A Place to Call Kip; or The Issues of Infinity

Game Master TheLawfulNeutral

Planewalkers seeking fame and fortune across the spheres of reality


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Hey LN - mutual diehard fan of Planescape. I'd like to put in for a spot.

Me: Been playing Planescape since launch, own just about all the 2ed sets and manuals. Ran Planescape PbP on Mythweavers for Blayz (dev & owner) for many years. Currently run tabletop with my local buds and a PbP for my distant buds.

Initial idea that will prob change in about 5 mins later: Mercykiller, planar elf, 'magic-user'


I have not been considering a hard close date yet because I don't know what the general level of interest or speed is on here, plus it is the end of the year. I usually give about a month on the other board I run games on.

@Path: I'd love to see what you come up with, I've been Planescaping just as long but unfortunately I have no tabletop friends any longer (real life!!!) I'd be excited to see a factioneer in here and I've got some PF conversion faction stuff to work from. I'm not allowing non-PF races except for the Gith and Rogue Modron conversions I've put up, but a planar elf is more than welcome. I'll be excited to see what brought him or her into the Mercykillers!


So, to interested folks, how do you guys deal with character sheets around here? I'm used to hosting them at RPGCrossing, and I know some people do Mythweavers (whom we have a rivalry with I guess).


Josh.Ingle wrote:
I think that Sigil is the perfect place to go all out with the street type heroes...

Arrrggghh, now you've got me thinking about how a Vigilante would play in Sigil, and I can't afford to play any more characters now! XD


TheLawfulNeutral wrote:
So, to interested folks, how do you guys deal with character sheets around here? I'm used to hosting them at RPGCrossing, and I know some people do Mythweavers (whom we have a rivalry with I guess).

A fairly typical thing to do is create an alias and use its profile page as your character sheet, as I've done with Rahadur here. But some people do link to external sites for character sheets. It depends largely on what the GM asks for, and what the players are used to if the GM is open to many different options.


Paizo perps get are very trigger (keyboard) happy. Posting speed varies but I feel faster pace than what I've seen on dndonlinegames (RPGCrossing) and Mythweavers. I believe this is due to the nature Pathfinder Society Scenarios which have an expected high rate of post. As I am GMing one and PCing five other games, I would prefer a steady but not so fast pace. 72 is three days = 2 posts per week. Probably 48 is the longest during non-combat, 24 in-combat.

No prob on non-canon races. How do you plan on handling xp and leveling?


Sounds good, looks like I still have a little bit of learning about these boards to do, hahaha. Now we just need to attract Todd Stewart over here...

Edit: You ninja'd me Path. Nice to see someone else who knows old Dndonlinegames, and yeah I am far more used to a slower pace with larger posts, I should point out to folks that I am generally a combat-low, social-high GM. As for XP and Leveling, people level when I say they do, I usually prefer it to be at story or development goals over after killing to many orcs, y'know?


Updated my campaign info, apparently I can't fit all of what I want on there so I put a little plus a link to a spare Obsidian Portal with the rest.

RPG Superstar 2012 Top 32

TLN- I think you'll find that posting here is typically faster but shorter than you're used to. The back and forth pacing here (in terms of how much action is in each post before pausing for the other party's reaction) tends to be a bit closer to TT games than to the old school PbP it sounds like you're used to. GMs can influence that some though through how long/often they post and how much the PCs can actually accomplish before they need an NPC's response/reaction or the result of a die roll or something like that.


We will just have to see how it goes then eh? Learning experience for us all! I'm big into player-driven and heavily Role Play over Roll Play games, so hopefully with the right load of players we'll not have to worry too much about rolls getting in the way. If you can give me a great diplomacy speech, then the diplomacy skill check might not even matter. To me the story trumps an individual character or an individual roll.

Dark Archive

Dot for Interest.

Thinking teifling oracle. Looking into it.

I have decided on a pyrokinetisist.


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I'm definitely interested in this game! I love Planescape and can't get enough of it. I hope this idea doesn't get too close to too many others. I see hints of similarity, but he is a complex fella, so hopefully it's ok and doesn't overlap too mcuh.

He is githzerai and I'm leaning towards Investigator, so I'm not sure what you think of those. But he has been fun to start developing.

Zha’Kajin Ma’akma, aka Zha’Kajin the Punished, aka Kaj

The First Life of Zha’Kajin:

Zha’Kajin (or Kaj for short) grew up in the githzerai Floating City – religious and arcane center of the githzerai people. (From Planes of Chaos: The Book of Chaos) Although his natural intelligence inclined him towards wizardry, like many others within the Floating City, he instead found his calling among those who would skulk and sneak in the shadows. Kaj hoped one day to join the ranks of Thieves’ Justice, a surprisingly influential thieves guild/militia with the city. To further improve his skills, and to follow the whims of youth, he joined a charismatic githzerai named Saivaa who was recruiting impressionable young githzerai such as Kaj for a rrakkma hunting party.

