Torus Living (Inactive)

Game Master LitanyOfCurses

Maps

Sigil Map


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@Doomguide

The Kyton would be problematic at best. The spriggan is doable, what do you anticipate its race rp layout to be?


LitanyOfCurses wrote:

@Doomguide

The Kyton would be problematic at best. The spriggan is doable, what do you anticipate its race rp layout to be?

Not a clue, will look at it tonight. Yes, I am too dependent on herolab :P

Dark Archive

LitanyOfCurses wrote:

@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.

Works fine for me.

As to the alignment question, I can go either way. Most of my character concepts end up on the deep end of the alignment pool - I blame a long neglected desire to try my hand at DMing - but I can do neutral or full-on goodie-two-shoes as well


Updated Factions in campaign info


From a game perspective, alignment is heavily incorporated in combat mechanics. From an RP perspective, many people in the real world would fall into the LE category. They follow the letter of the law, but are completely selfish and ruthless.

Even those who are completely corrupt, like most politicians, where insider trading is illegal for everyone but them (completely true for US congress) doesn't mean they get joy from torturing or killing people. And more often than not view themselves as good people (with enough rationalizations)

The point is good people (altruistic) and evil people (selfish to the point it harms others) work together all the time. The only alignment a party can't survive is CE characters.

I'm happy to work with any party make up, as long as you as characters can work together


Sigil Cant up on Campaign Info


LitanyOfCurses wrote:

@Doomguide

The Kyton would be problematic at best. The spriggan is doable, what do you anticipate its race rp layout to be?

Best i can come up with is something like this:

humanoid (gnome)
Small, Slow(-1)
Greater Paragon(2)
+4 dex, -2 chr, -2 str
Svirblian magic seems like an equal trade for the spelllikes the spriggan usually have (2)
Low Light Vision 910
+2 on Stealth (2)
Nimble attacks (Weapon finesse) (2)
Spell like ability Monstrous Physique II (4) Giant gnome only.
Spell like ability Bull Strength (2) must be tied to size change.
14 total.

Let me know what you think


I would be OK with you losing the spell like abilities and using the following instead, if you would like.

Size Alteration (Su) Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action. 6 RP

This would allow your weapons to size with you

Dark Archive

@LitanyOfCurses

A few ideas I had for tweaks to the Modron, let me know what you think and feel free to accept or reject any of it:

Modron:

Outsider (Native, Android) 3 RP
-Outsider type because they are a native of Mechanus. Android subtype as it is required for the Constructed and Emotionless traits.

Ability Score (Standard): +2 Int, +2 Con, -2 Cha 0 RP
-Altered the +2 Dex to +2 Con to more closely match the ability modifications of the original race (see Planeswalker's Handbook)

Language Group (Linguist) 1 RP
Gifted Linguist 2 RP
-First was already included, and I added the second. Both fit the race as Mechanus is known for its ability to allow all within it to understand each other regardless of language (see pg 7 in Planes of Law). Chose Racial Language to be Celestial as it most closely fits their home plane.

Size: Small 0 RP
-I would personally prefer to play a small Modron as the first few types of Modron in the Monstrous Supplement (and the most likely to go rogue from Primus) are listed as small. But as they range from Small to Large based on power, so I would be ok if you wanted it to be remain a medium race.

Speed Slow (20ft) -1 RP
-More closely matches the 15ft base speed of the original Modron race in 2e.

Constructed 2 RP
Emotionless -1 RP
-Both closely mimic bonuses/penalties from the race in 2e.

Master Tinker 2 RP
-Mimics the mechanical nature and expertise of the Modron race.

Illusion Resistance (+2) 1 RP
Energy Resistance (Fire, Cold, Acid) 3 RP
-Fits the saving throw bonuses listed in the Planeswalker's Handbook.

Must Use Custom Armor -1RP?
-Fits with their odd shape, and fits penalty listed in Planeswalker's Handbook

This brings the total to 11 RP (+4 more from the chosen trait out of the three options you gave. I would personally pick Flight for my last 4 RP) so it fits the 15 RP limit you set.


