[Planescape] Barmy as a spire god (Inactive)

Game Master Kludde

Map and handouts



If you've ever wondered what life on the 'other side' is like, this is for you. I'm running a planescape (the good old 2nd ed Ad&d setting) pilot module, just to get back to my DM-ing roots. This setting is much less battle-heavy than Golarion/PFS, and very much philosophy based. If you want to know more, look here (link), and give me a shout or a pm if you're interested. I'm looking for people who enjoy a nice bit of roleplaying, and it doesn't matter to me at all if you're unfamiliar with the setting.

I'm currently looking for two or three players to complete the table. If you want to have a sneak preview of what it's like, have a look here. Please do not post there unless you've been accepted.

I'm looking for players with curiosity and a bias toward roleplaying, who can post about once a day.

Just respond if you're interested, and we'll take it from there.


What Factions are legal for play? Deadmen, Bleakers, Doomguard, Mercykillers, ect.? And I presume this is before the Faction War?


Yes, it's before the faction war. I'd allow any faction, as long as it is somehow manageable in moving a story forward.

The module I'm running is basically 'Doors to the unknown', so if you're overly familiar with that one, I'd at least ask you to keep the spoiler for yourself ;-)


Having looked through the discussion thread it seems that players not familiar with Planescape would start from the Prime. I have some familiarity with the setting but by no means do I know the details (i own many of the supplements) but never had a chance to read or really utilize any of them).

I am very interested in playing.

I would like to play a character from the Eberron Prime world, of the Warforgred race. Not sure if that would be approved. If that concept seems acceptable DM I will create a submission.


Hmm... would you allow an Oread inquisitor of the Great unknown?

The way the inquisitor works fits well with somebody who denies the gods enough to gain power fromt hat belief.


Hmm... actually as I work on the character, It makes more sense as a Godsmen inquisitor. If that's OK.


@Storyteller: Starting as a prime seemed a good way to get everybody off on the same ground. Right now, you might as well join as a planar from Sigil. I'm not sure warforged would fit all that well, it's a race that's very typical to the Eberron flavour (of which I know very little). I don't have a direct conversion to Pathfinder for that race either. It doesn't have my preference, but if you can come up with a good story, we can work from there.

@Philo: A godsmen inquisitor? That sounds like something I can work with...


OK not a problem, I will work up something else to submit with backstory and stats as well for submission tonight.


OK, here is the Crunch, a Githzerai Monk. I will work on the Backstory tonight. Do you allow Psionics in your game? If so as time moves along I may consider a multi-class Monk/Psion.

Githzerai Monk:

Archetypes: Monk of the Four Winds
LN Medium Humanoid (Githzerai)
6’1” 175 Lbs. Green eyes, Green skin, no hair.
Init +7; Perception +6

Movement 30’

Base Statistics:
Strength 14, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 15, Charisma 7
--------------------
Defense
--------------------
AC 19, Touch 19, Flat-Footed 15 (No Inertial Armor)
HP 9
Fort +3, Ref +5, Will +4
--------------------
Offense
--------------------
Fist +2 – 1d6+2
Flurry of Blows +1/+1 – 1d6+2 +1d6 Elemental Damage
--------------------
Statistics
--------------------
Base Atk +0; CMB +2; CMD 17
Feats: Deflect Arrow, Improved Initiative
Traits: Destined Diplomat, Unpredictable
Languages Common, Gith, Slaad

Other Gear: None
--------------------
Skills 4+Int (2) +1 Favored Class
--------------------
Acrobatics +7 (1+3+3)
Bluff +3 (1++1+3-2)
Climb +2
Diplomacy +2 (1+3-2) [Bonus +2 vs. Outsiders]
Escape Artist +3
Intimidate
{b] Knowledge (History) [/b] +0
Knowledge (Planes) +3 (1+2)
Knowledge (Religion) +0
Perception +6 (1+3+2)
Perform -2
Ride +3
Sense Motive +6 (1+3+2)
Stealth 7 (1+3+3)
Survival +2
Swim +2