Despite their inexperience, Saivaa’s rrakkma became quite effective in rooting out illithid influence and cults on prime material worlds. They would likely soon uncover and defeat illithid themselves. Unfortunately, it only took one bad mission to devastate the rrakkma. Saivaa’s mind was devoured by an illithid and most of the band was killed, and Kaj was shunned and blamed for this defeat. No one, Kaj included, speaks of what happened, but the surviving member’s hatred for Kaj goes beyond anger over a mission gone wrong or a mistake of an inexperienced member. After returning to the Floating City, Kaj’s rrakkma compatriots turned him over to the Thieves’ Justice where the group he so longed to join instead banished him to the depths of Limbo and named him Zha’Kajin Ma’Akma – Zha’Kajin the Punished. In the depths of Limbo he would know punishment.

The Second Life of Zha’Kajin:

The next period of Kaj’s life is pivotal, but also largely unknown. Cast into the depths of Limbo far from any settlement, Kaj first tried to form a modest home and shelter for himself. His mind was too full of grief, however, and for reasons he won’t discuss, he soon fully accepted and embraced his punishment. With the Maelstorm raging around him, and only as small sliver of land keeping his sanity in place, Kaj let go and let the full chaos of Limbo overwhelm him. He does not know how long he drifted in the chaos. Although it felt like years, it may have been days, or it may have been centuries.

In the vast chaotic emptiness of Limbo, Kaj drifted endlessly, letting the flows send him where they would. In the timeless chaos of Limbo, Kaj was ever hungry but never starved. Ever tired but never slept. Ever thinking but never aging. He accepted that this would be his eternity, and his mind nearly broke.

But even in the vast chaos of Limbo, creatures live and roam. It was an imentesh protean that finally stumbled upon Kaj drifting in the endless maelstrom. It was amused by the half-mad githzerai who did not even attempt to shape the chaos into even ground to stand upon. Thinking the githzerai could surely make some mischief, the protean took Kaj to the nearest portal to Sigil and dropped him through.

Kaj did not wander long within Sigil before he was arrested by the Harmonium as a public nuisance – ranting and raving about the chaos and sent him to the prison.

The Third Life of Zha’Kajin:

Within the prison, the regularity of the schedule and the barren cell helped Kaj piece his mind back together. The sparse conditions reminded Kaj of his home and the githzerai monasteries he had visited as a child. Furthermore, seeing the pain and suffering of others – many serving sentences seemingly far beyond their crimes – reached through to Kaj who empathized with them considering his own harsh punishment.

As Kaj analyzed the prison, he briefly considered escape, and thought it quite possible, but instead decided this was the last stage of his punishment, and then he would know redemption and a new life. He served the rest of his sentence willingly, and quite impressed his Mercykiller guards with his acceptance of his punishment. Although it took a while, Kaj was positive he would find a place among the Mercykillers and help enforce the laws in a fair and just manner. As an apprentice investigator, Kaj began to find solving crimes a fitting puzzle to focus his intellect on, and bringing justice and resolution to the victims rather rewarding as well.

Unfortunately, it was not long after he joined the ranks of the Mercykillers that he realized the limitations of them and the rest of the legal triad. The Guvners were fine for conversation and Kaj felt a kinship with them and their methodical minds, but they were too constrained by the law and too rigid in their thoughts to discern the deeper mysteries both of the universe and of the crime within Sigil. Kaj found the Harmonium to be (rarely) useful muscle and nothing more. They are thick headed buffoons more likely to ruin a crime scene than to aid in investigating it. Lastly, his chosen faction the Mercykillers often found enjoyment in the punishing rather than in the justice. So many of them were more legalized thugs than the hand of justice. Although Kaj still believed deeply in justice, he found that many among the Mercykillers were not on that same path as him.

Kaj’s disillusionment was fed even more by another group he found himself gravitating towards – the Revolutionary League. Among them, he could understand so much clearer how the power of administering the laws within Sigil had led the Mercykillers astray. That power had corrupted many (although not all) among them into seeking greater power for themselves rather than serving justice.

Yet the Revolutionary League defied so much and harmed so many in their attempts to bring down the other Factions. Their devotion to tearing down the system was not merely focused on rooting out some corrupt individuals, but destroying all the Factions. Kaj could not find the justice in this either. So he walks a fine line between these groups, devoted to the ideals of both, but yet not fully committed to either.

The Three Beliefs of Kaj:

He finds a great deal of truth within the Mercykillers’ stated beliefs, seeking justice. For he genuinely enjoys (as much as a stoic githzerai can enjoy) solving a puzzling crime, bringing a criminal down, and aiding an aggrieved victim. But too often the Guvners, Harmonium, and Mercykillers support laws for the sake of laws with no regards to the individual. Kaj beliefs laws exist only to protect and help the individual.

From his githzerai heritage, the rebellious Revolutionary League speaks to him as well. As the powerful grow more powerful and crush the weak and poor, it becomes more necessary to tear down the systems that separate the powerful from the weak. However, the Revolutionary League also has become too narrowly focused and only gives indirect lip service to helping the weak but focuses on tearing down those in power as a goal in itself.

Consequently, Kaj has joined the ranks of two Factions. However, whether he is a member of the Revolutionary League that has infiltrated the Mercykillers to bring them down from their perch, or is a Mercykiller who has infiltrated the Anarchists to break up their cells – he does not know. He is far from the path of Zerthimon and does not know himself at all. As with the Rule of Three, Kaj has found himself really drawn to a third Faction – the Bleak Cabal.