I'm good with everything but master tinker. It takes a degree of creativity and experimentation, which they are not known for.

Dark Archive

Good point.

But I forgot to add in the Natural Armor trait you listed before, so I'll remove Master Tinker, and put in Nat. Armor, and the RP works out to be correct still.


lol, ya know you don't have to squeeze every point out of it :P

yeah that fine


@LOC: Thanks for posting up all the Campaign info - I haven't had a chance to go through it all yet.

Thinking of a LE Bariaur Warpriestess, trident and shield style. Any gods in Sigil particularly use tridents? Not really wanting to be a hippocampus wannabe/follower of an aquatic god... If not, I may just go longspear.

Mostly drawn to what I remember of the Dustmen Faction...will read up tonight...


Just a note. Gods are barred from Sigil by The Lady of Pain.

The only two I know are Umberlee and a demon lord called Queen of Chaos


LitanyOfCurses wrote:

I would be OK with you losing the spell like abilities and using the following instead, if you would like.

Size Alteration (Su) Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action. 6 RP

This would allow your weapons to size with you

Sounds good to me


LitanyOfCurses wrote:

Just a note. Gods are barred from Sigil by The Lady of Pain.

The only two I know are Umberlee and a demon lord called Queen of Chaos

Gotcha. Definitely going with the Dustmen.

Moving away with from the divine, how about an inquisitor with the Anger Inquisition, struggling to find a way to channel that anger and prove her worth with the Dustmen while approaching a more Zen consideration of life and death. Of course we'd need to work out just where her spells do come from...

If that doesn't work out, I'll go straight Slayer. Should be perfect for a Dustman agent...


There are so many Factions I like. Just saying. Makes Planescape even more interesting....


The gods are barred, that does not mean you cannot get spells. It just means that thier avatars or direct influence is forbidden.

A dustman with anger issues is a bit contradictory

Faction Overview

One of the stranger factions in Sigil are the Dustmen, a group of morbid necrophiles that believe in the simple truth that everyone is dead. They believe that the universe is merely a shadow of a happier existence, one from which we've passed on, and that we cling to a false life and emotions out of a habit, a bad habit. It is the goal of the Dustmen to break that habit. They attempt to become completely tranquil, making themselves bereft of emotion and uncaring about existence.


Please note you will be starting first level. You will be interacting with the factions and can decide whether to join later


Updated gameplay info with Harmonium felony list


LOC - yup, understood, and I did read the Dustmen entry, thus:

OSW wrote:
struggling to come to terms with that anger...while approaching a more Zen consideration of life and death.

But it's no biggie. I'll take another look at all the factions, maybe come up with a completey new concept. So many options.


I'm fine with the concept of trying to become more zen. It's the anger inquisition that would be diametrically opposed.

Quote:

Anger Inquisition

Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Granted Powers:

Hateful Retort (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th.

Dark Archive

LitanyOfCurses wrote:
The gods are barred, that does not mean you cannot get spells. It just means that thier avatars or direct influence is forbidden.

As I recall, the rule saying that gods are barred from Sigil is essentially literal in nature - The Lady of Pain prevents the gods (and beings of god-like power, such as demigods and demon lords) from physically entering the City of Doors, presumably to keep the Cage from being overtly invaded by a god looking to claim it as his/her own.

The followers of the gods are generally left alone by The Lady, so long as they aren't actively breaking the other rules that tend to get one mazed or flayed. There are plenty of temples in the city, along with plenty of worshipers of any number of deities, and divine spellcasters are as capable as they would be anywhere else.


@Veltharis

that would be an accurate representation of the situation, though the real reason for the Lady's dictum is subject of much heated speculation


The last god that tried to subvert sigil had all his followers flayed.

At once.


TarkXT wrote:

The last god that tried to subvert sigil had all his followers flayed.

At once.

