Chronicles of the Silver Rose Company

Game Master Patrick Curtin

This campaign is my attempt to play a canonical Planescape campaign using the updated Pathfinder ruleset. The game actually predates the release of Pathfinder, but we have managed to update as we have needed.


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Hamar Back Story:
The character ran through a modified version of the Age of Worms campaign adventure path. Below is an abbreviated version of his trials through that AP. At 9th level, for our pusposes his destiny will diverge into the Outer Plains…
Hamar was born on the Shaar in DR 1340, the great expanse of prairie that crosses from the Lake of Steam to Luiren land of the halflings. As a member of the Hyena tribe, Hamar was born to strike and run at his opponents. Growing up on the land made Hamar hardy and warlike. His role was that of a warrior and he was bred to be a scout as a teen by his father who wielded two weapons of great power he had won in raids against caravans and cities at the edge of the Shaar.

Tragically, when he was 14, his father was struck down by enemies who melted back into the shadows of the Sharawood forest. The exact identity of those assailants was unknown, at the time, his fathers’ fabulous swords lost. His mother was a great shaman of the tribe. After his fathers’ death her relationship with the Chieftain of a rival tribe, the Lion, was too comfortable for Hamar’s taste. He left the tribe looking for someone who would provide him answers regarding his fathers’ death.

He found those answers from a Barbarian Berserker known as Barouk of the Elephant tribe. Barouk recognized Hamar as the son of a warrior whom he tried to save at the battle of the Sharawood. Barouk turned Hamar’s fathers’ swords over to him as his birthright. Barouk also told Hamar a secret it seemed his mother withheld from him, the assailants of the Sharawood were undead, creatures whose bodies swarmed with small green worms.

Barouk recommended that Hamar seek advice at the Council Hill moot which would begin soon. Hamar journeyed with the Elephant tribe to the Moot. By the end of the first day, representatives of the Utherian Empire arrived at the Moot. As the former scourge of the Shaar, the tribes were ready to take up arms against the invaders. To the surprise of the Barbarians and outsiders who visited the Moot for trade, the Untherians came to meet and create a Challenge seeking Champions to fight in their arenas.

Interested in the test, Hamar signed up and was partnered with several other applicants some of whom were from the cities of the south. It was the first time that Hamar had met with any “civilized” men without trading blows. His group performed quite well and ended in a “tie” with another team.

The Untherian who hosted the Champions Games, Loris Raknian suggested a non-lethal combat to declare a winner. Hamar and his allies entered the makeshift arena against Auric and his Warband. The Warband summarily bested the group to the disgrace of Hamar.

However, an employer saw the groups’ performance and decided that he could use them for a mission. The employer, a Knight in the Realm of the Ready sword, a border Kingdom ruled by the sword, sought to annex territory to his west. He wanted the group to find a reason for him to invade or crate a casus belli justifying such an invasion. The amount of gold offered was more than Hamar or his new companions had ever seen in one place. Hamar in the excitement of the Moot did not gather further information about his father’s death nor did he meet with his mother whom he knew to be in attendance.

Hamar and his allies set out west across the Shaar, using his abilities to avoid danger and arrive in the City known as Diamond Lake. The group almost immediately gets into a tussle with a Half-Orc Kellen and his master Balabar Smenk. Before the tussle can be resolved, another member of the group finds an abandoned Cairn which the group explores in depth. The location, known as the Whispering Cairn was more ancient than anyone locally had realized, as ancient artifacts are uncovered from the location by the group.

Upon their return, to Diamond Lake, one of Hamar’s allies was kidnapped by Smenk and KUllen’s gang. As they attempt to rescue their ally, they fight to a stand-still with the rival group. Smenk offers a truce and makes the group and offer. If they will investigate the mine operations of one of his rivals and find proof to put him out of business, Smenk will not only free their ally but pay them handsomely.

The group enters the mines and finds much more than it bargained for! Beneath the mine is a series of interconnected Temples dedicated to the Dark Three Gods, Bane, Bhaal and Myrkul. As the group infiltrates each Temple the fights become more and more vicious. To Hamar’s shock, the Priestess of the Temple of Bhaal is commanded by his sister! She perishes in the combat but not before hinting that the death of their father was no accident…

In the finale of the fight, a minor demon is summoned and the Priest of the Temple of Bane loses control of the creature and is forced to join with the characters to save his own life. He and his remaining followers exit the Temple after an uneasy truce with the group. Most shocking in the Temple of Myrkul located was the remains of a single green worm. The same type that Barouk claimed was found in Hamar’s father’s dead body.

As the group exits the mine they contemplate what they have discovered. By magical messenger, they tell the Knight of the Realm, that the Temples beneath the mine should be reason enough for him to invade and annex the City of Diamond Lake.

As the group awaits the arrival of the Knight words spreads from the south that an outpost of a southern city has been overrun by lizard men. Normally the news would be shrugworthy but the details of the lizard men from the survivors stated that the lizard men were undead and infected by the green worms!

Hamar convinces his allies to journey south without waiting for the Knight. As they arrive at the Keep, they relieve the soldiers under siege and lift it by striking the lizard men in a surprise attack. Within the Keep, a wizard from Diamond Lake who had befriended one of Hamars allies claimed that his long time apprentices was captured by the lizard men.

Hamar and his allies journeyed into the nearby swamps to free the wizardess. As they entered the warren, they encountered a shaman of the lizard people who parlayed. He claimed that the Chieftain’s mind was warped by an evil dragon ad he was slowly destroying the warren with the alliance. The group promised to bring low the Chieftain in exchange for the human prisoner. The shaman agrees provided none of his people are injured further.

The group carefully picks its way through the warren and confronts the Chieftain and his advisors. The battle is fierce and one of Hamar’s companions falls in the battle. They discover that the evil dragon who has warped the mind of the Chieftain also supplied him with the green worms used to infect some of his tribe!

Upon returning to the Keep, the wizard suggests that the group head to the Capital City of Unthalass of Unther to learn more about these strange worms.

Along the journey through the Shaar, Hamar considers detouring to confront his mother about discovering that he had a sister but thinks better of it.

Upon their arrival in the City, the group locates the Sage friend of the Diamond Lake wizard seeking information on the worms. As they await information from the Sage, agents of the enemy lure the group into a deathtrap! Surviving a deadly maze of monsters and mechanical slaying devices, the group confronts the dopplegangers behind the facade. Dispatching them they learn that the dopplegangers are just flunkies, the true master has yet to reveal his face. The masters’ symbol is located by one of Hamar’s companions and he notes it as a sigil of a magic user.

With no answer from the Sage the next day, the allies hire a local rogue to assist them in identifying the wizard’s mark. With his help they even find the underground lair of the magic-user. As the companions enter the lair of the master they discover that he has aligned himself with the Priest of Bane from the Temples below Diamond Lake! More disturbingly, the master is no human but a mind flayer!

The battle is difficult and two of Hamar’s allies perish in the process. The flayer seems to indicate that it too is merely a hired thug brought in to slay the group from prying into affairs “beyond the ken”. The flayer escapes though the Priest and its minions are all slain. The riches from the lair luckily provide the means to raise both of the dead allies from their graves.

The group at a dead end heads back to their Inn to rest. While resting they see a sign-up sheet for a Gladiator tournament, the same one which the Untherians were seeking groups for at Council Hill Moot months before! A picture of Raknian is on the flyer. One of Hamar’s eyes go wide as he realizes that the Priest of Bane was at the Moot and met with Loris Raknian surreptitiously. Hamar nods slowly perhaps Raknian is a villain involved then.

It was a stretch but the group found a manager to pay their entry fee into the games. As the awaited each round of non-lethal combat, the group stayed below the arena and snuck out at night to see if they could find dirt on Raknian. The night before the final fight which would be between Hamar and his allies and their old rivals, Auric’s Warband, the group discovers Raknians secret Temple to the worm God! They fight their way back out but not before they find a diary which shows the membership in the secretive group includes Hamar’s own mother is a secret follower of Bhaal Lord of Murder!