Although not an official member of the Bleakers, he often works with them in helping the downtrodden. Also, deep down, he finds his beliefs align the closest to theirs. After a lifetime in Limbo and now living in Sigil, Kaj is quite sure that there is no meaning, and to seek a deep meaning is folly. There is only us. Unlike the other Factions that claim to help everyone – through some grand view of the multiverse – Kaj and many of the Bleak Cabal simply want to help others because that’s all there is. Just them and us, and why not try to help each other through this meaningless mess of existence?

If either the Mercykillers or Anarchists discover his disloyalty, he would quickly find a home within the Bleak Cabal. However, for now, he still believes he can help people by working in those Factions.

Lastly, however, Kaj is githzerai, and githzerai are defiant and complex. There is a 4th Faction he sometimes feels a pull to, but quickly turns away from it. But in quiet moments Kajs intellect and analytic skills can’t help but wonder whether to keep his mind from snapping within Limbo, if he unconsciously formed the stuff of chaos into the appearance of a protean, and of a portal. Then formed what a bizarre city he had only heard rumors of, filled with strange warring Factions. Like the Sign of One but blended with a deep madness, in these quiet moments, Kaj wonders if he is still adrift in the endless Maelstorm and is merely making the illusion of a city and other beings. But Kaj cannot accept this – both because the horror of that he will never escape Limbo and because he refuses to believe those he helps are mere creations of his imagination.

Various Notes:

I am strongly leaning towards an Investigator (Empiricist) for his class, but you said you need to approve hybrids. Also, I can easily see gong Vigilante with a dual identity with the two factions as well (or even multiclass between the two). But given the complexity of the vigilante class, I figured that needs your approval as well. Either way, I am interested in a high intelligence, skill-based character. Some serious hints of Benedict Cumberbatch’s Sherlock (beyond the detective aspect, I can especially see how he treats the police as inept being similar to how Kaj views the Harmonium), but also with a strong righteous and rebellious streak stemming from a genuine concern for others who are suffering.

Alignment likely NG to capture being torn between the Mercykillers and Revolutionary League – finding both to be partially true but also partially quite wrong.

Although he can be rather aloof as typical of githzerai with outsiders, he quickly warms to any group he belongs to, remembering (and longing for) the comradery of his rrakkma days. So I see him easily becoming friendly with and working well with most any other party members. It would not take long for him to see them as part of his new band, making them his new kin worthy of protection and loyalty.

My Background:

Been gaming for decades, but PbP only since this past Spring. Planescape is my favorite setting and I can’t get enough of it! I used to run Planewalker.com before I passed it off to its current owners, and also was lucky enough to write the modron article for Dragon magazine back when Paizo was publishing it.

Although with how the Pathfinder rules are focused, an occasional battle can be a lot of fun, I do enjoy the role-playing/social aspects quite a bit. One of my favorite characters is a modron that I only started playing several months ago on PbP but hasn’t rolled a single attack but has been a blast to play!

Thank you!


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Looking over the entries so far, "Wow! So many chaotic neutrals! Oh, well."
Here's my character submission, Gribblix, druid of the glorious City of Doors!
I kept aspects of Gribblix's past vague in case LN needs to alter it to fit the campaign.


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Presenting my Aasimar monk

crunch:
Aurelia Licina
Female garuda-blooded aasimar (plumekith) monk 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 30 (3d8+9)
Fort +5, Ref +5, Will +5; +2 trait bonus vs. illusion magic, +2 vs. enchantments
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee cold iron kama +5 (1d6+3) or
cold iron kama flurry of blows +4/+4 (1d6+3) or
silver kama +5 (1d6+2) or
silver kama flurry of blows +4/+4 (1d6+2) or
unarmed strike +1 (1d6+3/1d6+1) or
unarmed strike flurry of blows +4/+4 (1d6+3)
Ranged or
shuriken flurry of blows +3/+3 (1d2+3) or
shuriken +4 (1d2+3)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
Spell-Like Abilities (CL 3rd; concentration +3)
1/day—see invisibility
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Statistics
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Str 17, Dex 14, Con 14, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +6 (+8 grapple); CMD 20 (22 vs. grapple)
Feats Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Stunning Fist
Traits oathbound, seer of reality
Skills Acrobatics +10 (+14 to jump), Appraise +2, Climb +7, Craft (alchemy) +6, Fly +4, Intimidate +4, Knowledge (history) +5, Knowledge (religion) +5, Linguistics +3, Perception +8, Sense Motive +8, Stealth +8, Survival +2 (+4 to avoid becoming lost); Racial Modifiers +2 Acrobatics, +2 Fly
Languages Abyssal, Celestial, Common, Dwarven, Tien
SQ fast movement, maneuver training
Combat Gear oil of magic weapon (3), potion of bull's strength, potion of cure moderate wounds (3), alchemist's fire (10), holy water (5), oil (2), tanglefoot bag (5); Other Gear cold iron kama, shuriken (5), silver kama, muleback cords[APG], backpack, bedroll, belt pouch, chalk, compass[APG], crowbar, flint and steel, folding shovel[UE], grappling hook, marlinspike[ACG], mess kit[UE], pole, pot, silk rope (50 ft.), soap, trail rations (10), vial, waterskin, 30 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
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, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).