--------------------
Special Abilities
--------------------
Monk Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows : Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bonus Feats
Elemental Fist : At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.
Racial Abilities:
Extraplanar: Githzerai are humanoids who are native to the plane of Limbo. They gain the extraplanar sub-type when not on that plane.
Darkvision: Githzerai can see in the dark up to 60 feet.
Psionics: Githzerai possess the following psionic abilities as spell-like abilities: 3/day—daze, feather fall, shatter. A githzerai of 11th level or higher can use plane shift once per day. The effective caster level for these effects is equal to the githzerai’s level. The DC for these psionics is equal to 10 + the spell’s level + the githzerai’s Charisma modifier.
Inertial Armour: Githzerai can use psychic force to block an enemy’s blows. This ability gives them a +4 armour bonus to AC as long as they remain conscious. This is the equivalent of a 1st-level spell.
Spell Resistance: A githzerai has spell resistance equal to its class levels + 5.

Trait Descriptions:
Destined Diplomat - Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.
Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Dark Archive

Pathfinder Adventure Path Subscriber

Hmmmm, color me interested. Took a quick look at the active PCs, you've currently got a magus and a bard, so it sounds like the arcane side of things is covered, and skills as well. Probably needs another fighty type, so let me look into that.


Is there room for one more? This sounds like a killer introduction to the setting. I was thinking a Merlin-esque wizard, adapting one of my PFS characters for the setting, but based on the makeup of the party I'm not so sure. I'll start workshopping a more fighterish character seeing we already have an inquisitor. Tentatively leaning toward an arabian-flavoured genieblood PC or an Azer-flavored ifrit (or a straight up ifrit if I can find a rules legal first level version.)


Here's Krachxton. I do have a question. Since he grew up in Sigil, can he get the Cant as a free language?

History:

Krachxton was born in Sigil to Athar parents, Arkaeos and Tzchaka. They came specifically to flee from angry powers, though he never learned what their feud was about. He took the idea that powers were simply those of great power to heart. It simply made more sense that there was a continuum of power than an abrupt change. The stories do show that some powers are stronger than others. What was not so obvious was that having power was inherently wrong. He questioned their beliefs, both to learn and to challenge them. Even stone can be rebellious.

As he approached maturity, they solved the problem by exiling him to Shcragk, a city on the plane of Earth. Even young, Krachxton was driven. There was a yearning inside him. He didn't know what it was, but he seemed certain that he would find it coming back to Sigil. The plane of Earth is not a place of secrets and subtlety. But few knew much of Sigil, or cared for that matter. Those that did know kept their secrets with skills learned elsewhere. He learned more how to talk and much more importantly, how to listen.

Over time, he found a traveler, a human. Following him, he found the gate easily enough. But finding a gate is useless until you have the key. The traveller was skilled. He could fight and he had magic - weapons, armor. Krachxton was not a thief, a pickpocket. He wasn't yet much of anything. He was still a seeker. But he was strong and willing to do what was needed. He offered himself as an apprentice, as a servant. It took five years of menial work to earn passage. But it worked.

Arriving back in Sigil was like finally breathing deeply again. The razorvine. The Arc crossing the sky. The way the buildings converged. The smell of the air. The ... Dabus?

After regaining his senses, he was momentarily at a loss. He had achieved his goal. But not his purpose. He wandered until he found an enormous building. As he paused to enjoy the work of the stone, he saw the people that came in and out They walked with purpose, with ideals.

As he watched, one of them came up. She saw his staring and offered to buy him a meal and to talk. As a very personable sort, she showed genuine interest in his story. He felt she had her reasons, but intended no malice. As he told about his dedication to getting back to Sigil, she smiled. "Dedication is the foundation of self-improvement." She agreed that the powers were nothing more than being who had achieved a great level of power. This implies that anyone could achieve that.

Her name was Serista, known as the Evangelist. She asked Krachxton if he had ever forged a weapon. His response was to pull out a chunk of mithral from his bag. In his hands, it elongated to a sword. She nodded and looked it over. "Not bad. The weight is too far forward and you need more texture on the grip. Now have you created one without magic?"