Sick with grief as it seems that Hamar’s own mother arranged for his father’s murder, his allies stop him from leaving to ride south to confront his mother. First they convince him, they must win the tournament then they can get close enough to Raknian to bring him down!

The fight goes poorly, Auric’s Warband is triumphant again. Before the awards can be doled out a creature bursts froth through the arena floor and begins slaying gladiators and spectatiors alike making them into the green worm infested undead!

Hamar seeks to fight back when his Githzerai ally is slain, the ally attempts to plane shift away from the attack accidentally sucking Hamar into the Astral Plane with him….

If I am chosen, we can flesh out how we get from there to where I will begin the campaign.

Silver Crusade

This thread live again and Im late, well you guys seem to have a way good head start to Ill not try and get that one spot, good luck all.


Ack! My crunch inspired fluff, which inspired changed to the crunch, which will require updating the fluff. The perils of a character muse that's very hard to satisfy.

But it will be an awesome character. I will be done by tonight.


1 person marked this as a favorite.

My consolidated submission.

Hamar of the Hyena Tribe:

Human Scout 6 (Favored Class)/Barbarian 1/Dervish 2

Chaotic Good
Strength 14, Dexterity 17, Constitution 10, Intelligence 18, Wisdom 10, Charisma 8
Initiative +4
Hit Points: (Assume Full HP ATM - 89)
Perception: +12
Move: 55
CMB +9 CMD 22
BAB +7/+2
Scimitar +1 Keen, Planar +10/+5 – 1d6+3 – 15-20x2
Scimitar Keen Invigorating +9/+4 – 1d6+2 – 15-20x2
Longbow +10/5 – 1d8+2
Armor Class 18 (Leather Armor+2 - Deathless, Dexterity Bonus, +1 AC Dervish) (+1 AC Bonus in Round where I move at least 10’)(+1 Dodge to Assigned Opponent)
Flat-footed 15
Touch 14
Fortitude +5
Reflexes +11
Will +5
Class Features:
Fast Movement
Rage
Skirmish (+2d6, +1 AC)
Trapfinding
Battle Fortitude +1
Uncanny Dodge
Fast Movement
Trackless Step
Evasion
Flawless Stride
Dervish Dance 1x Day
Movement Mastery
Slashing Blades
Fast Movement
Feats:
Dodge (1st)
Mobility (Human Bonus)
Weapon Focus (Scimitar) 3rd
Combat Expertise (Scout Bonus Feat)
Two Weapon Fighting (6th)
Improved Two Weapon Fighting (9th)
Skills: 1st 11 (Scout 1), 2 7 (Barbarian 1), 3 11 (Scout 2), 4 12 (Scout 3), 5 12 Scout 4), 6 12 (Scout 5), 7 12 (Scour 6), 8 8 (Dervish 1), 9 8 (Dervish 2) +9 As Human per level.

Acrobatics +14 (+22 to Move through Threatened Squares)
Appraise +
Bluff +11
Climb +9
Diplomacy +10
Disable Device +14
Disguise +
Escape Artist +4
Handle Animal +6
Intimidate +11
Knowledge (Dungeon) +
Knowledge (Local) +8
Knowledge (Nature) +12
Linguistics +
Perception +12
Perform +11
Ride +9
Sense Motive +10
Sleight of Hand +11
Survival +6
Stealth +15
Swim + 7
Languages
Common
Abyssal
Draconic
Celestial
Gnoll
Gear:
Backpack
belt pouch
bedroll
flint and steel
hempen rope (50 ft.)
water skin
GP – 15 GP
Magic items: Belt of Tumbling, Assisting Gloves
Appearance & Personality: Hamar is a tall Human, standing 6’5’ but think and wiry weighing only 165 lbs. He is lightning quick on his feet and thinks just as quickly. He is quick to anger and slow to understand life lessons as his mouth often leads him into trouble. The right and left side of his head is shaved leaving a long mane of hair that flows down his back similar to the hair on a Hyenas back. His eyes burn with a light brown intensity to match his skin. From the numerous battles has has fought, his body is a criss-cross of wounds and scars.
Background:
The character ran through a modified version of the Age of Worms campaign adventure path. Below is an abbreviated version of his trials through that AP. At 9th level, for our pusposes his destiny will diverge into the Outer Plains…
Hamar was born on the Shaar in DR 1340, the great expanse of prairie that crosses from the Lake of Steam to Luiren land of the halflings. As a member of the Hyena tribe, Hamar was born to strike and run at his opponents. Growing up on the land made Hamar hardy and warlike. His role was that of a warrior and he was bred to be a scout as a teen by his father who wielded two weapons of great power he had won in raids against caravans and cities at the edge of the Shaar.
Tragically, when he was 14, his father was struck down by enemies who melted back into the shadows of the Sharawood forest. The exact identity of those assailants was unknown, at the time, his fathers’ fabulous swords lost. His mother was a great shaman of the tribe. After his fathers’ death her relationship with the Chieftain of a rival tribe, the Lion, was too comfortable for Hamar’s taste. He left the tribe looking for someone who would provide him answers regarding his fathers’ death.
He found those answers from a Barbarian Berserker known as Barouk of the Elephant tribe. Barouk recognized Hamar as the son of a warrior whom he tried to save at the battle of the Sharawood. Barouk turned Hamar’s fathers’ swords over to him as his birthright. Barouk also told Hamar a secret it seemed his mother withheld from him, the assailants of the Sharawood were undead, creatures whose bodies swarmed with small green worms.
Barouk recommended that Hamar seek advice at the Council Hill moot which would begin soon. Hamar journeyed with the Elephant tribe to the Moot. By the end of the first day, representatives of the Utherian Empire arrived at the Moot. As the former scourge of the Shaar, the tribes were ready to take up arms against the invaders. To the surprise of the Barbarians and outsiders who visited the Moot for trade, the Untherians came to meet and create a Challenge seeking Champions to fight in their arenas.
Interested in the test, Hamar signed up and was partnered with several other applicants some of whom were from the cities of the south. It was the first time that Hamar had met with any “civilized” men without trading blows. His group performed quite well and ended in a “tie” with another team.
The Untherian who hosted the Champions Games, Loris Raknian suggested a non-lethal combat to declare a winner. Hamar and his allies entered the makeshift arena against Auric and his Warband. The Warband summarily bested the group to the disgrace of Hamar.
However, an employer saw the groups’ performance and decided that he could use them for a mission. The employer, a Knight in the Realm of the Ready sword, a border Kingdom ruled by the sword, sought to annex territory to his west. He wanted the group to find a reason for him to invade or crate a casus belli justifying such an invasion. The amount of gold offered was more than Hamar or his new companions had ever seen in one place. Hamar in the excitement of the Moot did not gather further information about his father’s death nor did he meet with his mother whom he knew to be in attendance.
Hamar and his allies set out west across the Shaar, using his abilities to avoid danger and arrive in the City known as Diamond Lake. The group almost immediately gets into a tussle with a Half-Orc Kellen and his master Balabar Smenk. Before the tussle can be resolved, another member of the group finds an abandoned Cairn which the group explores in depth. The location, known as the Whispering Cairn was more ancient than anyone locally had realized, as ancient artifacts are uncovered from the location by the group.
Upon their return, to Diamond Lake, one of Hamar’s allies was kidnapped by Smenk and KUllen’s gang. As they attempt to rescue their ally, they fight to a stand-still with the rival group. Smenk offers a truce and makes the group and offer. If they will investigate the mine operations of one of his rivals and find proof to put him out of business, Smenk will not only free their ally but pay them handsomely.
The group enters the mines and finds much more than it bargained for! Beneath the mine is a series of interconnected Temples dedicated to the Dark Three Gods, Bane, Bhaal and Myrkul. As the group infiltrates each Temple the fights become more and more vicious. To Hamar’s shock, the Priestess of the Temple of Bhaal is commanded by his sister! She perishes in the combat but not before hinting that the death of their father was no accident…
In the finale of the fight, a minor demon is summoned and the Priest of the Temple of Bane loses control of the creature and is forced to join with the characters to save his own life. He and his remaining followers exit the Temple after an uneasy truce with the group. Most shocking in the Temple of Myrkul located was the remains of a single green worm. The same type that Barouk claimed was found in Hamar’s father’s dead body.
As the group exits the mine they contemplate what they have discovered. By magical messenger, they tell the Knight of the Realm, that the Temples beneath the mine should be reason enough for him to invade and annex the City of Diamond Lake.
As the group awaits the arrival of the Knight words spreads from the south that an outpost of a southern city has been overrun by lizard men. Normally the news would be shrugworthy but the details of the lizard men from the survivors stated that the lizard men were undead and infected by the green worms!
Hamar convinces his allies to journey south without waiting for the Knight. As they arrive at the Keep, they relieve the soldiers under siege and lift it by striking the lizard men in a surprise attack. Within the Keep, a wizard from Diamond Lake who had befriended one of Hamars allies claimed that his long time apprentices was captured by the lizard men.
Hamar and his allies journeyed into the nearby swamps to free the wizardess. As they entered the warren, they encountered a shaman of the lizard people who parlayed. He claimed that the Chieftain’s mind was warped by an evil dragon ad he was slowly destroying the warren with the alliance. The group promised to bring low the Chieftain in exchange for the human prisoner. The shaman agrees provided none of his people are injured further.
The group carefully picks its way through the warren and confronts the Chieftain and his advisors. The battle is fierce and one of Hamar’s companions falls in the battle. They discover that the evil dragon who has warped the mind of the Chieftain also supplied him with the green worms used to infect some of his tribe!
Upon returning to the Keep, the wizard suggests that the group head to the Capital City of Unthalass of Unther to learn more about these strange worms.
Along the journey through the Shaar, Hamar considers detouring to confront his mother about discovering that he had a sister but thinks better of it.
Upon their arrival in the City, the group locates the Sage friend of the Diamond Lake wizard seeking information on the worms. As they await information from the Sage, agents of the enemy lure the group into a deathtrap! Surviving a deadly maze of monsters and mechanical slaying devices, the group confronts the dopplegangers behind the facade. Dispatching them they learn that the dopplegangers are just flunkies, the true master has yet to reveal his face. The masters’ symbol is located by one of Hamar’s companions and he notes it as a sigil of a magic user.
With no answer from the Sage the next day, the allies hire a local rogue to assist them in identifying the wizard’s mark. With his help they even find the underground lair of the magic-user. As the companions enter the lair of the master they discover that he has aligned himself with the Priest of Bane from the Temples below Diamond Lake! More disturbingly, the master is no human but a mind flayer!
The battle is difficult and two of Hamar’s allies perish in the process. The flayer seems to indicate that it too is merely a hired thug brought in to slay the group from prying into affairs “beyond the ken”. The flayer escapes though the Priest and its minions are all slain. The riches from the lair luckily provide the means to raise both of the dead allies from their graves.
The group at a dead end heads back to their Inn to rest. While resting they see a sign-up sheet for a Gladiator tournament, the same one which the Untherians were seeking groups for at Council Hill Moot months before! A picture of Raknian is on the flyer. One of Hamar’s eyes go wide as he realizes that the Priest of Bane was at the Moot and met with Loris Raknian surreptitiously. Hamar nods slowly perhaps Raknian is a villain involved then.
It was a stretch but the group found a manager to pay their entry fee into the games. As the awaited each round of non-lethal combat, the group stayed below the arena and snuck out at night to see if they could find dirt on Raknian. The night before the final fight which would be between Hamar and his allies and their old rivals, Auric’s Warband, the group discovers Raknians secret Temple to the worm God! They fight their way back out but not before they find a diary which shows the membership in the secretive group includes Hamar’s own mother is a secret follower of Bhaal Lord of Murder!
Sick with grief as it seems that Hamar’s own mother arranged for his father’s murder, his allies stop him from leaving to ride south to confront his mother. First they convince him, they must win the tournament then they can get close enough to Raknian to bring him down!
The fight goes poorly, Auric’s Warband is triumphant again. Before the awards can be doled out a creature bursts froth through the arena floor and begins slaying gladiators and spectatiors alike making them into the green worm infested undead!
Hamar seeks to fight back when his Githzerai ally is slain, the ally attempts to plane shift away from the attack accidentally sucking Hamar into the Astral Plane with him….
If I am chosen, we can flesh out how we get from there to where I will begin the campaign.


