Torus Living (Inactive)

Game Master LitanyOfCurses

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Sigil Map


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I haven't seen any campaigns using Sigil City of Doors as a setting, not active anyway. I've always been fond of 'The Cage', and I was wondering if any bashers out there were too.

I would have to create the modron race. I was thinking of using the android as a template. I would have to tweak it a bit.


Would there be Bariaur?


I don't see why not, as long as it's kept under 13 rp


Ah. I was wondering if there were a conversion. I find the ARG a bit hit and miss.

Classes? 3PP?


Here's somethin posted by SmiloDan. I made minor adjustments

BARIAUR

+2 Wisdom, +2 Constitution, -2 Dexterity: Bariaurs are tough and canny, but not too agile.

Medium Sized: Bariaurs are Medium-sized creatures.

Powerful Build: Bariaurs are treated as if they were one size category larger than they actually are if this would be considered advantageous, including gaining a +1 size bonus to their CMB and CMD. Bariaurs wield Medium-sized weapons due to their centaur-like physiologies. Also due to their unusual physiology, they must pay double the base cost for armor and clothing.

Native Outsider: Bariaurs are native outsiders, and therefore are immune to affects that specifically target humanoids.

Darkvision: Bariaurs can see 60 feet through darkness.

Fast Speed: Bariaurs have a base land speed of 40 feet.

Gore: A bariaur has a primary gore attack that causes 1d8 points of damage, plus the bariaur’s Strength modifier.

Keen Senses: Bariaurs have a +2 racial bonus on Perception skill checks.

Natural Armor: Bariaurs have a +1 natural armor bonus to their AC.

Surefooted: Bariaurs have four legs and gain a +4 racial bonus to their CMD to resist being bull rushed and tripped.

Languages: Bariaurs speak Common and Celestial. Bariaurs with above average Intelligence scores can choose to speak Dwarven, Giant, Gnome, Sylvan, or Terran.

BARIAUR RACIAL TRAITS:

Goat Gut: The bariaur can obtain sustenance from substances normally unpalatable to living creatures. They gain a +2 bonus on saving throws versus being diseased, nauseated, poisoned, or sickened.

Thick Wool: The bariaur gains cold resistance 5


Nice. I like it! Check.

Any restrictions on classes - is this Paizo only, or are Third Party Publisher offerings allowed on a case by case basis?


Piazo only for now please. We can discuss something you really want on a case by case basis

No Guns. No Gunslingers


Ok understood. No Gunslingers works for me.

Advanced Class Guide classes though right?


Thats fine.

Silver Crusade

Interested.


Hey Rysky. That's exactly the kind of avatar I was looking for for my female Bariaur...

Silver Crusade

*hiss*
Nuuuuu! Ish my pic!

It's Areelu from WotR


Heh. I'll see if there are other hornheads to choose from. ;p

Silver Crusade

The Vilsteth demon is pretty cool.


Very interested dot - Planescape has always been my favorite setting since it came out.


Well that's three. Are folk interested in playing with a bariaur? If not, I can change - I'm very easy. Up to a point.

I just can't stand gnomes or dwarves or halflings, but no-one ever asks if it is ok to play one, so I have to play along with them... ;)


What do you have against short people, dude?

Scarab Sages

Always interested in Planescape.

Grand Lodge

I love Planescape, and have run it with my table top group now off-and-on for twenty years now. Currently, I'm running some of the original Planescape modules converted for Pathfinder that we never played when they were originally released.

In any event, I'd be very much interested. The Planescape specific races described in the original boxed set included the Bariaur, Tieflings and Githzerai, but easily adapted to this campaign world are Aasimar and Genasi (Ifrit, Oreads, Sylph and Undine). My current campaign has mostly humans, but we do have a Bariaur using those same stats as posted above.

Would you be incorporating the factions? That was always one of my favorite aspects of Planescape, but was always troublesome to implement in 3rd Edition (house rules like Prestige classes or bonus feats/traits are often what was incorporated, but obviously nothing official).


Sigil seems to be the perfect place to play a Wizard I would say - there's a whole world of possibilities (a multiplicity of worlds actually) :D

A tiefling or githzerai certainly spring to mind, as does the Society of Sensation ;)

Grand Lodge

My favorite faction bar none was the Transcendent Order, at least in table top settings. Essentially they got an initiative bonus for having their thoughts and actions as one, but the drawback was unique, in that the player could not take back things they blurted out... in other words, if the player said something offensive to someone the group was trying to persuade, the player was not aloud to say "No, I didn't actually mean to say that, it was out of character." It made for some hilarious situations over the years.