She talked about how forging metal was a metaphor for working souls. That day he got his first lessons at the forge. As he worked his way through apprentice tasks, he listened to the words of the elders and each day he felt more in the right place. To finally be accepted he had to forge his own weapon. It had to be a weapon that he felt represented him. Something meaningful. He forged a long chain of thick iron links - links large enough for his stony fist to grip. The end was a mace-head carved like a dragon curled up in an egg. Unconventional, but it felt right in his hands.

As he felt the chain in his hands, something awakened in him.

Stats:

Krachxton
Male oread inquisitor of Godsman 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Advanced Race Guide 144)
N Medium outsider (native)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +3 (1d4+3/19-20) or
dwarven dorn-dergar +3 (1d10+4)
Ranged sling +1 (1d4+3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
1st (2/day)—cure light wounds, divine favor
0 (at will)—acid splash, detect magic, disrupt undead, sift[APG]
Domain Travel (Exploration subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Dwarf Blooded[ARG]
Traits deft dodger, earthsense
Skills Craft (weapons) +4, Diplomacy +4, Intimidate +5, Knowledge (planes) +4, Knowledge (religion) +4, Perception +7 (+9 to notice unusual stonework), Sense Motive +8; Racial Modifiers +2 Perception to notice unusual stonework
Languages Common, Terran
SQ crystalline form, door sight, ferrous growth, hero points, monster lore +3, stern gaze +1
Combat Gear sharpstone sling bullets (20); Other Gear armored coat, cold iron dagger, dwarven dorn-dergar, sling, adamantine nugget (worth 60 gp), backpack, bedroll, belt pouch, flint and steel, gear maintenance kit (worth 5 gp), grappling hook, mithral nugget (worth 20 gp), silk rope (50 ft.), trail rations (10), 27 gp, 10 sp
--------------------
Special Abilities
--------------------
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Earthsense (1/day) As a swift action, gain tremorsense to 60 ft for 1 rd.
Ferrous Growth (1/day) Make a piece of iron or steel grow into an object up to 10 pounds in weight.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Exploration)
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Never got a chance to get to the backstory last night, will do so this evening.

Dark Archive

Pathfinder Adventure Path Subscriber

Working on an elf hunter with a pet velociraptor. Should have more by tomorrow.


Is there room for consideration for a Guvner cleric of Oghma? I don't have time for crunch right now, but can have everything put together in the next 24 hours.


Lun Tsu (Githzerai Monk) Backstory:

Lun Tsu like most Githzerai was born and raised in Limbo in a small city community floating amongst the clouds of that mysterious plane. As a child Lun longed to move on from his home to a Monastery where he could practice the martial skills valued by his people and achieve an inner peace his father, Zerth bless his soul, had never had.

Lun’s practice day and night made him eligible to move away from his family life to a Monastic life filled with discipline and mastery of the mind over matter. Lun was able to reach and be accepted to Zerth'Ad'Lun, a relatively well-known monastery that enjoys great respect among githzerai. Sensei Belthomais is the revered Master of Zerth'Ad'Lun, The Rule of Zerth'Ad'Lun, called zerthin, is taught in the cloister's halls. Practitioners of zerthin claim to peer a moment into the future, enhancing their martial expertise to unmatched heights.

Such insight within and without excited young Lun. For decades he practiced to quiet his mind, all to no avail. As younger students passed him by it became obvious to Lun that something was wrong. He sought out Sensei Belthomais for advice. “An unquiet mind is a mind which has not resolved its dilemmas. What troubles you?”

Lun recognized it at once, his fathers’ own longings for something more had settled in young Lun. Lun requested that he be allowed to leave the Monastery to seek that which he had yet to find. Sensei suggested that he visit the Prime. Perhaps a visit to such a place could soothe Lun’s soul.

So it was that Lun was transported with the Sensei’s blessing to Golarion. Deep in the wilds of the Sanos Forest, Lun began to experience the thrill of the Prime. The deep forest gave the young Gith just what he needed, a sense of danger, of learning and experiencing something different from his fellows. The halflings of the forest distrusted him as an outsider but the Druids of the woods recognized him as a kindred spirit, one with nature. From that adventure his skills as a master of the four winds, the elements which Limbo simply did not possess.