Good stuff. I will be making a decision this weekend.


well good luck to all, I hope to get a nod.

also any questions for Talon - just let me know


thought I would add a simplified overview of the long story I linked to a bit back.

Talon is from Ridwan in Nodal on Golarion. th key feature of that city is the rift into the shadow plane that exist there.

Talon is a fetchling that was spawned from that rift as a child.

he grew up on the streets of the city.

eventually he was caught and sentenced to the gladiator trial. where if he survived he could go free. (of course nobody survives) but talon did survive and soon became wanted by numerous orginazations for his talents.

he was eventually recuited by a Baron Marcus. a member of the Umbral court. and Talon was trained as Marcus' personal assassin. doing business for the Umbral court and the the shadier side of government.

we did work with Nidal's military performing special infiltration missions. which is where he met a woman named Raven who was practically his equal in "assassination" and infiltration. they have that love/hate relationship.

where the story ends and coming to this adventure... Marcus ends up missing. possibly kidnapped. Talon tracks them to the Sahdow rift which leads him to the plane of shadow and eventually into the world of Planescape.

the journal story continues on with Marcus still operating in Nidal but to mesh into this game I wanted some sort of hook to get him there.

so after chapter 14 (my last posted chapter) the story takes a tangent as a few years after that chapter closes this event occurs.


Okay, done. Tempest is quite the dabbler.

Crunch:

