The City of Broken Doors, A Planescape Story (Inactive)

Game Master The Kobold Klan

The City Of Sigil looms high over the Outlands- But Something dark lurks the Multiverse and threatens to break the balance.


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Welcome to Sigil. Located at the top of the spire in the very center of the Outlands- This City is an Icon to all planiars, and a Mystery to all Primes. In this City a mortal man might converse with an Astral Deva and a Terrible Pit Fiend, On the same day! Perhaps even at the same table.
It's been decades since the Faction wars, Leaving some lost to history, and others struggling to Survive.
But the politics Of Sigil mean little too you, A simple adventurer. Your out to fight for glory, redemption... Perhaps you seek something more. Some way to remove a curse, or enact vengeance apon a rival. In the end only the work of an Adventurer has given you any leads.

Rumors have been whispered in Sigil, the City of Doors. Roumors that doors are begining to close. Portals that once led to powerful worlds, Lost kingdoms, and rich cities have began to shut. Portals no longer able to reach such worlds. Any Primes from those worlds are cut off from returning, unknown magic preventing them from going back. Some folks are worried, others figure if such things where a threat to Sigil or any of their planes, it would be a long time before they would be effected...

Hello everyone, I am The lone DM, Your Guide to the City of Doors. those of you new here can become easily lost in the winding streets and dark corridors filled with Demons and Angels alike. If you are not careful, One can get seriously hurt...

Me as a DM:

I'd like to explain some basic Home rules I Have, as well as let you know how I play as a DM. I'm very lax as a Dungeon master, and Find RAW to be quite restrictive at times. And for me the rules should be the Arbitors of Fun. Therefore I tend to flex and bend the rules to better allow the freedom that comes with playing any role-playing game.

So- if you have any questions about Rules and how I view them, go ahead and ask. I do keep most rules, as Paizo does a good job of laying good framework, But if there are any contradictions or strange limits you think should be addressed, Please bring them up. For example- If a species cannot see but has a sense like Blindsense to see things- in my mind that doesn't make them completely blind beyond what their Blindsense allows.


Custom Races and how I play them:

Okay, First off let's lay down the ground rules- Custom races are gonna be allowed for thos game. However I'm gonna be quite the stickler for details, and if I sense any excessive use of RP I will be less likely to consider a race.

How to format a submission for a Custom race:
Okay, Above the traits I'd like you to explain the inspiration for the race, as well as give a short background on what your race is,What they look like, and the culture of your race.
After this I'd like a simple explanation of their opinions on other races- Just the core races no need to go over the 30 something races Paizo has

From here comes the traits and such.

I first want to state that I will be incorporating some changes to Type and Size RP: First- Being Tiny is only 2RP instead of 4, and being large is only 4RP instead of 7, and neither grants a stat bonus. Another thing I'd like to add-on The ability of flying no longer cost 4 RP but 2, however you may still pay 2 extra for the greater speed

And here is an example of the format of like for the traits and qualities:

Blurgle
Type: humanoid(Blurgle) -RP cost

Size: Normal -RP cost

Speed normal 30Ft -RP cost

Ability score bonus: +2 Blurg, +2 Gle, -2 Flabbernak,- RP cost

Language:Blurgleflaff- RP cost

Trait name: Blurlge are terrible creatures who have no stat binuses, are completely useless, and stink so much they are avoided at all cost.- RP cost

Total RP: Terrible

So- for each trait as well as the Ability modifiers, I'd like you to Explain how your race has these abilities rather than just copy/pasting from the race Builder page. This makes your race Unique and ties it up in a bow. Another thing of like to say- you may reflavor the names of each quality as long as you explain what they do and next to the RP cost explain what they where. You may also reflavor certain abilites with different ones.for example: Elven immunities make you immune to sleep spells and Grant a +2 to saves against enchantments. Well you may reflavor this to instead make you immune to Paralysis and Grant a +2 to saves again Necromancy spells.

You may also make your own traits- So long as they dont outdo any other trait and you give an estimate as to what the RP value would be in your opinion.

After you've applied a Custom race I will give my thumbs up or down as to whether you can use it or not ^-^
As for an RP Limit- 20 is your Limit- However you may go over so long as you understand that I may add Weaknesses as a result

Setting based Races:

Dark Sun: there was a Pathfinder Conversion from Dark sun made by Tony Denning and Timothy Brown called "The Athasian Pathfinder Conversion" I Remember finding a link to the PDF somewhere on this website. I really liked their conversions for the races from Dark Sun. I have the PDF On my drive-in However I can't exactly share that with everyone ;P
If someone can find me a link that would be nice, Otherwise Please ask- we will be using the Stats for standard play for any Races coming from Athas- so just ignore the Ability Changes on each race. As for the "Wild talent" ignore that as well- as being away from Athas has broken your natrual Psionic connection to the land

Eberron: there was a conversion I really liked found Here where I'll use the Rules For Warforged and eberron based Races for. You may use the alternative Racial Traits from this website as well so long as they don't Include any Psionics other than Occult Adventures.

Ravenloft: Unfortunately I can't seem to find a good enough conversion for anything Ravenloft related- However you may flavor yourself as being from any of the many lands of Ravenloft quite easily. The Dhampir and Skinwalker fitting in quite well.