I think I'm in love

Dark Archive

TarkXT wrote:

The last god that tried to subvert sigil had all his followers flayed.

At once.

Anyone that can wipe out an entire religion over the course of a single night is NOT someone you want to **** with.

Toodles or summat wrote:
I think I'm in love

Coincidentally, worshiping The Lady is also a fairly easy way of getting yourself flayed. :p


Dot for interest as I come up with a potential idea


@LOC - I'm drawn to the Suit Seeker Inquisitor Archetype.

Given the randomness of drawing two cards [determined by rolling a d6 twice and applying each roll to a "suit" 1: "Hammers" (Str), 2: "Keys" (Dex), 3: "Shields" (Con), 4: "Books" (Int), 5: "Stars" (Wis), 6: "Crowns" (Cha)] the Xaositects idea of roiling Chaos seems to fit. Ironically, the Fated aren't really about fate….

Was thinking of the Persistence or Zeal inquisition…. the Oblivion inquisition, though it sounds like it might fit the Xaositects makes no thematic sense to me whatsoever even within itself - in fact most of the inquisitions seem a bit…disjunct. As in the flavor doesn't match the crunch...


The suit seeker is fine, and really could coexist with the dustman philosophy (maintaining zen, in spite of the randomness of the world around you)

I agree the Oblivion inquisition is odd. Life anchor makes no sense.

As an inquisitor, you can choose a domain instead, which could help with the flavor you are looking for.


I know. I'm looking at those. I think I prefer the Xaositects.

Hpw about the Luck Domain?

All fated and randomness...


nothing in the build would prevent you from joining the faction


Rysky here.

Trying to decide on a class atm, probably with the Mercykillers as well.

Silver Crusade

As I'm reading it the Mercykillers hunt down transgressors for revenge, correct? Or are they the bring them back alive to be judged type?


A more accurate way to look at it:

Harmonium faction are the police.
Guvners Faction are the courts
Mercykillers dispense punishment.

Silver Crusade

Ah, okay.

Dark Archive

Mercykillers operate Sigil's prison system, along with managing the execution of capital offenders. They also try to hunt down convicts who have escaped, a la more traditional bounty hunters.

As a faction, they believe in Justice as an underlying force of the multiverse. A criminal who is not punished appropriately for his crimes is not merely a travesty of the city's justice system (which most people will forget within a matter of weeks), it is an affront to the laws of the cosmos and any self-respecting member of the Red Death will go to any lengths necessary to bring them back either dead or in chains.

So a fair bit of both...

Silver Crusade

I can work with this. Thankies for the info :3


Thx for the heads-up LOC. I'll start on my Xaositect Bariaur Inquisitor [Suit Seeker] (Luck Domain).


LOC - sorry to be flip-flopping. I'm not feeling the Bariaur any more - not sure I can get into the four-footed/hybrid shape character. Still fine with the Inquisitor [Suit Seeker] (Luck Domain) class though.

Any chance I could play a Human Skeleton? I'm a big proponent of "not all undead are evil, nor skeletons mindless".

Would rather not use the ARG - undead are 16 RP and although I *could* use a Mixed Weakness stat array for -2 RP it wouldn't give me much to play with.

I'd rather use something approaching the Skeleton Template.

Essentially this would be a human who has died and been raised as a free-willed Skeleton as part of some grand plan she is (as yet) unaware of, and who has been driven to no small amount of chaotic mental anguish. She has joined the Xaositects and turned to the Cards as a means to both make some kind of sense of, and provide much needed succour in coping with her new state.

If not, I'll think again. :)


There are a few intelligent undead in Sigil. Like the leaders of the Dustman, but they are never seen in public. The few undead(unintelligent) that are; are servitors to the dustman, and are covered in cowls in public. They are rarely recognized as such, though it's common knowledge the Dustman use them as slave labor.

There are no laws protecting undead other than property. Destroying an undead has no repercussions in Sigil (how can you murder something that's already dead?), save from the Dustman themselves. In fact, there are any number of bashers that would try and bring a low level intelligent undead down, should it become known.