After a time, Lun decided that he should be homeward bound with his newfound knowledge. The Druids told him of an old portal in Varisia which may be able to get him home. Heading in that direction, Lun finds a decrepit dwelling built into the side of a hill. Lun enters looking for the portal and thinking about his home plane as he enters…


Could I play a cranium rat swarm?

Dataphiles

So far I have two solid submissions from Philo and Storyteller shadow. I'll try and reach a decision by the end of the week. The group is about to set foot in Sigil, so that would be a natural starting point.

Psionics: it seems your Githzerai comes with some built-in spell-like abilities. I don't have a reference for psionics, and I wasn't really intending to include them. Perhaps you can have a look at the new occult classes, for flavor?

@Twigs: I have room for three, so go ahead and submit something. You can get Ifrit stats from the advanced race guide


I have consolidated the submission in one place.

Lun Tsu - Githzerai Monk:
Archetypes: Monk of the Four Winds
LN Medium Humanoid (Githzerai)
6’1” 175 Lbs. Green eyes, Green skin, no hair.
Init +7; Perception +6

Movement 30’

Base Statistics:
Strength 14, Dexterity 16, Constitution 12, Intelligence 14, Wisdom 15, Charisma 7
--------------------
Defense
--------------------
AC 19, Touch 19, Flat-Footed 15 (No Inertial Armor)
HP 9
Fort +3, Ref +5, Will +4
--------------------
Offense
--------------------
Fist +2 – 1d6+2
Flurry of Blows +1/+1 – 1d6+2 +1d6 Elemental Damage
--------------------
Statistics
--------------------
Base Atk +0; CMB +2; CMD 17
Feats: Deflect Arrow, Improved Initiative
Traits: Destined Diplomat, Unpredictable
Languages Common, Gith, Slaad

Other Gear: None
--------------------
Skills 4+Int (2) +1 Favored Class
--------------------
Acrobatics +7 (1+3+3)
Bluff +3 (1++1+3-2)
Climb +2
Diplomacy +2 (1+3-2) [Bonus +2 vs. Outsiders]
Escape Artist +3
Intimidate
{b] Knowledge (History) [/b] +0
Knowledge (Planes) +3 (1+2)
Knowledge (Religion) +0
Perception +6 (1+3+2)
Perform -2
Ride +3
Sense Motive +6 (1+3+2)
Stealth 7 (1+3+3)
Survival +2
Swim +2

--------------------
Special Abilities
--------------------
Monk Abilities:
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
AC Bonus When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows : Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Bonus Feats
Elemental Fist : At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.
Racial Abilities:
Extraplanar: Githzerai are humanoids who are native to the plane of Limbo. They gain the extraplanar sub-type when not on that plane.
Darkvision: Githzerai can see in the dark up to 60 feet.
Psionics: Githzerai possess the following psionic abilities as spell-like abilities: 3/day—daze, feather fall, shatter. A githzerai of 11th level or higher can use plane shift once per day. The effective caster level for these effects is equal to the githzerai’s level. The DC for these psionics is equal to 10 + the spell’s level + the githzerai’s Charisma modifier.
Inertial Armour: Githzerai can use psychic force to block an enemy’s blows. This ability gives them a +4 armour bonus to AC as long as they remain conscious. This is the equivalent of a 1st-level spell.
Spell Resistance: A githzerai has spell resistance equal to its class levels + 5.

Trait Descriptions:
Destined Diplomat - Your relationship with your eidolon gives you some clout with other outsiders. You gain a +2 trait bonus on Diplomacy checks toward outsiders, and Diplomacy is always a class skill for you.
Unpredictable: Your actions often seem random and chaotic to others, but there is a method to your madness. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

History - Lun Tsu like most Githzerai was born and raised in Limbo in a small city community floating amongst the clouds of that mysterious plane. As a child Lun longed to move on from his home to a Monastery where he could practice the martial skills valued by his people and achieve an inner peace his father, Zerth bless his soul, had never had.