Other Settings: Please ask before putting forward any setting specific races- however I will basically allow pretty much any setting so long as it doesn't clash with the theme of Planescape or D&D

Character Creation:

Here's the real meat!

Allowed Content: Official Paizo, and above listed Sources, you may ask about 3pp but don't expect too much.- no spheres of might/power, No Ultimate Psionics

Race:any, See Allowed settings above as well as custom races above.
Special Rule! as part of your race you must specify if you are a Planiar or a Prime. It must be listed under your race and will effect some in game aspects. Any race can be Planiar or Prime. For example- if I'm playing a Human. wizard born on Toril I will have my race listed as "Prime Human". If I'm a Human born in the Astral plane I will have my race listed "Planiar human"

Class: Any Paizo official- Unchained Preffered, however you may apply Vanilla Archetype to Unchained so long as you can replace The equivalent abilities at given levels.

Level: 5(see below for Special rules)

Starting gold: 3000gp

Traits: 2, +1 additional with a drawback

Special Rules: We will be using Background Traits, Background Skills, Automatic Bonus Progression, Unchained Skill unlocks, Occult Skill unlocks, and Varient Multiclassing.

Applying a Template to yourself!: yes! I am allowing you to apply templates to yourself with the increase to CR counting as a Level. You cannot add levels to yourself this way however and any templates that apply a -CR give you their bonuses(or penalties) but don't adjust your CR unless you already have a template. You can only have one positive Temple and one negative template. You must explain in your backstory how you gained these templates and will have to integrate them into your story. If there is a 3pp template you wish to use, Please pass it by me and I will give my approval or not.

Background: I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:

1)3 concepts that explain your character

2)2 secrets: one your character keeps from the party, one kept from your character

3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)

4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait

For any further questions please ask, I know I may have missed alot for there is quite alot to go over...


Lone, you missed preferred ability stat generation.


TheWaskally wrote:
Lone, you missed preferred ability stat generation.

Darn, I knew there was something!

Ability Score Generation!
You may have a 25 point build or 4d6 drop the lowest for each stat- If you roll do two sets- in different posts so I know You're not cheating. Pick one of the sets. If you roll you may use a 20 point buy if your rolls are unsatisfactory- you choose to roll and possibly suffer. YOU HAVE BEEN WARNED!

I do this because Rolling can be kinda unbalanced...

Also, I just Thought- If you want to play a template that Alters total CR- I will allow it so long as it doesn't go over 5CR. For example: the Brain Cylinder makes total CR 1/4. Ultimately this makes no change to your CR, but does Drastically change your Character's abilites. Something like this is acceptable

Although I would like most folks to run a Template past me before just applying it :P


Alright! I shall invoke the Power and Wisdom of The Dice Gods!! Show Thine Mercy Upon me!!!
Set One
4d6: 4d6 - 2 ⇒ (5, 4, 2, 4) - 2 = 13
4d6: 4d6 - 1 ⇒ (4, 2, 5, 1) - 1 = 11
4d6: 4d6 - 1 ⇒ (1, 5, 1, 3) - 1 = 9
4d6: 4d6 - 4 ⇒ (5, 5, 5, 4) - 4 = 15
4d6: 4d6 - 1 ⇒ (3, 2, 2, 1) - 1 = 7
4d6: 4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16
Hopefully the next set is better!


Set two
4d6: 4d6 - 4 ⇒ (4, 5, 4, 4) - 4 = 13
4d6: 4d6 - 2 ⇒ (3, 4, 3, 2) - 2 = 10
4d6: 4d6 - 2 ⇒ (2, 2, 5, 4) - 2 = 11
4d6: 4d6 - 1 ⇒ (1, 4, 3, 6) - 1 = 13
4d6: 4d6 - 1 ⇒ (3, 1, 3, 3) - 1 = 9
4d6: 4d6 - 1 ⇒ (6, 1, 3, 1) - 1 = 10
F-F-F-U-U-U-U-U....
.....20 pt. it is [grumble grumble].


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Ah, So comes the inherit risk of rolling.
Some folks are tempted by the hopes of a high roll... If the dice gods smile apon them... And rather than take the path they know will give them what they need, They risk a gamble... And loose what they could have had...

Poor luck my friend- thankfully you can always plaster a Template on your character and add a small bit of edge to your stats.

I can already hear the lvl 3 Liches and Vampires Creeping up the path... Little do they know, the darkenss is not their friend


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I want to state before it's too late: KOBOLDS WILL NOT RECEIVE A -4 TO STR, INSTEAD THEY ONLY HAVE A -2 TO STR, AND GAIN A +2 TO CHA. this balances out the curious Reptiles- they are so weak it seems almost cruel to leave them so mangled.

The reason for the +2 Cha- Kobolds are crafty and witty, After all Dragons keep them around despite their weakness. They are often described as Sorcerers or Bards and this fits them well.


I love everything about this and want to join!