This would put an undue burden on the adventuring group as a whole. So no, you can't be undead as a race.


I'm going to try and work on Xaoc tonight. HE'll be an arcanist when he's done.

Dark Archive

I'll have my character finished and posted tonight. Looking at a Modron Investigator (Empiricist archetype). A highly curious detail oriented type who takes notes obsessively.

EDIT: I was mistaken about sizing, and you were correct originally. Looking over the rogue Modron again from 2e, they are all slow and medium sized. So I will change from small to medium for the class.


@LOC: Eh, fair enough. Didn't think so. Doesn't hurt to try. Back to the drawing board.


Rereading the actual thread (durr!) I see that we have no faction at the start. And seeing as Tark is looking like his character will embody Chaos, I'll just settle down a bit and let the Factions appeal to my final character. Whatever race he or she is. ;)

Thanks for all the info and advice so far LOC, and for being patient with my outre requests.

Vegepygmy? Oh, that's right, they can't actually freaking talk which would also place undue strain on the party. ;p Couldn't easily reconcile the class choice with a vegepygmy backstory anyway...at least without reskinning the Cards as oracular reeds or beads or similar...

How about a wingless Harpy?


@LitanyOfCurses, here is my submission, I assumed the standard starting gold of 150, but I can make adjustments as needed to my equipment. If anything doesn't seem to flow right with the campaign as you envisioned it, let me know, and I can rework it. (I can also work up a more traditional character submission, such as a human or tiefling, if you would prefer that).

Box is a rogue modron who has ended up hipped in Sigil. It is unknown why he was separated from Primus and ended up away from Mechanus, and it is unknown exactly how long ago this happened. But what is known is that he's been stuck banging around The Cage becoming engrossed in finding out everything there is to know about everything. He is driven to sort all the facts of the planes into a structured, ordered model of everything. He is also determined to understand more about his new-found place in the multiverse as an individual instead of one of the Marchers. He still struggles greatly with social interactions and grasping the chaos of humanoid interactions, but he is making progress.

Box's name came from the fact that nearly every berk in the Cage called him "Box," so Box assumed that must be his name.

Box's Character Sheet:

Modron investigator (empiricist) 1
LN Medium outsider (android, native)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +2; +2 vs. illusion, +4 racial bonus vs. mind-affecting effects, paralysis, poison, and stun effects
Defensive Abilities constructed, illusion resistance; Resist acid 5, cold 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft., fly 30 ft. (clumsy)
Melee cold iron rapier +0 (1d6/18-20)
Ranged light crossbow +3 (1d8/19-20)
Investigator (Empiricist) Spells Prepared (CL 1st; concentration +5):
. . 1st—firebelly (DC 15), shield
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Extra Inspiration[ACG]
Traits alchemical prodigy (thuvia), armor expert, tireless logic
Drawback sheltered
Skills Craft (alchemy) +8 (+9 to create alchemical items), Disable Device +8, Fly -1, Knowledge (arcana) +8, Knowledge (planes) +8, Linguistics +12, Perception +4, Sense Motive +0, Spellcraft +8, Use Magic Device +3; Racial Modifiers +4 Linguistics
Languages Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal, Terran
SQ alchemy, emotionless, inspiration, sheltered, trapfinding +1
Other Gear studded leather, cold iron rapier, crossbow bolts (10), light crossbow, backpack, formula book, thieves' tools, 17 gp
--------------------
Special Abilities
--------------------
Alchemical Prodigy (Thuvia) Alchemists level is considered 1 higher when calculating duration of extracts.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), this race counts as both their normal type 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
Darkvision (60 feet) You can see in the dark (black and white vision only).
Emotionless (Ex) This race has problems processing emotions properly, and thus takes a -4 penalty on Sense Motive checks.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Flight (30 feet, Clumsy) You can fly!
Illusion Resistance (Ex) +2 to save vs illusion spells or effects.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Sheltered You become shaken when you have less than half your maximum hit points.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


looks good, you might have heard the term gearhead more often. but box is good


@Oceanshieldwolf

A wingless harpy? isn't that just an old woman...

