro Cogitatus wrote:
Presenting Kata Knabino, presently awaiting trial in a Hardhead dungeon for burglary of the freakin' Harmonium headquarters, about to make a momentous decision with a pen in her hand.

I'm open to being proven wrong with some rule quote somewhere, but if I'm reading correctly, Arcane Trickster requires that a PC can cast a 2nd level (or higher) arcane spell. Rakshasa gives you detect thoughts as an SLA but doesn't actually give you the ability to cast it as a spell. So you'd need to actually take four levels of sorc (unless you find another casting mechanism/class) before taking Arcane Trickster.


DM Morvius wrote:
I'm open to being proven wrong with some rule quote somewhere, but if I'm reading correctly, Arcane Trickster requires that a PC can cast a 2nd level (or higher) arcane spell. Rakshasa gives you detect thoughts as an SLA but doesn't actually give you the ability to cast it as a spell. So you'd need to actually take four levels of sorc (unless you find another casting mechanism/class) before taking Arcane Trickster.

Paizo errata'd later that SLAs count as spells for prestige requirements, but it's one of those "ask your GM first if it breaks the game" erratas.


Ooooh, so interested in this one!


thunderbeard wrote:
Pathfinder does give us a lot of Planetouched races right off the bat to choose them. Rather curious, though—is there a consistent reason why a party of too-wimpy-to-breathe-on level 1s wound up in the City of Doors, or should everyone have their own reasons?

I am open to collaboration from applicants if they so desire. But the City of Doors has a large variety of beings of a wider variety of power levels. Maybe this contract is a way to gain some experience and some power in your faction? Maybe you are a recent visitor to Sigil and you are looking for a way to earn some coin and get some allies. Really whatever you come up with could work, that's part of the beauty of Planescape in my opinion.


thunderbeard wrote:
DM Morvius wrote:
I'm open to being proven wrong with some rule quote somewhere, but if I'm reading correctly, Arcane Trickster requires that a PC can cast a 2nd level (or higher) arcane spell. Rakshasa gives you detect thoughts as an SLA but doesn't actually give you the ability to cast it as a spell. So you'd need to actually take four levels of sorc (unless you find another casting mechanism/class) before taking Arcane Trickster.
Paizo errata'd later that SLAs count as spells for prestige requirements, but it's one of those "ask your GM first if it breaks the game" erratas.

Good to know. In this case I don't have any real objection. Is there a link or a note of that anywhere available online? Or was it just changed in later printings of the core rules?


I find support for both positions with my Google Fu. I was going on this faq:

Prestige Class Requirements: If a prestige class requires 5 ranks in a skill and I have 6 ranks in that skill, do I still meet the requirements?

FAQ wrote:
However, spellcasting ability is not inclusive: it is possible (mainly through the use of spell-like abilities) to be able to cast 3rd-level spells but not 2nd-level spells. If you can only cast 3rd-level spells, that does not meet the requirement of "able to cast 2nd-level spells."

Also, this says:

Use Special Ability wrote:
Spell-Like Abilities (Sp): Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.

That being said, I'm a firm believer in the dictum that the GM is always right.


Google Fu skill rank advanced +1.

This seems pretty confirmed, and repeats what I posted above.

General consensus of the "yea" crowd is that it doesn't break the game so much as make some of the PrC's suck less.


Yeah... Mystic Theurge requires an SLA of EXACTLY 3rd level, etc.

Okay, two questions.

1. Do you see the party as rapidly advancing in levels? Most of the lvl 1 PbPs I've seen never go past level 2-3, and my first idea for a character (Cold Iron Warden Inquisitor with Monk training) gets a lot of neat stuff at higher levels, but if it's a low-level campaign it might make more sense to try something with more immediate versatility and interestingness.

2. How do you feel about Aasimars (or Tieflings) with Variant Abilities? It's extremely tempting to pick one for that +4 to one ability score.