Stat gen: 4d6 ⇒ (1, 5, 3, 3) = 12 = 11
Stat gen: 4d6 ⇒ (3, 1, 4, 5) = 13 = 12
Stat gen: 4d6 ⇒ (5, 5, 6, 4) = 20 = 16
Stat gen: 4d6 ⇒ (4, 4, 2, 4) = 14 = 12
Stat gen: 4d6 ⇒ (4, 3, 1, 1) = 9 = 8
Stat gen: 4d6 ⇒ (2, 1, 6, 2) = 11 = 10


Second stat set:

Stat Gen: 4d6 ⇒ (2, 4, 2, 3) = 11 = 9
Stat Gen: 4d6 ⇒ (4, 4, 6, 6) = 20 = 16
Stat Gen: 4d6 ⇒ (6, 5, 5, 4) = 20 = 16
Stat Gen: 4d6 ⇒ (5, 4, 4, 3) = 16 = 13
Stat Gen: 4d6 ⇒ (5, 4, 6, 5) = 20 = 16
Stat Gen: 4d6 ⇒ (2, 1, 1, 6) = 10 = 9

I am happy with this set and will start working on a character tonight! The template thing seems like an awesome way to make some truly unique sigil characters. My Planescape Torment excitement is growing. :)

Scarab Sages

I’ll go with 25 pt buy. Will be back with a concept later today.


Yes! Warforged for the win!! I haven’t played a Warforged since our playground crossed from 3.5 into that Pathfinder Batatest 10ish years ago. Rolling for states.

Roll 1: 4d6 ⇒ (6, 2, 5, 3) = 16 = 14
Roll 2: 4d6 ⇒ (1, 2, 2, 4) = 9 = 8
Roll 3: 4d6 ⇒ (4, 4, 3, 1) = 12 = 11
Roll 4: 4d6 ⇒ (3, 3, 4, 5) = 15 = 12
Roll 5: 4d6 ⇒ (3, 6, 2, 4) = 15 = 13
Roll 6: 4d6 ⇒ (5, 5, 4, 5) = 19 = 15


Try number 2

Roll 1: 4d6 ⇒ (3, 5, 6, 5) = 19 = 16
Roll 2: 4d6 ⇒ (6, 5, 6, 6) = 23 = 18
Roll 3: 4d6 ⇒ (3, 3, 1, 2) = 9 = 8
Roll 4: 4d6 ⇒ (1, 4, 1, 5) = 11 = 10
Roll 5: 4d6 ⇒ (6, 1, 3, 6) = 16 = 15
Roll 6: 4d6 ⇒ (5, 1, 2, 3) = 11 = 10

I think I’d be sticking with this stat line. I will come up with something today/tonight.


I'll have to think about this one. I'm not overly familiar with Planescape though. The only 2nd Ed stuff I did was home campaigns set in Forgotten Realms. I know the basic cosmology, but not a lot more. I certainly don't understand the power dynamics of major players in Sigil.


You are running the game using Pathfinder. This might be a dumb question, Pathfinder deities or those available via Planescape?


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Just a dot for now... Back when on a PC.


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Also DM is this the Athas link you were looking for? https://drive.google.com/file/d/0B9vv1a7v3y5BbEowUzZkQ1NBdlk/view


I know what I want to play, a fast-talking half-fiend con man who is kind of a sad sack low rent criminal who gets pushed around through no fault of his own (I'm thinking somebody like Turk from the Netflix MCU shows) with pretensions to a better station in life and a serious dislike for demons since his demonic parent left him to rot on Sigil instead of raising him to his full potential. Man, that was a long sentence.

Rogue 4 +1 CR for Half-Fiend template

Rolls Set 1
4d6 ⇒ (3, 5, 6, 3) = 17 14
4d6 ⇒ (2, 1, 3, 1) = 7 Oof. 6
4d6 ⇒ (6, 1, 6, 3) = 16 15
4d6 ⇒ (3, 2, 1, 5) = 11 10
4d6 ⇒ (2, 6, 2, 6) = 16 14
4d6 ⇒ (5, 5, 5, 5) = 20 15


Rolls Set 2
4d6 ⇒ (6, 4, 2, 2) = 14 12
4d6 ⇒ (6, 4, 3, 5) = 18 15
4d6 ⇒ (4, 1, 5, 5) = 15 14
4d6 ⇒ (5, 6, 5, 1) = 17 16
4d6 ⇒ (1, 5, 6, 5) = 17 16
4d6 ⇒ (6, 6, 1, 4) = 17 16

Much better.


RelicBlackOUT wrote:
You are running the game using Pathfinder. This might be a dumb question, Pathfinder deities or those available via Planescape?

Both, and Throw in basically any other pantheon you want- It's actually cannon that Greek gods are Available as well.

Because Planescape basically says: "It all exist because everything is Infinite and Infinity means infinite possibilities"

@Warsor: Yes, That Link

Sczarni

Mechanics, story to come later:
Gaedrum Epralak
Male Advanced Human Necromancer (Undead Specialist) 4
NE Medium humanoid (human, planar)
Init: +; Senses: Perception +
Speed: 30, Languages: Common, +5, +4 linguistics

Defense
AC 16 (Armor +1, Dex +3, Natural +2) Touch 13 FF 15
HP 29 (4d6+11)
Fort +4 Ref +5 Will +7

Offense
Melee: +1 Bonded Quarterstaff +5 (1d6+3)
Ranged: Masterwork Light Crossbow +6 (1d8 19-20/x2) Range 80, Ammo: 10
BAB 2 CMB +4 CMD 17