Tempest Rainbow Aurora Sky
Sylph Factotum 6/hunter (feral hunter) 1/investigator (sleuth) 1/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 26, 30, 56, 95, 101, 125, Pathfinder RPG Advanced Race Guide 156)
NG Medium outsider (native)
Hero Points 3
Init +6; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+6 armor, +4 Dex, +2 shield)
hp 59 (9 HD; 8d8+1d10+9)
Fort +6, Ref +15, Will +6; +4 vs. [air] or [electricity] spells, or electricity damage
--------------------
Offense
--------------------
Speed 45 ft., fly 35 ft. (good)
Melee +1 agile mithral rapier +11 (1d6+5/18-20) or
dagger +9 (1d4-1/19-20) or
mwk cold iron rapier +11 (1d6-1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (8)
Hunter (Feral Hunter) Spells Known (CL 1st; concentration +2)
1st (2/day)—heightened awareness[ACG], summon nature's ally I, windy escape[ARG]
0 (at will)—create water, detect magic, know direction, purify food and drink (DC 11)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 22, Wis 12, Cha 10
Base Atk +5; CMB +10; CMD 24
Feats Airy Step[ARG], Flyby Attack, Weapon Finesse, Weapon Focus (rapier), Wings Of Air[ARG], Font of Inspiration x2 (http://archive.wizards.com/default.asp?x=dnd/frcc/20070606)
Traits indomitable faith, resilient
Skills Acrobatics +14 (+18 to jump), Appraise +10, Bluff +9, Climb +5, Diplomacy +9, Disable Device +27, Disguise +3, Escape Artist +14, Fly +20, Handle Animal +7, Heal +5, Intimidate +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +15, Knowledge (religion) +13, Linguistics +18, Perception +18, Perform (dance) +9, Perform (oratory) +9, Perform (sing) +9, Ride +10, Sense Motive +11, Sleight of Hand +14 (+16 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +11, Stealth +22, Survival +7, Swim +9, Use Magic Device +15; Racial Modifiers +4 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Elven, Gnome, Ignan, Infernal, Orc, Shae, Sphinx, Sylvan, Terran
SQ breeze-kissed, deed: daring, deed: oppurtunist evasion, deed: sleuth's initiative, feral focus, hero points, inspiration (6/day), inspired panache, nature training, sleuth's luck, trapfinding +3, wild empathy
Combat Gear wand of cure light wounds (50 charges), wand of produce flame (CL 5th, 29 charges), wand of snowball (CL 5th, 32 charges), air crystal, holy water (5); Other Gear +2 darkleaf cloth lamellar (leather) armor, +1 buckler, +1 agile mithral rapier, dagger, mwk cold iron rapier, apprentice's cheating gloves, belt of incredible dexterity +2, boots of striding and springing, circlet of persuasion, eyes of the eagle, handy haversack, headband of vast intelligence +2, backpack, bedroll, belt pouch, courtier's outfit, fishhook (2), flint and steel, masterwork thieves' tools, mug/tankard, sewing needle, signal whistle (2), smoked goggles, string or twine, thread (50 ft.), trail rations (7), waterskin, weapon cord, whetstone, wrist sheath (2), jewlery (worth 50 gp), 320 gp, 1 sp
--------------------
Special Abilities
--------------------
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw light/1-hand melee weap as part of the initiative check.
Feral Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Flight (45 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspiration (inv) (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of produce flame (CL 5th, 29 charges) Add this item to create a wand of a chosen spell.
Wand of snowball (CL 5th, 32 charges) Add this item to create a wand of a chosen spell.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wings of Air +4 bonus vs. effects with air or electricity descriptor.
Factotum Inspiration - (7/enc)
Cunning Insight (Ex) Spend one Factotum Inspiration to get Int as a bonus to Attack rolls, Damage rolls, Saving Throws
Cunning Knowledge (Ex) Spend one Factotum Inspiration to get Factotum level as a bonus to skill rolls. Usable 1/day per skill.
Arcane Dilettante (Sp) Prepare 2 sor/wiz spells per day. Max level 2nd (one at this level). Cast as spell-like abilities at factotum level.
Brains over Brawn (Ex) Gain Int as a bonus to all Str and Dex based checks and skills.
Cunning Defense (Ex) Spend one Factotum Inspiration to get Int as a bonus to AC against one opponent for one round
Cunning Strike (Ex) Spend one or more Factotum Inspiration to get that many dice of sneak attack
Opportunistic Piety (Su) (4/day) Spend one Factotum Inspiration to heal 2x Factotum level + Int. Damages undead.

And copying her history:

Background:

Growing up as a child in the Society of Sensation is ... surprising. At school, children are encouraged to follow their instincts. They direct their own learning based on their interests. When you have a child that taught themselves to read before they were out of diapers, it can be hard for the parents and facilitators to keep up. Tempest Rainbow Aurora Sky was such a child. She was literally interested in everything. Given that the Sensates felt that knowledge came from experiences and not books this meant that it was challenging to keep up with the young student.
On top of learning, they felt that children should be surprised and challenged. Trips to different planes. Coming in to find the school filled with animals of all kinds. Giving the whole class potions of gender shift. Plays performed in the midst of the children. Polymorphing the students into giants. Exploring how drink and drugs affects the mind. Feather falling from great heights.

And even some less pleasant experiences. Sensates understand that fear and pain are teachers as much as fun and joy are. Children need to learn from that, but under controlled situations. Emotion spells to start with, Fear followed by Joy to ensure that they understood that fear is transitory. Later there was Pain training. Students who withstood pain well were celebrated. Older students were taken to other wards and left, to learn how to navigate the city. They were watched, but didn't know that.

Tempest's parents were keepers at the Sensorium. Recording memories is dear to sensates - being able to step into the feet of another and relive their most cherished moments is priceless. The keepers limit access, in part because so many people want it that the need to control the time. But there's a darker reason. Too many memories in too short a time can lead to madness. Sensates in the know sometimes see this in certain Xaositects.

They rotate the memories in the sensorium, and store the extras in a secret vault under the festhall. Figuring out how to steal they keys, defeat the traps and avoid the guards was a challenge for a young girl. She was found after a day, unconscious, with two crystals in her hand at once. She recovered with no lasting damage.

Having so many experiences all her life was a thrill to Tempest. She was always bright, and saw patterns well. She figured out that if you study the tricks of the true experts in any field you could achieve greatness without all that tedious building up the basics. Of course there's limits to that, but when you need to know everything it's a worthwhile tradeoff.

As an adult, she's leapt from one thing to another. She circled the ring in 83 days, travelling through all of the outer planes from portal to portal. Naturally, she didn't do all of the planes alone. She's fought in wars, dined with kings, danced with a devil in the pale moonlight (It was a difficult relationship, and eventually she had to cut him off. At the neck.) She's gained and lost fortunes. She's loved and lost and moved on.


Ok. Now that I have the particulars I will have a descison soon. By Sunday at the latest.

I am very impressed with all of your concepts and effort in making the characters. The choice won't be easy. I will add that there are occasionally openings. The two who are not chosen will be on the high alternate list if we have other vacancies.

I also don't want there to be hard feelings. Two won't be chosen. I'd love to include yo all, but it would just be too much. Whoever I choose will be on probation. Any problems and I will go back to the alternate list. So please do not take it personally should you not be chosen. I would be happy to game with any of you, and within a year or so I am actually planning on a few more PbPs, once again I will keep the alternates in mind.


well good luck to all

selected or not, I will be what lurks in the shadows....


no worries Dungeon Monkey, we would all prefer to be chosen but it is impossible to be accepted on every Recruitment thread you post on!


Hi folks. As I said it was a hard choice. I've gone over things, and I have decided that Storyteller Shadow gets the nod.

Edward and Philo: thank you for your dedication in posting characters. This wasn't an easy choice. As I mentioned before I have you up on the high alternate list. You have my utmost respect for your skills in creating character crunch and backstory.

Shadow, if you could PM me, I'd like to discuss a few options in getting your PC integrated.


Congrats,

I doubt you will need anothet skills chatacter for long time but i hope i am remembered by then, Talon is probably gonna be shelved for awhile so he will probably be available.

Maybe i'll level dip in three or four other classes to be better rounded.


Thank you DM. Ed and Philo had excellent submissions!


Oh, I'm an old hand at PBP on both sides of the table. I know that it's hard and everybody can't fit.

Best of luck to you all!


OK! We have our two runners up from last year who are interested still in joining. I am going to have them post up here and let the current players take a look at their concepts


Pathfinder Adventure Path, Rulebook Subscriber

Should you ever have an opening again I have a concept I'd love to try out and I think this would be a good game to do it. Just to throw the concept out there I'd stumbled on a picture of a genie bound to a bottle and have wanted to do something with that. I was thinking of trying a Janni who had been bound might make an interesting way to do that, they can't grant wishes so that's not an issue. Someone could either buy or otherwise obtain the bottle to easily write the character in.

If it's something you'd consider I might very well stat it up for submission.


Per request, here is Arnav Longarm.

history:
I was human once.

Arnav the Steady. Sergeant of the Guard for Baron Vasily Karrik. Fifteen years of service under my belt. I was good at my job. I walked the walls, held off orc raids, cleared out thieves and drunks and vagrants and adventurers. We didn't have the fancy tricks that those troublemakers had, but we had numbers and stong arms. They wore more than I'd ever make in a lifetime, but I slept in my own bed each night. Everyone knew me at the Broken Boot. There was a baker that I'd been friendly with and I was considering making it something more formal when it happened.

The Baron's sister was a finger wiggler. She had a tower all to herself where she did all of that crazy magical things. There was talk that she was going to make some sort of golem that talked, but that talk was going around for years. Still, she bought all sorts of magic stone and crystals and strange devices. And when she bought these things, who were the people that lifted them into her tower? The guardsmen. She didn't trust ordinary laborers with such expensive things. Not that any of us would know enough to sell them. Heck, we didn't know what she was saying most of the time. Lady Lavanya could barely communicate with us ordinary people. It could have been brilliance or she could have just been touched. I didn't care, I just treated her with due deference and kept quiet.