Factions are a must have. Since we are starting 1st level, no one will be starting with a faction. When I get time, I will post the lingo, factions, and a bit of background.


Most definitely want to planescape.


Depending on the details, I'm potentially interested. I really like the Planescape setting (it is my favorite DnD campaign setting) so it would all depend on the specifics for this particular game.


What specifics are you looking for? I'm going to try and stay true to the setting. The blood war, cosmology, major NPCs, and flavor will be the same.


I am very interested. Planescape was my introduction to tabletop roleplaying nearly 17 years ago, and I still have all of my boxes and books.

Character creation guidelines?
- ability point buy
- allowed classes
- allowed races (this one is more fuzzy, since Planescape is very loose, so maybe a cap on race points)
- traits/drawbacks
- alignments

Game outlines?
- combat/RP
- urban/wilderness
- politics and organizations/murderhobos


Hrmmm, Let's say 6 PC slots

Character creation guidelines?
- ability point buy
20 point buy
- allowed classes
Any Piazo, except Gunslinger

- allowed races (this one is more fuzzy, since Planescape is very loose, so maybe a cap on race points)
15 rp sounds right

- traits/drawbacks
2 traits or 3 traits/1 drawback
- alignments
Good question...what would people prefer? Either a good guy campaign or a bad guy campaign?

Game outlines?
- combat/RP
Thats really up to the players. If they want to kill everything that moves,they are welcome to. Of course, there are always repercussions. If the players want to RP most of the time, there will be plenty of opportunity.

- urban/wilderness
You'll be mostly in Sigil at low levels

- politics and organizations/murderhobos
I will post the factions, and a bit of background sometime today


Starting at level 1 or higher?

I do like the idea of custom races. Planescape is a funny place.

I'm wondering if a sentient pile of garbage is a viable character concept...


2 people marked this as a favorite.

Yes, level 1.

Were you planning on playing Ray Rice?


More garbage less a$+*!~@.

LEssee

Aberration 3rp

MEdium

Normal Speed

Standard Ability Scores (+2 Con, +2 Int, -2 Wis)

Standard LAnguages

Hardy 3rp

Natural Armor 2rp

Resistance 2rp

Scavenger 2rp

Static Bonus Feat (Eschew Materials)

NAtural Attack (slam)

There we go.

No, this guy is basically a humanoid pile of discarded magical garbage that became "Aware" in a back alley and is not even sure what, where or why he is the way he is.


Dotting for the interest. I'm considering an Internal Alchemist/Mindchemist who intends to join the Society of Sensation, and gains poison and disease resistance by imbibing them. "Carefully", of course. :D Never could figure out when or where to play the Internal Alchemist, but Sigil is odd enough (and might have areas without oxygen).


@TarkXT Too Frosty the Snowmanish. It's not really a race, and I doubt the cranium rats would allow that to happen in Sigil.

You could probably have it come from Limbo. It would also need to be roughly humanoid shape. It's body could be in a continuous state of flux in relation to what its made of


LitanyOfCurses wrote:

@TarkXT Too Frosty the Snowmanish. It's not really a race, and I doubt the cranium rats would allow that to happen in Sigil.

You could probably have it come from Limbo. It would also need to be roughly humanoid shape. It's body could be in a continuous state of flux in relation to what its made of

Well I was already figuring humanoid shape.

I'll have to change things up abit race wise since he's basically a pile of magical garbage rather than a roiling pattern of pure Chaos.


So startign over.

Aberration 3rp (native outsider does not fit)

MEdium

+2 Con, +2 Int, -2 Wis

Standard Languages

HArdy 2rp

Spell Like Abilities 1/day Alter Self 2rp

Natural Armor 2rp

Lesser Lucky 2rp

Static Bonus Feat(Eschew MAterials) It was either this or strong comeback. 2rp

13rp. The race creator just doesn't have any chaos themed things.


It's been a long time since visiting Sigil. This sounds cool.


@Tark, you could use

Change Shape, Greater (6 RP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

And lose
Spell Like Abilities 1/day Alter Self 2rp
Lesser Lucky 2rp


LitanyOfCurses wrote:


@Tark, you could use

Change Shape, Greater (6 RP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

And lose
Spell Like Abilities 1/day Alter Self 2rp
Lesser Lucky 2rp

Hmmm if you think so.