1 - We'll move at the standard (medium) XP rate. So I don't necessarily anticipate the game getting high level quickly, but that doesn't preclude it from getting high level eventually.

2 - The variant heritages I don't mind and I'm fine with you picking them directly. If you want to take variant abilities you can, but you'll have to roll on the chart and take what you get.


Have the 1-3 people who already have spots have classes chosen? It would help to plan for party balance when making a submission.


DM Morvius wrote:
The variant heritages I don't mind and I'm fine with you picking them directly.

Is this absolute, or do you require the relevant Feat?


Caro Cogitatus wrote:
DM Morvius wrote:
The variant heritages I don't mind and I'm fine with you picking them directly.
Is this absolute, or do you require the relevant Feat?

It would require the feat as normal. Though for the heritage I'm okay with you just picking and not rolling on that chart.

As for the reserved spaces, I don't think they have characters in mind at this point. I'll let them post here if and when they have ideas, but I think they are pretty flexible at this point.

Scarab Sages

Will have to do some research for this one. Never had a chance to play and PnP games of Planescape but was a huge fan of Torment. Will do some reading up and get a character together.

Silver Crusade

Howabout a synthesist that isn't busted... ;o)


Tharasiph wrote:
Howabout a synthesist that isn't busted... ;o)

I won't tell you no outright, but any character of a class I find inappropriate mechanically or thematically is extremely unlikely to be chosen. If you feel that your character is so compelling that it will wow me in spite of the class you are welcome to submit, but you'll be fighting quite the uphill battle.


DM Morvius wrote:
Tharasiph wrote:
Howabout a synthesist that isn't busted... ;o)
I won't tell you no outright, but any character of a class I find inappropriate mechanically or thematically is extremely unlikely to be chosen. If you feel that your character is so compelling that it will wow me in spite of the class you are welcome to submit, but you'll be fighting quite the uphill battle.

I'm just curious here, in what way do you feel that the Synthesist Summoner is broken or unplayable? I've not played the class, though I have seen many say they hate it due to some intangible concept I've not been able to grasp.


That's a complicated issue and one better served for the rules forum. There are a number of detailed reasons that the power and playability of the archetype is unsuitable for most games. It's kind of like asking why Divine Metamagic is bad in a recruitment thread.


Dotting for interest. Always loved Planescape. I'm thinking of doing a Cipher who signed the contract without reading it.
What classes are the 1-3 auto includes picking so I can try and make something complimentary to them?


Regardless, you stated such dislike in the thread, hence my asking. Besides, this is NOT suited for the rules forum. I asked YOU, not for a general consensus. Big difference.

As for Divine Metamagic, I don't know what that is nor do I have any interest in finding out. It's obvious you don't like genuine questions so I will take any interest I had and move elsewhere.


I'm sorry that you feel that the Synthesist issue is a deal breaker for you, but not every DM is a good fit for every player. Good luck in your future searches.


Okay so I'm working on exact equipment, and paizo is having some issues with creating new alias' so I'll use the one that was reserved for any kind of elf I was playing with Rission. An Oread monk of the sacred mountain. Mechanically he's all figured out, just not all of his gear... in fact any of his gear but a Monk's kit would be kind of necessary, maybe a kama and siangham just to vary my damage a bit, but not much else.


Hey Morvius, just wondering if you're aware that the two Player's Companion books removed the need to take the feat for variant heritages for Aasimar and Tiefling.

Of course, as GM, you're free to add it back in, just wasn't sure if ya knew they changed it.

I'm not super informed on Planescape itself, but the Blood War is something that seriously interests me, and is one of the things I sorely miss from Golarion.

Anyways, here's my submission, Haruk, who is an Infernal Sorcerer, seeking to unlock more of his heritage. He's interested in all thinks Devil oriented, and would likely go Diabloist.

Not sure if Golarion deities are used, but if not, I'm sure I can find an easy replacement for Iomedae.