I was guarding her tower the night that something went wrong. It was like a hole to somehwere else, one of them planes that she talked about. The hole was tiny, less than an inch. Feeling the pull, I shoved Lady Lavanya away from it. I think it was far enough because I didn't feel her coming through. I was pulled through this tiny opening, along with half the tower, her latest construct, and the lab. I felt my body stretching and folding like dough being kneaded. Everything else was folded into me as I went somewhere where there was no up and down. I only held on to who I was by sheer grit.

I don't know how long I was there. Minutes at least. Probably not years. But there was another hole and I poured myself through. The stone and crystal and metal that came through were part of me now. None of me fit right, my arms were long and lanky as a trolls, my head was stretched, my spine twisted. And yet I was alive.

And where I came out I wasn't the strangest thing there. This new world curved upward, twisting in on itself. Angels and beast-people and floating orbs were walking around, not concerned that I had just come through. I couldn't figure out half of the languages they spoke. Even when I got some of the words, the rest was gibberish.

A staff, some wands and other items had come through with me. Seems they were magical enough to mostly keep their shape. I gathered them up. They were Lavanya's after all. I began to lurch down the street, still not used to my new body with the strange proportions. That was when they found me. A group of people dressed in every color of the rainbow and a few that I don't think we had back in our world. One of them squealed when she saw me. "Oh, a clueless! We need his story. And he's transformed! How Wonderful!" They promised me something called jink. It sounded like junk to me, so I pushed past. And then one who was quieter than the rest said, "We'll tell you where you are. Information. We'll talk to you for as long as you talk to us." That was something I needed. "Information and the jink and you have a deal," I responded. I wasn't raised to be a fool.

They brought me to a place fancier than any palace, with more people wearing colors and scents and music like I hadn't heard. They brought me to a room with a crystal ball and had me tell my story. As I told it, I could see it in the crystal. They kept asking about all sorts of details and I kept talking. And kept talking. Hours later I didn't feel tired. Or thirsty. Or hungry. When I mentioned this, they brought food. It tasted strange. I wasn't sure if it was because of me or because the food was unlike anything I had ever seen. They tried other things. Heat and cold were nothing, so they brought a brazier of fire and that didn't burn me. Which led to more testing.

Two days later I knew more about myself and more about Sigil. Not so much on which plane was home. It seems my trip through chaos made it difficult to trace where I came from. I was stuck. Sigil was not kind to the indigent. Rodivello, my new sensate friend, advised me that I wouldn't fit in well with the Harmonium or Mercykillers. since returning Lavanya's belongings wasn't likely, and she likely cause the accident, he suggested selling these for items more helpful to me.

It seems I had little choice but to become an adventurer.

appearance:

Arnav bears the marks of somebody exposed to deep chaos. All of his parts have been stretched and twisted out of proportion. One eye is violet, the other blue. His arms are as long as his whole body and roped with twisted muscles. His flesh is layered with black basalt and white limestone, with traces of brass, steel, wood and glass here and there. Crystals are scattered here and there, unaffected by the forced that made the rest of him flow like water.

Fine chainmail covers him, seemingly made for his odd shape. On his back he carries a long blade of bright green crystal, with a handle long enough for his oversized hands. His clothes are utilitarian, looking almost like a soldier's uniform, though shaped to fit his odd body.

ooc notes:

My muse was kind to me. She let me sleep until 3:30 am before kicking me out of bed and telling me I had to work on Arnav.

I think I did a good job at being tanky. Good defenses, reach and power attack to get aggro. I decided that using a reach weapon on top of that was a bit too much.

I'm not using the normal forgeborn backstory. That and the aberrant aegis are manifestations of the changes when he went through deep chaos and got merged with a golem-in-work. Before that he was a human warrior 10. That's right, he was an NPC.

He's not very familiar with Sigil or the planes. He's had an intensive briefing, but it's from a sensate-biased point of view. I figure his actual experience is about a month. He's still got clueless written across his forehead.

stats:

Arnav Longarm
Male forgeborn aegis (aberrant) 10
NG Medium humanoid (half-construct)
Init +2; Senses darkvision 60 ft. deathwatch; Perception +15
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 23 (+8 armor, +2 deflection, +2 Dex, +1 dodge, +3 natural)
hp 182 (10d10+70)
Fort +14, Ref +7, Will +12; +2 vs. illusion spells or effects., +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Defensive Abilities transformed body; DR 5/—; Resist cold 15, electricity 15, fire 15, negative energy 10, positive energy 10
--------------------
Offense
--------------------
Speed 40 ft.
Melee (L) +2 heartseeker deep crystal nodachi +17/+17/+12 (2d8+9/18-20) or
. . Nodachi with power attack +14/+14/+9 (2d8+18)
. . (L) mwk sap +16/+16/+11 (1d8+5 nonlethal)
. . Unarmed +15/+15/+11 1d4+5 (can be lethal and/or slashing)
Ranged (L) +1 sling +13/+13 (1d6+6)
Space 5 ft.; Reach 10 ft.
Special Attacks powerful build
Aegis (Aberrant) Powers Known (power points 22, ML 10th; concentration +8)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 20, Int 10, Wis 12, Cha 6
Base Atk +10; CMB +15; CMD 21; size bonuses when appropriate
Feats Combat Reflexes, Dodge, Ghost Attack, Power Attack, Psionic Talent, Toughness
Traits armor expert, seeker
Skills Acrobatics +6 (+10 to jump), Climb +9, Craft (sculpture) +7, Diplomacy +2, Intimidate +7, Linguistics +3, Perception +15, Profession (soldier) +9, Sense Motive +6, Survival +3, Swim +9
Languages Common, Dwarven, Elven, Orc
SQ brawn, half-construct, hardened strikes, hardy, hero points, improved damage reduction, invigorating suit, powerful build, psionic form, quickened attacks, quickened steps, reach, stalwart, strange mind, vim
Combat Gear potion of cure serious wounds (2), potion of lesser restoration (2), sharpstone sling bullets (30); Other Gear +2 deathless fitting elven chain, +1 sling, +2 heartseeker deep crystal nodachi[UC], mwk sap, boots of striding and springing, bountiful bottle[MA], cloak of resistance +2, deathwatch eyes[UE], gloves of reconnaissance[UE], ring of protection +2, belt pouch, belt pouch, belt pouch, block and tackle, cards, crowbar, gear maintenance kit (worth 5 gp), grappling hook, masterwork artisan's tools, masterwork backpack[APG], signal whistle, silk rope (100 ft.), soldier's uniform, 379 gp, 1 sp
--------------------
Special Abilities
--------------------
Brawn The aegis gains a +2 enhancement bonus to Strength
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deathless 25% to ignore negative levels.
Deep Crystal Spend 2pp as a free action to charge weapon for 1 minute or until expended. On a hit, do 2d6 additional damage.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (15) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Ghost Attack When psionically focused & hit an incorporeal creature deal 75% instead of 50% dmg.
Half-Construct You do not breathe, eat, or sleep, but can drink potions and sleep to regain spells.
Hardened Strikes (Slashing) The aegis is considered to be armed even when unarmed, does not provoke attacks of opportunity when making unarmed strikes, and his unarmed strikes deal lethal damage.
Hardy The aegis gains a +2 enhancement bonus to Constitution
Heartseeker Ignore miss chances on living creatures that have hearts. Must target correct space.
Improved Damage Reduction The aegis's damage reduction from his transformed body increases by 1.
Invigorating Suit (Su) An aegis of at least 3rd level wearing his astral suit gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid no
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Build Can function as one size larger where advantageous. Can use large weapons.
Psionic Form Bonus HP +2
Psionic Talent Gain 2 or 1 extra power points.
Quickened Attacks When the aegis makes a full attack, he gains one additional attack at his highest attack bonus. This customization does not stack with other sources of extra attacks, such as haste.
Quickened Steps Although most forgeborn are steady in their gait, some are designed for speed. Forgeborn with this trait have a speed of 30 ft.
Reach The aegis's reach increases by 5 feet. The aegis must be at least 7th level before selecting this customization.
Source Crystal Unlike most half-constructs, forgeborn can be raised and resurrected.
Stalwart As long as the aegis is wearing the astral suit, if the aegis is subjected to an attack that normally allows a Fortitude or Will save for a reduced or partial effect, he ignores the effect if he makes a successful saving throw.
Strange Mind The process of death and rebirth as a forgeborn can sometimes warp the mind of the new forgeborn. A forgeborn with this trait gains a +2 bonus to Will-saves and an additional +2 bonus against illusion spells or effects. This replaces natural armor.
Transformed Body (Su) An aberrant learns to modify his own form, rather than covering himself in an ectoplasmic suit. The aberrant gains a +1 natural armor bonus to his AC. At 5th level and every 5 levels thereafter (10th, 15th, and 20th), the natural armor bonus increases.
Vim (Ps) The aberrant gains vim as a psi-like ability usable at will at first level as long as he maintains psionic focus. This ability replaces astral repair.