Fluff:
Background:
Aurelia was born in a small town in Taldor to the town alchemist, an unmarried woman. The scandal over that was somewhat complicated by her celestial nature. When she was four years old her mother married an assistant librarian. Though always good hearted, as a child she had a wild and impetous nature that gave her mother and stepfather trouble. During her adolescence, she fell under the tutelage of a martial arts master from Tian Xia called Master Saito who had grown too old for the extensive travel he had previously been engaged in and settled down by the outskirts of town.This training helped her tame and channel her wild nature, and she became fascinated with it, and upon coming of age, travelled to Tian Xia for further studies. On completing training at one of the schools there, she took to traveling as her first teacher had, primarily stopping in small towns, and taking the oppertunity to solve local monster problems. She found herself in Sigil due to a random portal quite recently and having been unable to find a way back to her home world immediately chose to settle in for a while and take the chance to find out more about the planes and her origins.

Appearance:
Aurelia is a tall woman with sharp features, black hair, tanned skin, and hawk-like golden eyes that make her hertiage obvious. She also has small golden-feathered wings but those are normally mostly concealed by her perfered loose clothing. She has some old scars on her hands from old training injuries.

Personality:
Aurelia is a very driven person. Her years of training hav sublimated her natural impetousness into intense focus on bettering herself. Though she follows Irori's teachings she is not particularly religious in the usual sense of the word, seeing him as an example to look up to and follow more than anything else. She tends to listen more than speak in conversation, believing in the value of understanding before speaking.


I'm liking how thing are looking in here, I'm going to give it another couple days to stew and let people work on things. I won't lie to anyone, Ken Marable gets an automatic spot in this game, not only is his application supurb, but he's among the best Planescapers around.

I do like Gribblix, discovering what is actually speaking to him for Sigil, or if it is indeed Sigil itself speaking to him, sounds like a fun potential to explore.

Andygal, I see that Aurelia is something of your typical adventuring monk, what sets her apart? What goals does she have?

To everyone, something to think about for your characters, think on the well know Torment questions- What can change the nature of a man?

RPG Superstar 2012 Top 32

This game is looking cooler and cooler, but I'm going to start GMing another PbP and I can't overcommit, so I'm not going to submit anything. I might stalk the game a little though. Enjoy!

Dark Archive

Ahh... I can't deside on a character. Will have a solid idea in... the next two days at least.

Gosh! I don't know...

The Exchange

I haven't been able to read over the whole thread yet so apologies if you've already shot down this type of idea. I have a Dwarf Alchemist character I want to develop for this, Skål Nekol-ôm is a rough and boisterous ex-brewmaster that can't keep out of trouble.

Would you say you're a craft friendly GM?


@TLN: Currently her goal is to learn more about the celestial planes. Also, I was thinking I'd have her get involved with the Believers of the Source eventually as I feel like given the history of the god she worships their philosophy would click with her.


TheLawfulNeutral wrote:

I'm liking how thing are looking in here, I'm going to give it another couple days to stew and let people work on things. I won't lie to anyone, Ken Marable gets an automatic spot in this game, not only is his application supurb, but he's among the best Planescapers around.

I do like Gribblix, discovering what is actually speaking to him for Sigil, or if it is indeed Sigil itself speaking to him, sounds like a fun potential to explore.

Andygal, I see that Aurelia is something of your typical adventuring monk, what sets her apart? What goals does she have?

To everyone, something to think about for your characters, think on the well know Torment questions- What can change the nature of a man?

Gribblix giggles with goblin glee.


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So I'll preface this by saying that while I've played dnd and pathfinder for several years now I've never actually played a game in this setting. It was always interesting to me and I almost used Sigil in a game I ran a few years back but the group fell apart before I could get it going. So that said, most of what I know about the setting is from what I was able to look up in the last few days while writing up a potential character for it. If my backstory doesn't really make sense for the setting please tell me how I can improve it because I do really like the idea of Planescape. So that said. Here is my submission:

Backstory:
Sigil is the only home that Shiar Khalid ever truly knew, though he was not born there. He arrived at the age of two with his mother, a woman at wits end and fleeing to something other than what she knew. Ultimately Sigil would be no more safe a haven than the plane she use to call home. But like many who find their way to the Cage, she quickly found herself in over her head. Shiar doesn’t remember much of his childhood in detail, though some events stand out more than others. Although he doesn’t remember seeing anyone bump into his mother shortly after arriving, he remembers her panic and anxiety when she realized she had been robbed of most of the gold she had brought with her. One of his earliest and clearest memories was when he was about five years old and his mother left him alone for the first time to go out and earn some money for them. It was his first chance to explore the Hive Ward, the slum in which his mother had found them a cheap place to stay at the time. He went to go see the Behemoth for the first time. Shiar had heard his mother talking about it once as they walked around the Hive Ward. Of course, she also told him to never go near it alone, that it was potentially dangerous. But such things don’t tend to stick in the minds of bored little boys. At the time it seemed like a great adventure and it was the most fun he could remember having since coming to the city.