Dark Archive

Definitely interested. Planescape was always a favourite of mine. I'm certainly looking forward to your ideas for adapting the modrons, because that would be a fun PC to play.


Planescape! Shut up and take my money! Oh wait, not a kickstarter this time. Absolutely I would be interested. Will have to ruminate on the proper character idea to catch your interest.


Modron:
Standard Racial Traits
•Ability Score Racial Traits Modron have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, Modron gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
•Languages: Modron begin play speaking Common. Modron with high Intelligence can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
•Modron gain a +2 racial bonus on Perception checks.

Darkvision 60 Feet (2 RP)
Benefit: Members of this race can see in the dark up to 60 feet.

Other Racial Traits
•Constructed (2 RP): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), Modrons count as both humanoids and constructs. Modrons gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Modrons can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
•Emotionless (–1 RP): Modrons have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Choose one of the following:

Flight (4 RP)
Prerequisites: None.
Benefit: Members of this race have a fly speed of 30 feet with clumsy maneuverability.

Blindsense Radar 30 Feet (4 RP)
Benefit: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see

Multi-Armed (4 RP)
Prerequisites: None.
Benefit: Members of this race possess three arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.

Tark's Chaos Incarnate:

Aberration 3rp (native outsider does not fit)

MEdium

+2 Con, +2 Int, -2 Wis

Standard Languages

HArdy 2rp *hardy is actually 3pp

you may have meant:

Healthy (2 RP)

Prerequisites: The race has at least a +2 racial bonus to Constitution.
Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Change Shape, Greater (6 RP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

Since your body composition is in flux, you can not gain a disguise bonus from this

Natural Armor 2rp

Static Bonus Feat(Eschew MAterials) It was either this or strong comeback. 2rp

This puts you at 15 rp limit


KakkarottoZ wrote:
What do you have against short people, dude?

Umm, generally nothing. Vegepygmies are way cool.


Very interested, looking forward to hearing more before I start thinking too hard on it. Need to get a feel for the socio-political landscape.

Dark Archive

Would modrons be small or medium creatures?


Hmmm no I meant Hardy for certain just got the cost wrong. We'll remove the natural armor then. Hardy fits better.

And we'll spend the last point on linguist because chaos represents all possibilities.


Modron is a medium creature. Movement 30'

Dark Archive

Very, very interested. Planescape is one of my favorite settings (along with Eberron), so I cannot overlook this. Unfortunately, the character I want to play most, who I've had floating around in my head for years now, is something easier to write about more than play - that and a Prolonger with untold centuries of back story is basically impossible to start from first level.

I'll do some brainstorming and see what I can come up with.


LitanyOfCurses wrote:
What specifics are you looking for? I'm going to try and stay true to the setting. The blood war, cosmology, major NPCs, and flavor will be the same.

The later list answered a lot, but I'm interested in what story you want to tell.

For example, is it going to be about a group of Mercykillers bounty hunting through the planes? Dustmen hanging out in Sigil and attempting to recruit? Will it be about mortals taking up arms to fight in the Blood Wars?

All of those lead to very different games with very different appropriate character concepts, etc.

Dark Archive

I would also ask about the time period, which is to say, pre- or post-Faction War? Both can be equally viable, but might lend themselves to somewhat different character concepts.


@Tourach

The later list answered a lot, but I'm interested in what story you want to tell. It will be more your story than mine. I do have some old planescape adventure modules that I will be using for fodder. I'll supply adventure hooks as we move along. you can use them or ignore them. As far as I'm concerned Planescape is the ultimate sandbox.

@Veltharis

I personally prefer pre faction war. I find it far more interesting and full of tension.

edit:

for the Modron

I will be adding the disadvantage of:

must use custom armor

and adding advantage

Natural Armor 2rp


Hmm all the ideas coming to mind are kind of evilish and I am not big on evil campaigns so it would be a challenge to play, which is good.

Idea 1: A newly created Kyton(thus far weaker and not terribly different than a human] that learns of the sensates. I would see a chain magus.

Idea 2: A vicious spriggan(once again, deleveled) who gets by, by luring bandits in to trying to steal from him, then hulking out and murdering them. hmm tie the size change in to an alchemists mutagen?

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