Drogeney wrote:

Should you ever have an opening again I have a concept I'd love to try out and I think this would be a good game to do it. Just to throw the concept out there I'd stumbled on a picture of a genie bound to a bottle and have wanted to do something with that. I was thinking of trying a Janni who had been bound might make an interesting way to do that, they can't grant wishes so that's not an issue. Someone could either buy or otherwise obtain the bottle to easily write the character in.

If it's something you'd consider I might very well stat it up for submission.

I'd be more than happy to keep you in mind on the short list should an opening arise Drogeney. They do on occasion. I do have to honor my promise to my two short-listed runners up from last year and give them first crack. However, in the future I might be doing a second Sigil game, should there be a lot of time, and I can keep up my creativity. There are a lot of stories to tell, after all.

Also, the whole Starfinder thing will likely be a campaign at some point. I am really stoked to do something in that venue. either way I'll keep you posted.


Philo Pharynx wrote:

Per request, here is Arnav Longarm.

** spoiler omitted **...

Excellent concept, very original. I like the fact you have a basic Planescape grounding. I'll let my players take a look and once Edward posts his concept we'll have a confab and decide who gets the nod.

Sovereign Court

Are the new characters level 10? Or are NPC classes +1 level when compared to our normal class PCs? Also 182 HP off of 10d10+70? Am I missing something here?

Liberty's Edge

Hi Patrick, glad to see the game is still going strong after all these years. If you ever do decide to do a second Sigil / Planescape game, keep me in mind! OR Starfinder for that matter. Cheers.


Pathfinder Adventure Path, Rulebook Subscriber

Np, I understand the wait list. I'm interested if you start another or do starfinder next year. Really psyched for Starfinder already.


Well my entry isn't as elaborate nor as detailed back story.

Here are the stats, I will get the story up tomorrow

stats:

Cyx – (pronounced “six” like the number 6)
Male mutated human barbarian (brutal pugilist) 6/brawler 4
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 19 (+6 armor, +3 deflection, +2 Dex, +1 dodge)
{rage: AC 20, touch 14, flat-footed 17 (+6 armor, +3 deflection, +2 Dex, +1 dodge, -2 Rage)}
{rage (vs outsiders or aberrations): AC 22, touch 16, flat-footed 19 (+6 armor, +3 deflection, +2 Dex, +1 dodge, -2 Rage, +2 Insight)}
hp 186 (10 HD; 4d10+6d12+62 (+12 from double hp at level 1))
{rage: hp 216 (10 HD; 4d10+6d12+92)}
Fort +17, Ref +11, Will +6
{rage: Fort +20, Ref +11, Will +8; +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration}
Defensive Abilities improved savage grapple
--------------------
Offense
--------------------
Speed 40 ft.
Melee – (all unarmed strikes considered -magic)
. . unarmed strike +19/+14 (1d8+10)
. . unarmed strike flurry of blows +17/+17/+12 (1d8+10)
Melee raging – (all unarmed strikes considered -good, -evil, -chaotic, -lawful, -magic, -cold iron, -silver)
. . unarmed strike +23/+18 (1d8+14)
. . unarmed strike flurry of blows +21/+21/+16 (1d8+14)
(special: If hit with two or more unarmed strikes, deals +2d6 rend damage – Boar Style)
Ranged
. . masterwork Throwing axe +13 (1d6+5 / range 10’)
Special Attacks brawler’s flurry, knockout 1/day (DC 17, DC 19 raging), maneuver training (grapple +1), martial flexibility 5/day, rage (19 rounds/day), rage powers (raging grappler, world serpent spirit[UC], world serpent totem[UC])
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 20, Int 12, Wis 10, Cha 10
{rage: Str 25, Dex 14, Con 26, Int 12, Wis 10, Cha 10}
Base Atk +10; CMB +15 (+21 grapple); CMD 31 (35 vs. grapple)
{rage: CMB +17 (+23 grapple); CMD 31 (35 vs. grapple)}
Feats Boar Style[UC], Extra Rage, Improved Grapple, Improved Unarmed Strike, Martial Focus, Raging Vitality[APG], Tribal Scars, Weapon Focus (unarmed strike)
Traits friend in every town, quain martial artist

Skills
Acrobatics +14 (+18 to jump)
Diplomacy +10
Escape Artist +1
Heal +0
Intimidate +11
Knowledge (local) +7
Knowledge (nature) +5
Knowledge (planes) +14
Perception +12
Profession (merchant) +6
Ride +1
Sleight of Hand +6
Stealth +1
Survival +15
Swim +8

Languages Common, Infernal, Undercommon
SQ brawler’s cunning, fast movement, martial training, pit fighter, pit fighter, light and dark

Gear
+2 brawling lamellar (leather) armor [UC]
+1 furious amulet of mighty fists
belt of physical might +2 (Str, Con)
sihedron ring
540 gp
--------------------
Special Abilities
--------------------
Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +8/+8/+3 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
*Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Savage Grapple (Ex) can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. take no penalties to Dexterity, attack rolls, and combat maneuver checks when has the grappled condition. also is treated as one size larger than actual size when determining whether can grapple or be grappled by another creature.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 17, DC 19 raging) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Light and Dark (1/day) (Su) As an immediate action can treat positive/negative energy as though undead for 1 min.
Maneuver Training 1 (Grapple) select one combat maneuver to receive additional training. gain a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to CMD when defending against that maneuver.
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Focus (Close Weapons) You have honed your skills with a group of related weapons.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMD (+2 if not wearing armor)
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Grappler (Ex) As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both, the prone condition as a free action while continuing to maintain the grapple.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sihedron ring A star ring grants a +3 deflection bonus to AC, a +3 resistance bonus on all saving throws, and protects the wearer with a constant endure elements effect.
At will, as a standard action, the wearer can use the ring to change the appearance of his clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments
World Serpent Spirit +2 (Su) While raging, gain a +2 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +2 (Su) While raging, gain a +2 insight bonus to AC vs. outsiders and aberrations.

*Martial flexibility choice currently - when activated.

I have a backstory but it was written for Golorian, I need to make it more for sigil. Also the mutated human is basically a human with additional race abilities equating out to a 15 point race via the pathfinder custom race builder.

Think mutant like X-men but in pathfinder setting


Guy Humual wrote:
Are the new characters level 10? Or are NPC classes +1 level when compared to our normal class PCs? Also 182 HP off of 10d10+70? Am I missing something here?

Well you've spoiled my surprise. I was going to advance you once you put down the mummy

Scarab Sages

Mothman wrote:
Hi Patrick, glad to see the game is still going strong after all these years. If you ever do decide to do a second Sigil / Planescape game, keep me in mind! OR Starfinder for that matter. Cheers.