When he got back to the small single room shack he shared with his mother she was beside herself. She punished him, in his bias young mind, rather harshly for leaving the shack and wandering about on his own. But then she just cried and that did make Shiar feel a little guilty. His mother had been crying less and less lately and so he hated to see her doing so because of him. He showed her a strange flattened rock he found near the Behemoth, explaining that he thought maybe it was a scale that had fallen off. His mother was quiet for a moment and then just started laughing. She put his scale in the corner, on top of the boxes that held most of their things, then she told him to get ready for supper. She had made some money and they were going to eat decently for once. Years later he would realize the “scale” was nothing more than a roof tile, but even still the memory stands out to him as his first fond memory of what had become his home.

- - - - - - - - -

The Harmonium took his mother when he was thirteen years old. He never even found out why. One day he came home, and the man who lived across the alley from them told him that the Hardheads had come in and taken her away in chains. It was heartbreaking on one hand, but not surprising really. Shiar had spent the last decade in the Hive Ward, learning to fend for himself. He loved his mother and he had honestly believed there was even a slim chance that he could do anything about her arrest he might have tried, but the truth was he just wasn’t that naïve, even at thirteen. The most that might happen to him would be getting himself arrested by the Hardheads, or worse, by the Mercykillers if he was thought to be causing problems. Hardheads might lock him up for a bit and send him on his way because he was a kid, but the Red Death weren’t known for that level of generosity and kindness.

Instead he made his way to The Happy Medium, a small shack on Petty Way, not far from where he lived with his mother. Just like his home it was a single room and it was home to an old hag named Exzema Scabes. Shiar had found the place a couple years ago while he was wandering through the neighborhood. The old woman had something of a name for herself in the area, it was said she could predict the future. As soon as he stepped up to the door it swung open. Exzema stared at him for a moment and then smiled. It wasn’t a kindly, happy to see you, smile. Shiar looked at her, forcing himself not to cry in front of the old crone and said simply, “You were right… she’s gone. How did you know?”

Although he would later ask her why she responded the way she did, Shiar never got a straight answer out of Exzema. But she grew serious and seemed to consider him for a moment, staring into him, seeming to stare through him for a moment. Just before Shiar could repeat the question she pushed the door wider and told him to come in, maybe she could show him a thing for two. They didn’t make much progress that day, but they did find out that Shiar could learn.

- - - - - - - - -

Everyone in Sigil has secrets, everyone everywhere has secrets. And if you can have someone else’s secrets, well then you can do quite a lot. What Shiar did for a living wasn’t technically illegal, although that was probably only because the Guvners couldn’t get around to agreeing on the wording for how to outlaw it. Over a decade of on and off study with Exzema and Shiar was truly beginning to show some talent in the art of Divination. He couldn’t peer into the future in the same way, certainly not as far or as accurately as the old hag, but he did have some measure of skill with it. That combined with a sharp mind and a willingness to do things that might not be completely legal earned Shiar a reputation of his own in certain circles. The twenty-eight year old resident of the Hive Ward was known as a person who could get ahold of information, someone who was willing to buy and sell secrets if the price was right. Shiar did pretty well for himself, in truth he was able to provide better for himself than his mother ever had. It wasn’t her fault really, she was just naïve and too innocent for a city like Sigil. The Cage had taught him that if he wanted anything in life, he had to take it for himself. And in that revelation Shiar had finally found somewhere he felt he belonged, alongside the Fated. “A taker never forgets,” and anyone who doesn’t believe it is in for a nasty shock. All debts must eventually be paid. These things Shiar took to heart and he quickly learned that it was in his best interest to use every advantage available to him to get ahead in life. He had debts to the people of Hive Ward that had helped him since he lost his mother and he intended to pay them.

Crunch:
Shiar Khalid
Male half-elf occultist (secret broker) 3 (Pathfinder RPG Occult Adventures 46, Pathfinder RPG Ultimate Intrigue 68)
N Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +10
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 24 (3d8)
Fort +3, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Ranged mwk adaptive composite longbow +7 (1d8+2/×3)
Occultist Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—share memory[UM] (DC 12)
Implement Schools
. . Divination (Glasses, 5 points) Resonant—third eye; Focus—sudden insight
. . Transmutation (Masterwork Bow, 3 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist (Secret Broker) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—gravity bow[APG], heightened awareness[ACG]
. . 0 (at will)—detect psychic significance[OA], mage hand
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Statistics
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Str 14, Dex 18, Con 10, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot, Skill Focus (Use Magic Device)
Traits pragmatic activator, elven reflexes
Skills Acrobatics +8, Appraise +8, Bluff +6, Diplomacy +4, Disable Device +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Linguistics +8, Perception +10, Profession (medium) +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +8, Stealth +8, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Dwarven, Elven, Gnome, Infernal, Undercommon
SQ broker secrets, elf blood, hero points, implements 3, mental focus (8/day), object reading
Other Gear mithral chain shirt, mwk adaptive composite longbow with 1 occultist's implement, backpack, bedroll, belt pouch, chalk (10), coffee pot[UE], cold weather outfit, concealable thieves' tools, flint and steel, hot weather outfit[APG], ink, inkpen, journal[UE], kahve (per cup)[UE] (5), masterwork fortune-teller's deck[APG], occultist's implement[OA], occultist's implement[OA], pot, torch (10), trail rations (5), umbrella[UE], waterskin, wrist sheath, spring loaded, 336 gp
--------------------
Special Abilities
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Broker Secrets (Su) You can trade away secrets you have learned about the objects you have read.
Danger Sight +1 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Divination (Glasses) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Implements (Su) Gain a series of items which grant access to schools and powers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (8/day) (Su) You have a pool of points that activate your focus powers.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Transmutation (Masterwork Bow) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Watchful Eye (30 minutes) (Sp) 1 focus to create invisible sensor to watch 5-ft square.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