Statistics
Abilities: Str 14 Dex 17 Con 14 Int 25 Wis 14 Cha 18
Automatic Bonus Progression: Resistance +1, Armor Attunement +1, Weapon Attunement +1
SQ: favored class (Wizard; HP 1 2 3, spells 4), skilled, bonded item (staff),
SA: Command Undead (10/day, DC 18, max 4HD each), Bolster Undead (10/day, Standard action, Undead gains +1 profane to attack & saves, +1 temp hp/HD, +2 turn resistance, lasts 2 rounds)
Feats: Spell Focus (Necromancy), Greater Spell Focus (Necromancy)B, Scribe ScrollB, Improved Channel
Traits: Dangerously Curious (+1 UMD, class skill), Bruising Intellect (+1 Intimidate, use Int instead of Cha for Intimidate)
Skills: AppraiseB +14, Intimidate +15, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +14, Knowledge (Local) +14, Knowledge (Nature) +13, Knowledge (Planes) +14, Knowledge (Religion) +14, LinguisticsB+14, Sense Motive +7, Spellcraft +14, Use Magic Device +11
Combat Gear: alchemist fire (2), acid (2), tanglefoot bag
Equipment: masterwork crossbow, cold iron dagger, masterwork backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations, waterskin, spellbook, muleback cords,
Coin: 47 gp
Gems: 500 onyx

Potions: CLW (2), Protection from Evil

Scrolls: Shield (2), Ant Haul (2), Repair Undead (2), Knock, Resist Energy, Fog Cloud

Spells Prepared: CL 4, Save DC 17+spell level, Specialization: Necromancy, Forbidden Schools: Enchantment, Illusion
Cantrips: Dancing Lights, Detect Magic, Mage Hand, Message
1st: Mage Armor, Shield, Enlarge Person, Feather Fall, Floating Disk, Ray of Enfeeblement
2nd: Scorching Ray (2), False Life, Blindness/Deafness, Glitterdust

Spellbook:
Cantrips: All except Enchantment/Illusion
1st: Shield, Mage Armor, Burning Hands, Floating Disk, Magic Missile, Cause Fear, Interrogation, Ray of Enfeeblement, Repair Undead, Ant Haul, Enlarge Person, Feather Fall
2nd: False Life, Command Undead, Blindness/Deafness, Scorching Ray, Glitterdust

Description: Gaedrum is of average human size for a man, standing 5’9” tall and weighing about 165 lbs. He wears his dark brown hair cut fairly short and combed back, and keeps himself scrupulously clean whenever possible. He wears well-made dark travelers’ clothing and always walks with his finely carven black-oak quarterstaff. The only other weapons he carries are a dagger on his belt and a crossbow strapped to the side of his pack. If one looks closely, they can see his spell component pouch at his right hip, or the black-leather bound and bronze locked spellbook hooked close by. A scroll-tube peeks from his left hip alongside his dagger’s sheath.

History:

Dark Archive

Very interesting. I love the Dark Sun setting and will pick something from there. Would a race from this world start with a psionic talent as usual?

I am tempted to roll stats BUT I am also reasonably good at math and so will gladly take the generous 25 points. :)

You did not mention any criteria for selection or deadline for submittal?


Oh, Before we get too deep into the templates: Any Templates that Change CR based on. Hit dice are treated as the Value they would be if applied to a Character of your level.


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Skorn wrote:

Very interesting. I love the Dark Sun setting and will pick something from there. Would a race from this world start with a psionic talent as usual?

I am tempted to roll stats BUT I am also reasonably good at math and so will gladly take the generous 25 points. :)

You did not mention any criteria for selection or deadline for submittal?

I do believe I said there would be no wild talent gift, due to being disconnected from Athas.

as for a deadline: I dont have one yet, I will close Recruitment when i feel it has been allowed to brew long enough.

as for the criteria: make a character- have a backstory- don't be a murder hobo.

also yes... 25 is quite generous, so Rolling is a bigger risk than boon in the end...


Background for Lackless, aka Anon Lockless, Anan Quicktongue, and Anansi the Forsworn, Half-Fiend Rogue (or maybe Bard) 4:

3 concepts that explain your character

First, he's a thief who grew up on the streets of Sigil. He started out as one of the many touts guiding clueless Primes around the city and grew into the well connected young businessman he is today.

Second, he's a con artist. He keeps a room full of disguises and props, keeps his ear to the ground, and can infiltrate any group from a homeless encampment in the Hive to a lunch meeting of the lawyer's guild in the Ward to a dinner party of the rich and powerful in the Lady's Ward. He can talk to anyone and get his hands on almost anything, for a price.

Third, he's a half-fiend. While he is usually very affable and knows the value of keeping trusted friends around him, his main interest is in keeping himself intact and in coins. If he was the kind of person who joined factions, he would no doubt be a Taker.

2 secrets: one your character keeps from the party, one kept from your character

A secret he keeps from the party is that he owns a small flat in a middle class part of the market frequented by planar merchants, which he keeps as a last ditch safe house in case things really go bad and he has to hide out. He rarely visits the place and never tells anyone about it.

A secret kept from him is that his demonic parent, a salikotal, is actually a traitor to Hell and is in the process of being redeemed by his angelic lover (and has been in the process for centuries, long before Lockless was conceived with his mortal mother).

3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)

Able Ponder-Thought, a researcher in the Clerk's Ward who specializes in factions and Sigil's laws and history.

Ebb Creakknees, an old Harmonium member who loves to talk. He's a font of information if you're willing to sit through his long stories.

Fell, a fallen dabus who has become a well known tattoo artist. A good contact because he meets a lot of people and hears a lot of things.