Very much this.

Planescape has always been my favorite setting. Altough the last time I fell of the endless staircase...

If you ever have room again, or start a second game, I'm, well... game :P


Guy Humual wrote:
Are the new characters level 10? Or are NPC classes +1 level when compared to our normal class PCs? Also 182 HP off of 10d10+70? Am I missing something here?

My hit dice go to eleven.


Philo Pharynx wrote:
Guy Humual wrote:
Are the new characters level 10? Or are NPC classes +1 level when compared to our normal class PCs? Also 182 HP off of 10d10+70? Am I missing something here?

My hit dice go to eleven.

Not really, but I had to say that. It's the double max hp at first level, and I have a class ability that gives me extra hp for psionic feats.


Philo Pharynx wrote:
Philo Pharynx wrote:
Guy Humual wrote:
Are the new characters level 10? Or are NPC classes +1 level when compared to our normal class PCs? Also 182 HP off of 10d10+70? Am I missing something here?

My hit dice go to eleven.

Not really, but I had to say that. It's the double max hp at first level, and I have a class ability that gives me extra hp for psionic feats.

LOL! :)


Mothman wrote:
Hi Patrick, glad to see the game is still going strong after all these years. If you ever do decide to do a second Sigil / Planescape game, keep me in mind! OR Starfinder for that matter. Cheers.

It'd be a pleasure Mothy. In fact, I might just do it. There's so much demand for space, and I'm feeling good about the way the PbPs are going. Stay tuned


Woran wrote:
Mothman wrote:
Hi Patrick, glad to see the game is still going strong after all these years. If you ever do decide to do a second Sigil / Planescape game, keep me in mind! OR Starfinder for that matter. Cheers.

Very much this.

Planescape has always been my favorite setting. Altough the last time I fell of the endless staircase...

If you ever have room again, or start a second game, I'm, well... game :P

I'll put you on the list!

Liberty's Edge

I'm also a one-time Planescape nut who's love to play if you started a second game. 10-15 years ago, or so, I ran some Planescape using GURPS and Fudge, and I did run one of the Well of Worlds adventures in Pathfinder a few years Beck. Would love to revisit classic Sigil.


hello all, Cyx here, I found this online. can I use anything in here as info? I do not own any Planescape books.


Sure. That's a basic overview guide. I would warn you that that is protected intellectual property. You can get most Planescape PDFs on DriveThruRPG.


ok thanks.

well I have a story here. it may be a little rough around the edges, and maybe in the middle as well.

story:

Cyx (pronounced “6”) has no knowledge of his real home nor his real parents. He was left as an infant at the steps of the Gatehouse Orphanage in the Hive ward of Sigil. This orphanage also had dealings in child slave labor run by the Corcino Crime family.

Cyx was an oddity at birth. Though he seemed human, he had an unnatural strength and when angered his eyes would become soulless and black. His unnatural strength would be enhanced even further during these times. He also possessed an unusual birthmark across the side of his face in the shape of a serpent. It seemed to animate whenever Cyx would become enraged.

He was never given a real name, he was always referred to as “number 6”. And as such he eventually adopted that as his name. Once he was old enough, he was sent to the sewers of the Lower Ward to work as a miner digging tunnels to other areas of the city creating secret passages to manor houses and warehouses for various nefarious organizations.

Knowledge of these tunnels is a precious thing and one does not learn of them without a price. And a slave that digs them, it is no different. Cyx learned these tunnels as he worked pretending to be ignorant of their directions, ignorant of their purpose. He gained knowledge that would be priceless to the right buyers.

Eventually, as Cyx grew he became stronger; hardened by the work in the tunnels. He felt it was time to find an escape. Then, one night the opportunity arrived. There was a squabble between a couple of the factions in the underworld and in the ensuing chaos Cyx made his escape.

He quickly overpowered a guard and managed to make his way to the city streets above. Looking for a place to hide until the situation would die down; He made his way into a small school of combat run by a man named Dom Sun. Cyx was able to prove his worth in the school and "impressed" the teacher. So much so that he was enrolled into the school and taught the martial arts of unarmed combat.

For 3 years he trained and practiced learning all that he could. And using his knowledge of the tunnels and secret passages of the under city to go and obtain money and “fun”; he used the school and his teacher as a front to begin his dealings with the criminal underworld selling the knowledge he possessed learning to negotiate deals, strike bargains, and of course how to manipulate and intimidate people.

Eventually the Merchants of Sigil found out about what Cyx was doing, and the information he had gathered would prove to be valuable, they wanted the information. Cyx didn’t care who the customer was as long as the pay was good. And he began his dealings with the Merchant council as well.

Unfortunately, in his dealings, Cyx made plenty of enemies as well as friends and he was betrayed and arrested. He was sentenced to death by hanging but managed to lie his way into a lighter sentence (if you could call it that) and was instead sentenced to life in the Cellars.

Cyx actually learned quite a bit working in the Cellars, to get better standing among the other prisoners you had to prove your mettle. And with many of the guards and wardens all on the payroll of the the Corcino Crime family, you can be rest assured, Cyx found his way into the fighting pits.

He fought well in the pits, making the Corcino family a good sum of money. That was until he had a fight that was arranged by some newcomer. Cyx was expected to win, but his opponent was magically enhanced. The fight was rigged. the Corcino family lost the bet and with that Cyx fell out of favor. His free ride had come to an end.

While laboring in the Cellars, Cyx mulled over who betrayed him and came to one conclusion Nein (pronounced “9”). Nein was Cyx’s rival since childhood, never quite finding favor where Cyx did. He was always jealous of Cyx. Nein was a ruthless Teifling and had an unnatural affinity to undead. (he is an undead bloodline sorcerer).

It was Nein that got Cyx arrested, It was Nein that enhanced his opponent to rig the fight.

Cyx began his plot of revenge…

re-post of stats:

Cyx – (pronounced “six” like the number 6)
Male mutated human barbarian (brutal pugilist) 6/brawler 4
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 22, touch 16, flat-footed 19 (+6 armor, +3 deflection, +2 Dex, +1 dodge)
{rage: AC 20, touch 14, flat-footed 17 (+6 armor, +3 deflection, +2 Dex, +1 dodge, -2 Rage)}
{rage (vs outsiders or aberrations): AC 22, touch 16, flat-footed 19 (+6 armor, +3 deflection, +2 Dex, +1 dodge, -2 Rage, +2 Insight)}
hp 186 (10 HD; 4d10+6d12+62)
{rage: hp 216 (10 HD; 4d10+6d12+92)}
Fort +17, Ref +11, Will +6
{rage: Fort +20, Ref +11, Will +8; +2 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration}
Defensive Abilities improved savage grapple
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Offense
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Speed 40 ft.
Melee – (all unarmed strikes considered -magic)
. . unarmed strike +19/+14 (1d8+10)
. . unarmed strike flurry of blows +17/+17/+12 (1d8+14)
Melee raging – (all unarmed strikes considered -good, -evil, -chaotic, -lawful, -magic, -cold iron, -silver)
. . unarmed strike +23/+18 (1d8+10)
. . unarmed strike flurry of blows +21/+21/+16 (1d8+14)
(special: If hit with two or more unarmed strikes, deals +2d6 rend damage – Boar Style)
Ranged
. . masterwork Throwing axe +13 (1d6+5 / range 10’)
Special Attacks brawler’s flurry, knockout 1/day (DC 17, DC 19 raging), maneuver training (grapple +1), martial flexibility 5/day, rage (19 rounds/day), rage powers (raging grappler, world serpent spirit[UC], world serpent totem[UC])
--------------------
Statistics
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Str 21, Dex 14, Con 20, Int 12, Wis 10, Cha 10
{rage: Str 25, Dex 14, Con 26, Int 12, Wis 10, Cha 10}
Base Atk +10; CMB +15 (+21 grapple); CMD 31 (35 vs. grapple)
{rage: CMB +17 (+23 grapple); CMD 31 (35 vs. grapple)}
Feats Boar Style[UC], Extra Rage, Improved Grapple, Improved Unarmed Strike, Martial Focus, Raging Vitality[APG], Tribal Scars, Weapon Focus (unarmed strike)
Traits friend in every town, quain martial artist