TheLawfulNeutral wrote:

I'm liking how thing are looking in here, I'm going to give it another couple days to stew and let people work on things. I won't lie to anyone, Ken Marable gets an automatic spot in this game, not only is his application supurb, but he's among the best Planescapers around.

I do like Gribblix, discovering what is actually speaking to him for Sigil, or if it is indeed Sigil itself speaking to him, sounds like a fun potential to explore.

Andygal, I see that Aurelia is something of your typical adventuring monk, what sets her apart? What goals does she have?

To everyone, something to think about for your characters, think on the well know Torment questions- What can change the nature of a man?

Wow, thank you for that! Not sure I live up to that hype, :) But there are a lot of fascinating characters being posted. It should be a fun campaign! I will work on getting him statted up later today.

Thanks again!


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Hi GM! I'm working on Erigga here and her troll-like eidolon Mezilkree. She'll be a much more nature focused summoner and also a pretty decent skill-monkey (with +4 to each untrained skill), posing as a some sort of bard.

The problem is that I have zero knowledge of Planescape, even if it sounds pretty amazing. Would it be possible to create Erigga's background completely tied to another plane and make her just a chance visitor to Sigil? Nevertheless, I'm reading a lot of Planescape to make a good background.

I believe that a set so focused on planes would be a great game for a summoner, since it would allow Erigga to meet Mezilkree and just then make a 'deal' for his service. My initial idea is for Mezilkree to have been smitten by Erigga's song.

The link on this alias has her crunch mostly complete, and also pictures of both her and Mezilkree!


So I'm at work and was just checking up on threads I was following and noticed that I left out a paragraph at the end of the backstory. I can only blame it on being tired. I'll update that when I get home.


TLN Sudden changes in family plans, I'll have to withdraw from joining. Like nate, I'll be spying back to read your threads. Good gaming!


@Erigga Ironheart- The link doesn't seem to work. I like the bit of concept you've given here though. One thing people should keep in mind though, a good number of spells (specifically summoning) works differently in Sigil as it is not directly connected to the other planes in the same manner the Prime Material is.

@Clarence Bugman - I am a craft friend DM, just as long as one doesn't try to take advantage of any loopholes.

@Shiar Khalid- Let me know when you have that last paragraph, admittedly I'm a bit wary about the idea of a five year old making his way around the Hive without consequences. Also The Behemoth isn't technically canon, though I've considered the possibility of it. Also note that the Mercykillers are essentially the jailers of Sigil, once he Harmonium has arrested and processed a criminal they are handed over to the Mercykillers for imprisonment and punishment. Ultimately Mercykillers are only out there making arrests on those who actively flee from Justice in the long term.

Edit: Also sorry to hear about those who cannot make it in due to life circumstances, hope we can make a good read for y'all.


So what else do we need to do? Wait? I miss D&D OG


TheLawfulNeutral wrote:
@Erigga Ironheart- The link doesn't seem to work. I like the bit of concept you've given here though. One thing people should keep in mind though, a good number of spells (specifically summoning) works differently in Sigil as it is not directly connected to the other planes in the same manner the Prime Material is.

I believe the link is fixed and her background is mostly done... I only need to spend the last pieces of gold, but if allowed I'd prefer to do so after character selection.


@Com0sMentis- Right now just waiting on a few things to be completed and see if there are any late applicants, then I'll be choosing.

@Erigga- No blaming you there, I'll check the link out.


Anyone happen to know what the "rating" one can get up to on the Paizo PbP? On RPGCrossing, it is a strict PG-13, and I am not saying that we will go beyond that, but I want to make certain for the sake of self censorship.


The Community Guidelines, surprisingly, don't seem to mention that... but I suspect that anything that went beyond PG-13 would be in danger of getting flagged as offensive or inappropriate.


So, going down the line, our official applicants are a Kitsune Magus, a Human Spiritualist, a Ratfolk Rogue, a Gnome Sorcerer, an Ifrit rogue, a Gith Investigator, a goblin druid, an Aaismar Monk, a Half-elf Occultist, a Half-elf Summoner, and possibly a Dwarf alchemist.

Am I missing anyone? Anyone have anything to add? I think I'll be making final choices Wednesday.


If things go well enough with this, I might need to start up Brewscape, my homage to the World's Largest Dungeon and Beer.


I'm working on an oracle to submit. Should be done by tomorrow, if that's not too late.