Kesai-Serris, a tiefling Sensate prostitute at the Brothel for Slaking Intellectual Lusts in the Clerk's Ward. Like Fell, she meets a lot of people and hears a lot of things.

Phineas T. Lort XXXIX, a nobleman relegated to working in the Hive's Office of Vermin and Disease Control. He never stops talking, but his contacts provide a good way to get into to posh parties and locations non-nobles never get invited to.

Yes, these are all from Planescape: Torment, but none are party members so I felt like they were fair game. Since having a good network is pretty central to his concept I'd mine the wiki for even more ideas if you let me.

1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.

Character goal: buy a legitimate business that provides enough income to sustain a decent lifestyle

Party goal: visit another plane (not including the Prime Material)

Player goal: keep this game going long enough to get this PC to 10th level

I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait

Fear: he dreads the idea of having his will taken over and will do his best not to cross beings known for their mind control abilities, like mind flayers and psions.

Flaw: he'll go out of his way to screw over a fiend, due to his bitterness over what he sees as devil-kind abandoning him.

Positive trait: he knows a lot of people in the city and maintains a big network of friendly acquaintances, friends, and contacts by generally being nice, personable, and making people feel like he cares about them.


I like the flawed stats I'll have, adds a little something fun. I'm trying to avoid playing an inherently evil person/race template as I feel that has been overdone for me recently. Just 2 more hours and I'll start working on this from home...


Question for Lonely DM, I read your rule on custom race but what if I merely want to flavor an existing template like Half Dragon mechanically into a Half-Titan? I can create something with you though if you prefer but I have a fun character concept that is less about the number crunch and more about the idea and RP.


Warsor wrote:
Question for Lonely DM, I read your rule on custom race but what if I merely want to flavor an existing template like Half Dragon mechanically into a Half-Titan? I can create something with you though if you prefer but I have a fun character concept that is less about the number crunch and more about the idea and RP.

well, honestly if it's just flavor then i see no reason not to do it. my only issue would be if there was a mechanical thing that made you virtually unkillable. I mean, plenty of templates add things like immunity to an element or huge stat boosts, but frankly those are easy to counteract. and I'm not gonna pick a party who is all undead or all dragons, as hat would just result in a poor group.

flavorwize I'd like to see what you change before just applying it.
and there are templates that change things to allow for giant-kin... as well as the Athas guide providing the Half-ogre race.

also, at the very least, I would like death to at least be a bothersome ordeal. being a lich skims this line, as they technically can't die... but if their body is destroyed. it still takes them a lot of time to come back.


Yeah I'm purposefully not picking the obvious lich or graveknight with cheesy immortality. Even the Nameless One was less immortal just regeneration with only a few specific things that could negate it.

I'm looking at the template to try something unique that makes the character more interesting not just mechanically better. I even considered a skeletal champion just for being a intelligent skeleton man with class levels.

Scarab Sages

Dakon Lee / The Jackdaw

Background:

Dakon Lee grew up dodging the feet of adults and doing his best to avoid razor vine, just like a lot of natives of the City of Doors. His mother was a chambermaid for some Fated guvnor, and his dad never was part of the picture, so he was mostly left on his own while she worked. Spending much of his time on the streets, injustice was a daily experience, either to him or witnessed by him. It always rankled, but somewhere along the way a voice began to whisper in his mind just how unfair it was. How the powerful take advantage of the weak, the rich exploit the poor. If only there was some way tip the scales, some person who would take up the cause of Justice when no one else would. Dakon came to think of the voice as the Jackdaw, a little bird on his shoulder, whispering in his ear. The whisper grew to a roar over time, and without really knowing he was doing it, Dakon came to think of the Jackdaw as a separate personality. The Jackdaw wasn’t content to passively stand by, and taping into some unknown magic in Dakon’s blood, he found a source of power of his own. Part oni and part avenging angel, Dakon spends his days as a tout guiding others Sigil, but by night he dons a mask and becomes the Jackdaw, a shadowy vigilante patrolling the back alleys and slums.

1. Three Concepts: Duality (Dakon is kind but passive, Jackdaw is bold but merciless), Justice, and Class Struggle
2. The Jackdaw would prefer to keep Dakon a secret entirely, not to mention his mother whom he now cares for in a small apartment he rents for the both of them. Unbeknownst to him, his father is an Oni Magi that still visits Sigil from time to time. The yokai isn’t particularly interested in his offspring, but that could change if the Jackdaw obtains more notoriety.
3. Dakon cares for his retired mother, and has ties to the tout guild. Otherwise he is acquaintances with many people about town but doesn’t have close friends. A few members of the guard know the Jackdaw, but they aren’t quite sure what to make of the barmy basher yet.
4. The Jackdaw would ultimately like to bring down the Fated, finishing the job the Faction War started years ago. As a party, he would like them to thwart some machinations of the Fated or the lower planes in Sigil. As a player, I just want him to have a chance to embarrass or otherwise take down a peg Shemeska, the King of the Cross-trade.
5. Dakon is afraid his double life is going to come crashing down. The Jackdaw is most afraid of losing his free will. Neigh fearless and dedicated to his quest, the Jackdaw is brave, but his methods are more Mercykiller than Sons of Mercy.