Regarding racial feats for Tieflings/Aasimar, I was not aware that Blood of Fiends/Angels removed the feat requirements. I think that's a fine change and see no need to countermand that. So feel free to pick alternate heritages without feats.

As for the gods, we're going to use the Planescape deities/cosmology, but you are right, there isn't much difficulty in replacing Iomedae with a LG god. Heironeous is what I would suggest as one example.

On the specific history, do remember that all PCs here are planars, so while the backstory seems like Haruk was a prime (at least at one point), you'll want to explain why he's in the City of Doors. And I'd encourage you (and everyone) to pick a Faction as those are sort of iconic for Planescape.

Silver Crusade

Do you have a good source of info for the gods please? I have found a list of old oerth gods from 3rd ed.. but with lesser deities and such it's a long list.

I'm making a Samsaran Wizard next level priest who will become a Mystic Theurge.


That's good news. I can take Weapon Finesse instead and not be completely useless in a fight for the first few adventures. :-)

Will update with an Alias whenever Paizo figures out what's going on, but for now will just say that Kata is of the Godsmen faction, although not so passionately as to be evangelical about it, and the only Power she confides in is herself.


Allow my submission to introduce himself. Haven't come up with a name yet.

"Whatcha want berk I ain't got all day time is jink and jink ain't free ya tumble me? So this barmy graybeard wants ma story well he's got ta bob up like the rest no penny gusher pusher here
So scan this like you're mimir I's born so fast my mama didn't see it coming and I's so hot I'm leaving the others choking
I go fast I outlast and I got em all outclassed but there's a dark ya see family business gonna be the end of me great seventh grand pops was a genie of the fiery variety gone apple chasing flunky of baatezu mad castler
I said I don't slow the beat, but this cutter got trapped, ol' granddads got cunning and set up the trap I got stuck in a box man that scrub was jacked
I ain't proud I got skinned, and the music was bad but another tick in that box and I'd have gone mad
Now I run with the ciphers, cause they're the fastest cutters around, now sod off berk, gotta break barriers sound"

says the fire genasi, all in a single, high speed breath. He looks around as if getting bored, then dashes off.

Background in the common tongue:

[name] was born in the city of brass to a line of Efreetis. His seventh generation grandfather, Rafiq made deals with devils in order to gain more wealth and influence. One of those deals involved using illusions to trap [name] and ship him off to Baator as a slave. Preferring willing agents, it took all of five minutes trapped in a box unable to run around for [name] to sign the contract. Once 'free', he took off running, dashed through a portal and found himself in Sigil. He joined the Transcendent Order just as soon as he heard about them, as is proper. Deep down, he knows that he's trapped by the contract, but takes each day as it comes and tries to make the best of things.

Contract:
His contract stipulations are simple. At no time is he to be physically restrained or otherwise prevented from moving by any devil or their agents. He is not to be sent on any missions where his role involves any amount of waiting around doing nothing. And if he is captured, retrained or otherwise prevented from moving by outside forces, the devils he contracted with are bound to seek his release by any means necessary.
Other than that, its the usual infernal boilerplate.

Stats:

Basics
STR 16 DEX 16 CON 16 INT 10 WIS 6 CHA 14
True Neutral Ifrit Bloodrager 1
AC 17 (+3 dex, +4 armor) Flat Footed 14 Touch 13

CMD 17
HP 13 (1d10+3)
Initiative 36 (+3 dex, +2 trait, +4 racial)
Saves Fort +5 Refl +3 Will -2

Speed 40’

Attack (BAB 1)
Scimitar/Kurki +2/+2 (1d6+3/1d4+1 18-20x2)
CMB +4

Skills
Acrobatics +5 (+1 rank +3 class +3 dex -2 ACP)
Bluff +8 (+1 rank +3 class +1 trait +2 cha)
Climb +5 (+1 rank +3 class +3 str -2 ACP)
Perform Oratory +3 (+1 rank +2 cha)