Should be enough time Scrub!

The Exchange

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Yes on the Dwarf Alchemist! Skål Nekol-ôm will be done by tomorrow but I'll throw the link up now.

This Brewscape you speak of, sounds very intriguing!


Thank you Bugman for keeping me updated. And YES! Brewscape is an old pet project of mine, something of a procedurally generated mega-dungeon in the World's Largest Cellar. Part Planescape, part dungeon crawl, part Strange Brew, it is a game of humor, absurdity, and flagrant alcoholism. That said, I'm still figuring out how to do a full dungeon crawl on PbP without being it all to an absolute crawl.

Dark Archive

I will be applying a grippli unchained Rouge, have yet to decide on an archetype if I'm using one. But will be a stealthy one!

The Exchange

TheLawfulNeutral wrote:
Thank you Bugman for keeping me updated. And YES! Brewscape is an old pet project of mine, something of a procedurally generated mega-dungeon in the World's Largest Cellar. Part Planescape, part dungeon crawl, part Strange Brew, it is a game of humor, absurdity, and flagrant alcoholism. That said, I'm still figuring out how to do a full dungeon crawl on PbP without being it all to an absolute crawl.

Sounds like a blast! Skål is almost better suited for it too..

I'm unsure what kind of experience and research you've done on here so please don't take the following thoughts the wrong way. Best DM trick I've seen on here is using Google Drive. A slideshow works for handouts and encounter maps but the spreadsheet is great for large dungeons. Simply square up the cells and change their colors for walls, water, fire, beer, etc. In both cases it's normal to use the player's image portraits as avatars.

I've played through The Crypt of the Everflame on a Drive spreadsheet and it was very slick. I could see a procedural dungeon going very well in that medium. We had a 2 posts a day speed though so that helped relieve a bit of slog feel.


@Bugman: Yeah, that might be something I'd have to get through my thick skull about. I'm used to slooooow games with like people posting 3-4 times a week, mostly because I can personally only post during work hours and I'm used to rather large posts. BUT! I came here to get a reprieve from that, so perhaps I could actually get myself to do something more fast paced.

I've used Google Drawings and a few other things for my other games, so perhaps we'll see Brewscape come to life yet.

Dark Archive

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I don't know who this LawfulNetrual loser is, but I guess I'll give this one a shot.

Incoming application as we discussed, Tuln ;) Damn you for bringing me here, and damn you for running this game.


There is no stopping the Sass.

RPG Superstar 2012 Top 32

Do you really have zero full BAB applications? Maybe if I have enough free time tonight I might put together a ranger planning on going into the horizon walker prestige class...


We could use some sort of heftier character in there, haha, but admittedly lack of a full BAB class doesn't hurt Planescape as often as some other settings.


This is Nate's submission, in progress... right now the actual profile is full of info from a completely different idea (for a different game) but I'll start switching things over.

Name: Zagathoth (zeh-GATH-oth), though for brevity sake he usually goes by Gath.
Appearance: Gath stands nearly six and a half feet tall with broad shoulders and a deep chest. Unlike some tieflings his fiendish heritage is very obvious, evidenced by the pale blue tinge to his skin, the large horns that sweep back from both sides of his forehead, by his long leonine feet, and his strong flexible tail. His face is hard and harsh and often makes him seem more severe than he intends.
Personality: Gath isn't overly concerned with laws or freedoms but makes a concerted effort to be a good person. His natural inclination is to be more pragmatic than good but after seeing his older brother be consumed by evil he has chosen goodness- a choice he strives to remember and replicate over and over each day. For all his success at righteousness, however, he has utterly failed at mastering social niceties and usually comes across as rather gruff.

Childhood:
Gath's father, Aergoreth, was a shrewd businessman with a keen understanding of contract law (and how to exploit it to his benefit). Despite being a fair bit smaller than Gath there is a distinct family resemblance between father and son, especially in the shape and position of their horns and their odd feet. His mother, Ptellya, looks much more human, with small horns and a more typical flesh tone, but her tail is a clear indication of her bloodline. Throughout Gath's childhood she split her time between being a homemaker and working as a shopkeeper for the family business. His mother was fairly nurturing by tiefling standards but his father was quite distant.

His closest relationships were with his older brother, Telemgar, and with a kind and beautiful half-even neighbor girl named Briana. When they were little all three would play together in streets. As they grew older tension grew between Telemgar, who was becoming angrier, greedier, and more arrogant, and Briana who was becoming more caring and compassionate. At first Gath tried to hold them together as a group but after Telemgar hit Briana in a fit of rage he had to settle for spending time with them separately. Within a few years Telemgar had cut off all contact with his family and pledged himself to the service of the Demonlord Abraxas.

Briana consoled Gath in the wake of his brother's leaving and became a very positive influence on him. As they neared maturity Gath realized that he was hopelessly in love with his friend. Sadly, for all their friendship she could not see past their racial differences to imagine an intimate relationship.