How do you imagine the rp layout to be?


Here is Urgiz my Spriggan street thug. If we are melee heavy i can retool as an alchemist also.

Urgiz-small:

Urgiz
Spriggan slayer (cutthroat) 1
N Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee: shortsword +3 (1d4+1/19-20) and
spiked gauntlet +3 (1d3) and
warhammer +3 (1d6+1/×3)
Ranged sling +7 (1d3+1) and
tube arrow shooter +7 (1d3)
Special Attacks: studied target
Spriggan magic: - Advanced Spell-Like Abilities (CL 1st; concentration +0)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 13, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits: armor expert, criminal, fiend blood
Skills: Disable Device +8, Disguise +2, Knowledge (dungeoneering) +2, Knowledge (local) +5 (+6 when in an urban setting), Knowledge (planes) +6, Perception +5, Stealth +13, Survival +2
Languages: Common, Giant, Gnome
SQ: Size Alteration, paranoid, street stalker
Other Gear: lamellar (leather) armor, buckler, shortsword, sling, spiked gauntlet, tube arrow shooter, warhammer, thieves' tools, 25 gp
--------------------
Special Abilities
--------------------
Armor Expert: -1 Armor check penalty.
Size Alteration (Su): Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Paranoid: Aid Another DC 15 for attempts to help you.
Spriggan Magic (Ex): A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities.
Street Stalker (Knowledge [local]) (Ex): Gain a bonus on the chosen skill when in an urban environment.
Studied Target +1 (Move action, 1 at a time) (Ex): Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Urgiz-Large:

Urgiz
Spriggan slayer (cutthroat) 1
N Large humanoid (gnome)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+4 armor, +1 shield, +3 Dex, -1 size, +4 natural)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: (L) shortsword +2 (1d8+4/19-20) and
(L) spiked gauntlet +1 (1d6+2) and
(L) warhammer(2-handed) +4 (2d6+6/×3)
Ranged (L) sling +2 (1d6+4) and
(L) tube arrow shooter +2 (1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks: studied target
Spriggan magic: - Advanced Spell-Like Abilities (CL 1st; concentration +0)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 13, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +6; CMD 20
Feats: Two-weapon Fighting, Weapon Finesse
Traits: armor expert, criminal, fiend blood
Skills: Disable Device +7, Disguise +2, Knowledge (dungeoneering) +2, Knowledge (local) +5 (+6 when in an urban setting), Knowledge (planes) +6, Perception +5, Stealth +4, Survival +2
Languages: Common, Giant, Gnome
SQ: Size Alteration,paranoid, street stalker
Other Gear: lamellar (leather) armor, buckler, shortsword, sling, spiked gauntlet, tube arrow shooter,
warhammer, thieves' tools, 25 gp
--------------------
Special Abilities
--------------------
Armor Expert: -1 Armor check penalty.
Size Alteration (Su): Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Paranoid: Aid Another DC 15 for attempts to help you.
Spriggan Magic (Ex): A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities.
Street Stalker (Knowledge [local]) (Ex): Gain a bonus on the chosen skill when in an urban environment.
Studied Target +1 (Move action, 1 at a time) (Ex): Study foe as a Move action, gain +1 to att/dam & some skills vs. them.


LitanyOfCurses wrote:

@Oceanshieldwolf

A wingless harpy? isn't that just an old woman...

How do you imagine the rp layout to be?

Ummm... poor? ;p

I don't think Captivating Song would be a good thing for a player to have...and if I took that and flight away I'd just have a feral crazed taloned woman with darkvision, some perception bonus and +1 natural armor. Oh and a predilection for making shivs out of people's jawbones...

Ok, I'm going to go Sylph with the Breeze-Kissed and Like the Wind Alternate Racial traits.

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