Skills
Acrobatics +14 (+18 to jump)
Diplomacy +10
Escape Artist +1
Heal +0
Intimidate +11
Knowledge (local) +7
Knowledge (nature) +5
Knowledge (planes) +14
Perception +12
Profession (merchant) +6
Ride +1
Sleight of Hand +6
Stealth +1
Survival +15
Swim +8

Languages Common, Infernal, Undercommon
SQ brawler’s cunning, fast movement, martial training, pit fighter, pit fighter, light and dark

Gear
+2 brawling lamellar (leather) armor [UC]
+1 furious amulet of mighty fists
belt of physical might +2 (Str, Con)
sihedron ring
540 gp
--------------------
Special Abilities
--------------------
Boar Style Deal bludgeoning or slashing with unarmed, +2d6 if hit with two or more strikes.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +8/+8/+3 (Ex) Can make full attack & gain two-weapon fighting, but only with unarmed strike, close, or monk weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
*Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Savage Grapple (Ex) can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. take no penalties to Dexterity, attack rolls, and combat maneuver checks when has the grappled condition. also is treated as one size larger than actual size when determining whether can grapple or be grappled by another creature.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Knockout (1/day, DC 17, DC 19 raging) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Light and Dark (1/day) (Su) As an immediate action can treat positive/negative energy as though undead for 1 min.
Maneuver Training 1 (Grapple) select one combat maneuver to receive additional training. gain a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to CMD when defending against that maneuver.
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Focus (Close Weapons) You have honed your skills with a group of related weapons.
Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMD (+2 if not wearing armor)
Rage (25 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Grappler (Ex) As long as you are raging, whenever you succeed at a check to start a grapple, you can choose to deal damage as if you had also succeeded at a check to maintain the grapple. In addition, while raging, whenever you succeed at a combat maneuver check to maintain a grapple, you can choose to give yourself, the target of your grapple, or both, the prone condition as a free action while continuing to maintain the grapple.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sihedron ring A star ring grants a +3 deflection bonus to AC, a +3 resistance bonus on all saving throws, and protects the wearer with a constant endure elements effect.
At will, as a standard action, the wearer can use the ring to change the appearance of his clothing or armor into any other kind of clothing or armor. The actual clothing and armor worn retain all their properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments
World Serpent Spirit +2 (Su) While raging, gain a +2 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +2 (Su) While raging, gain a +2 insight bonus to AC vs. outsiders and aberrations.
*Martial flexibility choice currently - when activated.


Patrick Curtin wrote:
Mothman wrote:
Hi Patrick, glad to see the game is still going strong after all these years. If you ever do decide to do a second Sigil / Planescape game, keep me in mind! OR Starfinder for that matter. Cheers.
It'd be a pleasure Mothy. In fact, I might just do it. There's so much demand for space, and I'm feeling good about the way the PbPs are going. Stay tuned

Solid PbP's (like this one 13K plus posts) and AP's get a LOT of submissions. I have a recruitment up for Hell's Rebels for 4 slots and I already have 10 submissions with 10 days to go in the allotted recruitment time!


I've noticed that there certainly is no lack of interest in PbP's, we gots to get our gaming fix after all! ;P

Good luck with your Hell's Rebels SS. ;)


Ragadolf wrote:

I've noticed that there certainly is no lack of interest in PbP's, we gots to get our gaming fix after all! ;P

Good luck with your Hell's Rebels SS. ;)

This is one of those requests for a DM in the Recruitment threads that I clicked on rolling my eyes thinking what jackass would do this (me, this is the 4th game I picked up from a delinquent DM here on the boards) then realized that the people making he request are some solid players from other games I run so I said yes... jackass.^-^


1 person marked this as a favorite.

OK, so after some deliberation and confab, the slot will be going to Philo. Please PM me at your earliest convenience so we can settle the details.

HOWEVER...

Edward, you have been patient, and I wish to offer you first dibs on a new Planescape game I am inspired to begin. It's a chance to start fresh and build a campaign. No tryouts, you have the spot if you want it.

Everyone else who has posted so far:

All the positive feedback has inspired me, and I am going to start another Planescape game. Here is the prospectus:

I would like to focus on Sigil for a bit, so I am asking you all to come up with a 1st-level character, but one that will be young-15-17 years old. You will have some training, but not a lot. I want to do a few Sigil-centric stories, have you build up contacts and allies organically. You can either be a 'lost one', a young person who fell through a portal , or a native Cager if you feel comfortable with that. I want to do the first part of the story in the Cage, but we might branch out after that. One center of action will be St. Cuthbert's Lodging for the Lost , a large youth hostel on the edge of the Great Bazaar. It's run by low-level priests , but they ask no affiliation of their lodgers, merely help with chores. The Other center of action will be the Crossroads Lightning Guild Lodge, a hostel/tavern/courier service also on the edge of the Great Bazaar. This will be a more morally loose area, where young cutters can pick up jink delivering messages and packages for merchants.

Anyone who has already posted previous to this post I will extend you an offer to join. Post here if you are interested. After that I will see what we have to fill and open it to others, so if you see this, keep an eye out if you are interested.


Pathfinder Adventure Path, Rulebook Subscriber

I'm interested, a shame the djani/djini idea will ahve to wait but oh well.


Drogeney wrote:
I'm interested, a shame the djani/djini idea will ahve to wait but oh well.

You could always start with a character with an elemental bloodline. As the story progresses more powers could be unlocked. Maybe Djinn sometimes evolve from mortal beginnings ? Just a thought.

Sovereign Court

ooh, any possible cross overs between games? That would be fun, the old guard meeting the new team at some point.


Guy Humual wrote:
ooh, any possible cross overs between games? That would be fun, the old guard meeting the new team at some point.

It's a thought. I'm actually considering three separate threads. The main thread, one for the Cuthbert Lodge, and one for the Lightning Guild. Kind of separate yet together. I'll have to give it some thought.


Pathfinder Adventure Path, Rulebook Subscriber

Hmmm, good point, maybe start as an sylph and possibly evolve into a djinni one day, or a suli to become a janni. very fun idea, I like it.


Very Cool Monkey! ;)

Guy Humual wrote:
ooh, any possible cross overs between games? That would be fun, the old guard meeting the new team at some point.

Is it sad that THIS is the first thing I thought of too?!? ;P

If not 'Cross-overs' per se, perhaps an occasional cameo? :)


Drogeney wrote:
Hmmm, good point, maybe start as an sylph and possibly evolve into a djinni one day, or a suli to become a janni. very fun idea, I like it.

Nice. Very cool.

You guys are gonna have fun! ;)

Liberty's Edge

Definitely interested.

What era of the metaplot is Sigil in? In particular, is it pre-Faction War or post-Faction War?

Thinking about a character as a tiefling rogue, a sort of street-rat who survives by stealing and/or very small con games. Probably a member of the Free League, although only loosely so. (Although -- is anybody who's an Indep *not* only loosely a member?) Not evil, just kind of a scoundrel. Charismatic, and sometimes he gets away with stuff because he can be charming. Would probably become completely infatuated with Kylie if he met her.


Pre faction War. I always keep that as the capstone if I ever want to wrap the game up

You would likely start with the Lightning Guild. I love Kylie, and she would probably use the young cutters there as 'sub-contractors'. I wanted to have two separate places to allow different alignments and factions to develop.


Pathfinder Adventure Path, Rulebook Subscriber

Really looking forward to this now. Not very familiar with Planescape though I did visit Sigil in a campaign briefly at one time. It was very interesting to say the least. What little I've picked up from the discussion so far leaves me stoked for this.

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