Languages
Common
Ignan

Feats
Two Weapon Fighting

Special Abilities
Wildfire Heart (+4 Initiative)
Efreeti Magic (1/day Enlarge Person)
Fire Affinity (+2 cha for spells and bloodline abilities)
Elemental Bloodline (Fire)
Elemental Strike (3/day, Swift Action, +1d6 fire damage for 1 round)
Bloodrage (7 rounds/day, Free Action, +4 str, +4 con, +2 will, -2 AC, fatigued for 2x rounds after)
Favored Class: +1 hit point

Traits
Reactionary
Fast Talker

Gear
Scimitar
Chain Shirt
Kurki
2 javelins
Fighter's Kit
Alchemist's Fire
26 gp


Tharasiph wrote:
Do you have a good source of info for the gods please? I have found a list of old oerth gods from 3rd ed.. but with lesser deities and such it's a long list.

I think you'll sort of have to deal with the fact that the list is long. With that said, wikipedia has a good list here.

I would focus on the greater deities first and then intermediates and only go through the lessers and additionals if you really can't find anything. With that said, there are definitely Factions that couldn't care less about gods (or actively hate them) so not everyone needs to worship a deity (though being a mystic theurge I imagine your PC will want a god).

Silver Crusade

Thankee.. i was mainly wondering if you used only a few.. and found my faction godsmen... reincarnation yep that's me.


About Tithinius
Male Motherless Tiefling Oracle of the Dark Tapestry 1
Reference Image

Character Sheet:
Experience: 0
To Next Level: 2000

Age: 47, Height: 5'9", Weight: 165 lbs
NE Medium Outsider (Native)
Sigil Faction: The Fated
Init +2; Senses Darkvision 60ft; Perception +0
-------
AC 13 (Touch 12, FF 11)(+2 Dex; +1 Armor;)
HP 10 (1d8+2)
Fort +2, Ref +2, Will +2
Resistances cold, electricity, fire resist 5
-------
Speed 30 ft
Melee Morning Star +2 (1d8+2/x2)
Ranged
Spell-like Ability: blur
Oracle Spells Known (CL 1st, Concentration +6)
1st (4/Day)—cure light wounds, cause fear, divine favor
Orisons (at will)—detect magic, enhanced diplomacy, guidance, read magic
-------
Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 17
BAB +0, CMB +0, CMD 12

Feats
Extra Revelation

Skills
Diplomacy 7
Sense Motive 4
Intimidate 7
Spellcraft 4
Knowledge Planes 4

Languages Common, Infernal
SQ Clouded Vision; Dark Tapestry Mystery
Racial Skilled +2 (Escape Artist, Survival)
-------
Ship's Surgeon (Campaign Trait): +1 Craft (Clothing), and +1 Heal.
Chain Master (Tiefling Trait): +2 CMB to trip with spiked chains or whip.

Items: (180gp)
Combat Gear: buckler (5gp), morning star (8gp), explorer's outfit

Other Gear: manacles (common), sewing needle, Oracle's Kit (29 lbs)—backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin

Wealth: (45 Gp, 5 Sp)

Carrying Capacity:
Light (0-58); Medium (59-116); Heavy (117-175);

Current Load: 65 lbs (Medium Load—can stow away gear to achieve Light Load)

Class Features:

Curse: Clouded Vision - Your eyes are obscured, making it difficult for you to see.
Mystery: Dark Tapestry
Revelations:
—Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
—Wings of Darkness (Su): As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

Description:

Tithinios is a macabre figure, his gaunt frame covered with ropes of muscle and sinew and with skin the color of ash. Of medium height, he would otherwise not be imposing were it not for the ornate helm that he never removes. Steel antlers curl about his face, which is wholly covered but for a single vertical slit. Occasionally rust colored liquid with the consistency of sap will run slowly down his bare neck, hinting at the horrific Qlippoth heritage that the helm conceals.