Mechanics:

Dakon Lee / The Jackdaw
M NG/LN Planar Human (Ogrekin) Vigilante (Chuy Ye Enforcer), Level 4 (CR5), Init 6, HP 39/39, Speed 30ft
AC 25, Touch 15, Flat-footed 20, CMD 22, Fort 3, Ref 9, Will 5, CMB +7, Base Attack Bonus 4
Unarmed Strike +10 (1d4+8, x2)
Sling (20 stones) +9 (1d4+3, x2)
Dagger +9 (1d4+5, 19-20x2)
Mithril Shirt, Darkwood Buckler (+4 Armor, +1 Shield, +5 Dex, +5 Natural Armor)
Abilities Str 16, Dex 20, Con 14, Int 12, Wis 12, Cha 12
Condition None
Favored Class: Vigilante (+1HP)
In Vigilante mode he has the Native Outsider type with the giant and shapechanger subtypes

I think I got the template thing right, but let me know if not.

Silver Crusade

This is cool! I love Planescape!

I'm just going to opt in, not knowing, yet, how my other two optings in are going to go.

I'll just go for a safe 25pt buy, I think. Dice are fickle things. And these are online dice, they're even worse.

Anyway...

For character I was thinking of a Dustman.

I would make it an ID Rager with the Kindness emotion.
I'll have a high diplomacy, trying to explain the futility of clinging to worldly possessions, since you're already in the afterlife. And if that fails, I'll summon up my possessing spirit to kindly dole out true death to those that clearly don't grasp the concept verbally.

But... That's just my first idea. I'm going to take my time to think about this :D

Hmm... A psychic from the Sign of One... Not bad either... Oooh so many options!


So I've decided on an Aasimar Sorcerer that was purchased as a small child and experimented on by a mad scientist trying to grasp a better understanding of inheritance and genetics. After all the painful experiments he unlocked her epigenitics causing her to mutate into a half-celestial aasimar. She used her new found powers to flee from him and found her way to Sigil as a way to hide from the scientist who wants to continue his studies.

Question about the Half-Celestial template. This is one of the templates where the benefits and CR adjustment change based on how many HD the base creature has.

I am not clear on how that works with a base creature with no racial hitdice. As an half-celestial aasimar do I get all of the benefits of a 1 HD creature (DR 5/magic, SR 12, Protection from evil 3/day & bless 1/day); or will my Half-Celestial benefits get better as I level up? (SR at 15 at level 4...have aid and detect evil 1/day, etc)?


dotting for interest.


Nairb the Grey wrote:

...

Question about the Half-Celestial template. This is one of the templates where the benefits and CR adjustment change based on how many HD the base creature has.

I am not clear on how that works with a base creature with no racial hitdice. As an half-celestial aasimar do I get all of the benefits of a 1 HD creature (DR 5/magic, SR 12, Protection from evil 3/day & bless 1/day); or will my Half-Celestial benefits get better as I level up? (SR at 15 at level 4...have aid and detect evil 1/day, etc)?

This is actually a good Thing, and something I've been worried about myself. I wondered: If the Base creature has 0 Racial hit die would it gain benefits from having higher hit die from levels?

Well, I do believe the template just says "Hit Die" and doesn't specify If it's class or Racial: So I do believe I should lay down the law otherwise the Template CR adjustment would change as you level, ultimately out pacing the level.

For Templates like this That grant grater abilites as you have more hit die I will use the following Rule: You treat the template as it's base: +1 and treat your hit die as 1, however at every level that would result in an increase of CR you may take a feat I will Name Enhanced Heritage that will treat your template as if you where the next rank up. For example: you'd be treated as a 5HD Half celestial if you where to take this at level 5-9, A 10HD taken at 10-15, and so on...


4d6 ⇒ (1, 6, 4, 1) = 12 11
4d6 ⇒ (1, 1, 3, 1) = 6 5!
4d6 ⇒ (6, 4, 5, 5) = 20 16
4d6 ⇒ (2, 5, 6, 6) = 19 17
4d6 ⇒ (2, 2, 4, 4) = 12 10
4d6 ⇒ (5, 1, 2, 1) = 9 8

17/16/11/10/8/5

...interesting.


4d6 ⇒ (2, 5, 2, 6) = 15 13
4d6 ⇒ (6, 2, 5, 6) = 19 17
4d6 ⇒ (2, 2, 5, 5) = 14 12
4d6 ⇒ (6, 3, 3, 4) = 16 13
4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (5, 4, 2, 5) = 16 14

17/16/11/10/8/5
17/14/13/13/12/12

Second set is easily the better of the two

I’m going to assume the simple advanced template isn’t allowed?


I always love rolling. Let's see if I'm lucky.

4d6 - 1 ⇒ (3, 1, 2, 2) - 1 = 7
4d6 - 1 ⇒ (6, 1, 1, 1) - 1 = 8
4d6 - 2 ⇒ (4, 2, 2, 4) - 2 = 10
4d6 - 1 ⇒ (1, 5, 4, 5) - 1 = 14
4d6 - 4 ⇒ (4, 6, 6, 6) - 4 = 18
4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17

That's... something, all right. Let's see how the next one goes.