Adventuring:
After being rejected by Briana, Gath poured himself into studying combat and survival skills. There was no shortage of opportunities for adventures in the Cage, but between curiosity and a desire to put some more distance between himself and his unrequited love he began exploring as many portals as possible. Most of his forays thus far have been fairly limited but he's seen a butterfly festival and fought against a goblin invasion in a town called Sandpoint, rescued travelers caught in a blizzard in a place called Icewind Dale, and helped thwart a gang of Jann bandits in a vast extraplanar desert. As much as he has enjoyed, and learned from, these experiences they have failed to produce any lasting friendships and Gath has begun feeling isolated. Now he's seeking some adventuring companions with whom he can experience not only the thrill of exploration and the satisfaction of helping people, but some real camaraderie...

If this doesn't seem up to snuff please say so and I won't waste time on building the profile and finalizing the crunch, otherwise I'll try to be done by tomorrow night.

edit: also, can I use the guide archetype for my ranger levels?


Well, it will be eventually be truth, but so far Mezilkree (Erigga's eidolon) still has his full BAB!

@TheLawfulNeutral: Just to let you know, I'm aware that summoners are generally not seem with a good light since they have a lot of potential for abuse. It is not my intention to make him an absurd powerhouse. To make things easier, I've put a list of the evolutions I intend to take, so you can see I'm not trying to min-max him.

Future Evolutions and progression:

Level 1: 3.5 EPs (3 class, + 0.25 half-elf, +0.25 wild caller) - Bite (1pt), Improved Damage (claw) (1pt), Improved Natural Armor (1pt); Feat: Thougness
Level 2: 5 EPs (4 class, +0.5 half-elf, +0.5 wild caller) - Ability Increase (Con) (2pts)
Level 3: 6.5 EPs (5 class, +0.75 half-elf, +0.75 wild caller) - Climb; Feat: Power Attack
Level 4: 9 EPs (7 class, +1 half-elf, +1 wild caller) - Bite (1pt), Improved Damage (bite) (1pt), Scent (1pt)
Level 5: 10.5 EPs (8 class, +1.25 half-elf, +1.25 wild caller) - Skilled (Perception) (1pt)
Level 6: 12 EPs (9 class, +1.5 half-elf, +1.5 wild caller) - Rend (2pts); Feat: Iron Will
Level 7: 14.5 EPs (10 class, +1 extra evolution, +1.75 half-elf, +1.75 wild caller) - Improved Natural Armor (1pt), Skilled (Survival) (1pt)
Level 8: 16 EPs (11 class, +1 extra evolution, +2 half-elf, +2 wild caller) - Remove: Ability Increase (Con) (-2pts), Large (4pts)
Level 9: 19.5 EPs (13 class, +2 extra evolution, +2.25 half-elf, +2.25 wild caller) - Remove: Skilled (Survival) (-1pt), Ability Increase (Con) (4pts); Feat: Rending Fury
Level 10: 21 EPs (14 class, +2 extra evolution, +2.5 half-elf, +2.5 wild caller) - Tremor Sense (2pts)
Level 11: 23.5 EPs (15 class, +3 extra evolution, +2.75 half-elf, +2.75 wild caller) - Remove: Ability Increase (Con) (-4pts), Fast Healing 1 (4 pts), Keen Scent (2pts); Feat: Improved Rending Fury
Level 12: 25 EPs (16 class, +3 extra evolution, +3 half-elf, +3 wild caller) - Grab (2pts)
Level 13: 26.5 EPs (17 class, +3 extra evolution, +3.25 half-elf. +3.25 wild caller) - Improved Natural Armor (1pt)
Level 14: 29 EPs (19 class, +3 extra evolution, +3.5 half-elf, +3.5 wild caller) - Fast Healing 2 (2pts), Skilled (Survival) (1pt); Feat: Lightning Reflexes
Level 15: 31.5 EPs (20 class, +4 extra evolution, +3.75 half-elf, +3.75 wild caller) - Remove: Fast Healing 2 (-2pts), Ability Increase (Con) (4pts)
Level 16: 33 EPs (21 class, +4 extra evolution, +4 half-elf, +4 wild caller) - Fast Healing 2 (2pts)
Level 17: 34.5 EPs (22 class, +4 extra evolution, +4.25 half-elf, +4.25 wild caller) - Improved Natural Armor (1pt); Feat: Improved Natural Armor
Level 18: 36 EPs (23 class, +4 extra evolution, +4.5 half-elf, +4.5 wild caller) - Remove: Fast Healing 2 (-2pts), Ability Increase (Str) (4pts)
Level 19: 38.5 EPs (25 class, +4 extra evolution, +4.75 half-elf, +4.75 wild caller) - Fast Healing 2 (2pts); Feat: Improved Natural Armor
Level 20: 40 EPs (26 class, +4 extra evolution, +5 half-elf, +5 wild caller) - Remove: Fast Healing 2 (-2pts), Ability Increase (Dex) (4pts)


Ken here with Kaj. Still need to work on equipment and few more details.

RPG Superstar 2012 Top 32

I've been working on getting Gath's crunch put together but I never got a ruling on the guide archetype?


Apologies Nate, I approve of the guide archetype. Yesterday was very busy at work and busier at home. Working at a college near to the end of the year and finding one's wife is pregnant (So excited!) tends to make life a bit hectic for a time.

The Exchange

Hey! Congrats!

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