Lun’s practice day and night made him eligible to move away from his family life to a Monastic life filled with discipline and mastery of the mind over matter. Lun was able to reach and be accepted to Zerth'Ad'Lun, a relatively well-known monastery that enjoys great respect among githzerai. Sensei Belthomais is the revered Master of Zerth'Ad'Lun, The Rule of Zerth'Ad'Lun, called zerthin, is taught in the cloister's halls. Practitioners of zerthin claim to peer a moment into the future, enhancing their martial expertise to unmatched heights.

Such insight within and without excited young Lun. For decades he practiced to quiet his mind, all to no avail. As younger students passed him by it became obvious to Lun that something was wrong. He sought out Sensei Belthomais for advice. “An unquiet mind is a mind which has not resolved its dilemmas. What troubles you?”

Lun recognized it at once, his fathers’ own longings for something more had settled in young Lun. Lun requested that he be allowed to leave the Monastery to seek that which he had yet to find. Sensei suggested that he visit the Prime. Perhaps a visit to such a place could soothe Lun’s soul.

So it was that Lun was transported with the Sensei’s blessing to Golarion. Deep in the wilds of the Sanos Forest, Lun began to experience the thrill of the Prime. The deep forest gave the young Gith just what he needed, a sense of danger, of learning and experiencing something different from his fellows. The halflings of the forest distrusted him as an outsider but the Druids of the woods recognized him as a kindred spirit, one with nature. From that adventure his skills as a master of the four winds, the elements which Limbo simply did not possess.

After a time, Lun decided that he should be homeward bound with his newfound knowledge. The Druids told him of an old portal in Varisia which may be able to get him home. Heading in that direction, Lun finds a decrepit dwelling built into the side of a hill. Lun enters looking for the portal and thinking about his home plane as he enters…


Kludde wrote:
Psionics: it seems your Githzerai comes with some built-in spell-like abilities. I don't have a reference for psionics, and I wasn't really intending to include them. Perhaps you can have a look at the new occult classes, for flavor?

Not a problem, I think the Githzerai Psionic abilities can be considered magical in nature anyhow - i.e. - substitute Inertial for Mage Armor and the effects are largely the same. I am fine with sticking to the Monk class for Lun Tsu.


I'll assume that's a no on cranium rats

Silver Crusade

Im in let me have a thinkums
For race would really like to play an android [Planter Cutter] who has, err dubious morality, now bad, just dubious, and was made in Sigil.

If not that race then a dhampir

Was thinking Trickster Psion street performer,
GM ALL the PSIONIC info you need is here With transparency rules its just another type of magic.

If no Psionics

The how about a planes-walker later and start out as a Sorcerer nanite-bloodline "Key hunter".

She looks of Portal keys as the best Key hunters, for use or sale.

Silver Crusade

thought about it and dropping, I think I am a little to late to the party here, + you already have a mage type and Construct offered.


Twigs here, I've been tied up with commitments to a play all through this coming week but would like to submit a PC for consideration. I wanted someone with a strong moral compass to navigate the philosophical factions in Sigil, a terrestrial having to adapt to an alien world. I was thinking an elderly, plane-shifted human Paladin after having tried on several extraplanar ideas for size and finding them wanting.

I'm curious what Pantheons would be appropriate for the Planescape setting? I'd like to venture away from the Golarion one.

I don't think I'll be able to polish something off by this weekend, however, so I can hardly stake a claim to that third slot. But if it's still here by the time I can sit down and knock out a statblock then I'm very eager to play.


Philo and Storyteller: could you sign in on the discussion thread (link) with your character in an alias?

Twigs: I like the character concept. I'll keep that third spot for you. Let me know when you have something ready.

Thank you all for your interest - I'm closing recruitment.

Dark Archive

Pathfinder Adventure Path Subscriber

Dang. Sorry I missed out on this one. Couldn't have been helped though. Best of luck to you all, and here's to giving The Lady the laugh, cutters.


Great. Thanks DM Kludde, I will have the profile up and post asap.

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