4d6 - 1 ⇒ (6, 2, 6, 1) - 1 = 14
4d6 - 1 ⇒ (1, 6, 6, 2) - 1 = 14
4d6 - 1 ⇒ (1, 2, 6, 4) - 1 = 12
4d6 - 1 ⇒ (6, 6, 1, 4) - 1 = 16
4d6 - 1 ⇒ (1, 2, 4, 3) - 1 = 9
4d6 - 2 ⇒ (5, 2, 5, 2) - 2 = 12

So, either 7-8-10-14-18-17 or 14-14-12-16-9-12? Hmm, that's 29/23 points, and suggest radically different characters. I'll sit on this for a bit and see if I come up with something.


Grumbaki wrote:


17/16/11/10/8/5
17/14/13/13/12/12

Second set is easily the better of the two

I’m going to assume the simple advanced template isn’t allowed?

Oh it's allowed, But remember to somehow incorporate it into your background... If I see the template and don't see you somehow explain how it applies to you then I may not select you, Or if I do then I will explain it in story.

I mean, Basically you're just better, No idea why, your just a Prodegy... That is until you discovered some strange happenings in your past you had no idea about.

Remember:If you have a template you must either Explain how you have it- Or it must influence your background in some way


Grumbaki here, in the process of starting him up.

Basic idea is a dwarven runesmith. A Dwarf Panolpy Savant Occultist with the Trappings of the Warrior. Basically a warrior who uses his weapon and shield to cast spells.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Think I'll go for the point buy. Not sure what I'll make exactly though.


I have a question, I'm considering submitting a phantom blade multiclass. How would you handle the automatic bonus progression rules with a class that has a build in weapon progression?

Speckifically the build plan is 3 levels of vindictive bastard (paladin) and 17 level of phantom blade(spiritualist).


Dotting in to roll then see what I can think up tho I have an idea for an alchemist.

4d6 - 1 ⇒ (4, 2, 1, 4) - 1 = 10
4d6 - 1 ⇒ (4, 3, 1, 5) - 1 = 12
4d6 - 1 ⇒ (2, 1, 3, 2) - 1 = 7
4d6 - 1 ⇒ (5, 3, 3, 1) - 1 = 11
4d6 - 2 ⇒ (4, 3, 2, 6) - 2 = 13
4d6 - 1 ⇒ (5, 1, 3, 4) - 1 = 12


Hopefully I get something a lil better this time,

4d6 - 2 ⇒ (2, 6, 5, 6) - 2 = 17
4d6 - 1 ⇒ (6, 1, 4, 5) - 1 = 15
4d6 - 2 ⇒ (5, 4, 2, 5) - 2 = 14
4d6 - 2 ⇒ (4, 6, 2, 5) - 2 = 15
4d6 - 2 ⇒ (2, 6, 5, 3) - 2 = 14
4d6 - 2 ⇒ (5, 3, 3, 2) - 2 = 11

Oh how the dice gods smile upon their favored.


baggageboy wrote:

I have a question, I'm considering submitting a phantom blade multiclass. How would you handle the automatic bonus progression rules with a class that has a build in weapon progression?

Speckifically the build plan is 3 levels of vindictive bastard (paladin) and 17 level of phantom blade(spiritualist).

Well... Classes like The Bladebound your weapon automatically advanced. You may use either the Base enhancement From the Archetype or the bonus granted by the ABP, Whichever is higher at the time. You cannot stack them...


Crunch is done! Prime Duergar Panalopy Savant Occultist VMC Magus.

Full BaB with a giant axe (which is his belt when not being used, as he is far too paranoid to ever be unarmed), can also cast a handful of spells including minor healing. Can automatically identify magic items for us. Has surprisingly good Diplomacy/Bluff too.

As an occultist with VMC Magus, his big trick is standard action to apply bane to his weapon. So, even if ‘unarmed’ he can Move Action (turn his belt into a butchering axe), standard action (apply bane to the axe) and Swift action (use an Arcane Point for another +1).

This makes his axe a +4 Weapon for 1 minute. Meaning +12 to Hit and 3d6+2d6+20 damage.

1)3 concepts that explain your character
* Deurgar native of Hagegraf. Carries all the baggage this entails. Has high Diplomacy and Bluff because offending the wrong Duergar gets you killed.
* Lawful Evil. While out for himself, his word is iron. It does not break.
* He sought Sigil not just for power, but also to escape the slavery that is Duergar society.

2)2 secrets: one your character keeps from the party, one kept from your character
* From Party: Torsten’s Template is due to his internal blood. His family is “blessed” with heritage of evils. His mother was a devout follower of Asmodeus, rather than Droskar. Torsten has spent his entire life hiding his birthmark (see foul brand drawback)
* From Party: Torsten is deathly afraid of returning home. He knows what punishment awaits him.
* From Himself: He is not truly evil. It is just how he had to survive. If not raised in Hagergraf he would likely have been neutral. Maybe even good. This is one of the reasons he fled Hagergraf. He sees that as weakness though, and thus would never admit it.

3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
* Laer Flamedancer (A plane-walker merchant. He brought Torsten to Sigil in return for a favor. A favor he hasn’t called on yet)
* Lognar The Just (Torsten’s clan elder and former mentor. A Duergar who would torture and break Torsten if he ever dared return home due to Torsten abandoning his duties and clan)
* Crassus (A harmonium enforcer and one of Torsten’s few “friends.” Provides the Deurgar with work when he first arrived in Sigil. Torsten highly respects the man and his adherence to his values)

4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
* Player: To Forge an item of great power using rare materials from the planes
* Party: To potentially join a faction. Or maybe go to a gate town!