Personality:
Tithinios is silent often to the point of being enigmatic, yet despite his obscuring helm he seems to be completely aware of his surroundings. When he does speak, his voice is slow and cultured, though at times it descends in register to a horrific rasp, or climbs to an almost child-like falsetto. He seems fascinated by the world around him, and even the most common of objects or behaviors will often draw his attention and study.

Background:
Graun the Elder harbored dangerous delusions of grandeur. He was a powerful wizard, a summoner who spent years evoking ever fouler spawn from the Abyss, yet always he felt that he stood but on the threshold of understanding, that the truth of the universe lay but a span beyond his fingertips. His summonings became ever more dangerous, until finally one night a being beyond his ken appeared within his circle, an inhuman creature that ignored his commands as it extended an oily pseudopod across the circle that was supposed to contain it.

Panicked, Graun fled his summoning chamber, and feverishly began preparing his defenses, yet the monstrosity was not interested in him. Instead, it descended three levels in Graun's tower, and entered the chamber of his daughter Olmira, who had been born insane and restrained to her room ever since.

The next morning there was no sign of the creature, and Olmira seemed cured of her madness. Relieved and confused, Graun welcomed her back into his life, and sought to educate her as best he could, teaching her the rudiments of language which she voraciously learned.

To his horror, however, Graun realized three months later that Olmira was pregnant. Divinatory magic revealed that she had been impregnated by the summoned monster, whose touch had somehow healed her mind.

Olmira's stomach grew ever larger, unnaturally so, until Graun realized that the baby gestating within her womb was growing to adulthood within her body. Frantic, he consulted sages, demons, and worse, and was warned: if he did not deliver the baby himself, it would kill his daughter when it finally sought to emerge.

Sickened, Graun summoned a fiend and promised it to gift it whatever grew within his daughter if it would only steal it away without harming her. The fiend agreed, and after a horrific night, Olmira's stomach flattened - and all her precious thoughts and knowledge fled as her ravening madness returned.

The baby was horrific, sound of body but warped of face, with a visage that was cephalodic and perverse. It grew in abject servitude under the fiend in a layer of the Abyss, knowing little more than suffering and pain. Yet its mind seemed immune to the privations it experienced, and always it rose back to its feet no matter how many times it was battered down.

For something called to Tithinius, a voice from beyond the stars, and finally when his fiendish master came to slay him, grown afraid of the Tiefling's presence and mind, Tithinius sprouted vast, black wings, and soared away into the night.

He spent years pondering the mysteries of the Dark Tapestry, during which he acquired his helm, and slowly turned his attention to his own heritage. He learned of his Qlippoth ancestry, and found in their horrific nature something he could admire and aspire to. Thus he adopted their feud against the demons, and making his way to Sigil, began to seek a means to undermine and destroy the creatures that had cast his own ancestors into the deepest hole of the Abyss.


Contract:

I, Tithinius, known as the Motherless, do hereby commit to serve the legions of the Baatezu in any manner which directly or indirectly harms the Tanar'ri for a period of three hundred prime days, upon which if I so desire I am to be discharged from service with no obligations from either party.

My Baatezu employers agree in exchange to direct my energy toward all efforts and endeavors that will most greatly harm the Tanar'ri in light of my abilities, and allow me to keep all such spoils of war as my efforts shall occasion.

The Baatezu further promise to not waste my life in meaningless stratagems where death is guaranteed, but rather reserve my efforts for areas where I stand a chance of success. They agree to use arcane arts to raise me from the dead and remove all negative effects should I die, and to ransom me if I am captured in battle or while obeying their orders.


So, for the two traits, are the racial traits included, or is it two traits in addition to those?

Silver Crusade

Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Do you mind if I use this ability for a mage to gain extra spells from other arcane classes? ie Bard, it's a racial alternative ability of the Samsaran.


I'll have something up tomorrow, I suppose. Will think up a new character concept that has fun things to do starting at level 1.

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