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
* Fear: Returnig Home, or his people learning where he is
* Flaw: Stubborn, Prideful, Untrusting
* Positive Trait: Brave, Determined


Glad to see the interest as well as Some good work coming from you folks.

Now, I'll set Up the Campaign and Give you folks some Basic Info as to rmwhat the Games gonna Be in the Campaign Info...

I would also like to state something:If you happen to summon things- The effects will change DRASTICALLY depending on the plane your in. this is very apparent with the difference between outer and inner planes. Outer planes touch the Ethereal plane, while inner planes touch the Astral plane. And these two planes do not connect. So often times magic is effected by this. The most. Common effect would be Summoning- If you atempt to summon from the inner planes while on an outer plane you will be disappointed when your spell fizzles. This can be easily countered by just keeping track of your plane and what's connected.

Sigil is Connected to all planes, so no negative effect is found here, However if you are a summoner you may find the true form of or eidolon. Since Eidolons have subtype(unchained anyways) they also are effected by this. If you happen to be in a plane not connected with your Eidolon's you'll have to resort to using other methods of summoning. Additionally- if you take an Eidolon to a plane where their home plane is not connected- they take even longer to return, Taking 1d10 days before it is able to return to it's home plane and recover.

I have the finer details listed on the Campaign Info page in the tab labeled "Things to keep in mind"


Looking to go with an Android Living Weapon Brawler.

18, 16, 15, 10, 10, 8
Crunch to come.

Background:

1)3 concepts that explain your character

Going with an Android guardian of some kind. He was created to protect the creator who he calls “Master.” Master was a planes walker who needed someone to keep a look out for him while he sleeps, you can never trust all those meat bags. Master was wronged a lot in his life, since I was created we were seeking items that were taken from him. It’s odd that people who live in such nice manors would steal from Master, but that must be how they gained their wealth.

2)2 secrets: one your character keeps from the party, one kept from your character

Secret kept from party: Above all else he wants to find Master. Does not have loyalty to any other meat bags.

Secret kept from character: Master was a thief. They were both captured, but the android had its memory wiped by Master so he couldn’t be a witness to the crimes. He just remembers that he must find Master, the creator.

3)3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)

Master: The creator. I owe him everything.

4)1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.

Character goal: Find out that other meat bags are worthy to be friends.
Party Goal: Without knowing how things are starting... exploring the planes!!
Player Goal: Exploring the planes!!

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait

Fear: He has holes in his memory and knows someone has tampered with him. What did they remover, what does someone not want him to remember.

Flaw: Because he was created to protect Master he is wired not to back down from a fight. His purpose is to allow Master to be safe.

Positive Trait: Doesn’t suffer from weaknesses that meat bags possess. Feelings of fear, sadness, worry. Empathy. There is only the task at hand.


The Lonely DM wrote:
baggageboy wrote:

I have a question, I'm considering submitting a phantom blade multiclass. How would you handle the automatic bonus progression rules with a class that has a build in weapon progression?

Speckifically the build plan is 3 levels of vindictive bastard (paladin) and 17 level of phantom blade(spiritualist).

Well... Classes like The Bladebound your weapon automatically advanced. You may use either the Base enhancement From the Archetype or the bonus granted by the ABP, Whichever is higher at the time. You cannot stack them...

Could you instead have two weapons? One advanced by the bonus rogression and one advanced by the class? Having to code one or the other penalizes those classes as the weapon replaces class features.


I feel your pain. My class gives Resistance bonuses which is duplicated by ABP. <shrugs> Ah well, still the class I want to play


baggageboy wrote:
The Lonely DM wrote:
baggageboy wrote:

I have a question, I'm considering submitting a phantom blade multiclass. How would you handle the automatic bonus progression rules with a class that has a build in weapon progression?

Speckifically the build plan is 3 levels of vindictive bastard (paladin) and 17 level of phantom blade(spiritualist).

Well... Classes like The Bladebound your weapon automatically advanced. You may use either the Base enhancement From the Archetype or the bonus granted by the ABP, Whichever is higher at the time. You cannot stack them...
Could you instead have two weapons? One advanced by the bonus rogression and one advanced by the class? Having to code one or the other penalizes those classes as the weapon replaces class features.

The reason I say use the better is because at this point in the game the automatic bonus progression is supposed to make up for essentially finding a magical weapon or armor- if you where to take a class that just gives you a magic weapon then the whole point of the automatic bonus is rendered moot. If I where to allow you to duel wield two fully enhanced weapons then that would further render the automatic bonus useless as at most you'd be able to wield 2 magic weapons before the automatic bonus ever gave you that chance.

Honestly I feel if you choose a class that gives you a magic Weapon automatically- if we weren't using ABP you'd preffer your own weapon over any I'm gonna give you. If you choose to use another weapon you MUST attune yourself to it in order to use it.
Technically speaking you should be able to use your ABP on an offhand Weapon and use your class given weapon at it's full potential...
But this is where I digress: In ABP at lvl 5 you have a +1 weapon attunement, and your Phantom blade has a +2 enhancement. So at the moment your ahead of the curve anyways. Look- I'll allow you to use your ABP on two weapons- but youust treat it as if your Phantom blade is always attuned. Meaning you can't split the enhancement until your ABP allows it.

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