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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Ssssooooo from thebtop:
1) I Ultimately have goals I want for the game. Your goals give me meat and motivations for me to adapt to my game. I imagine your goals will change over time, so mostly I just want something to play with.

2) No- this is not by-the-book. It's more... Very close to Planescape but overall it's our world and there will be diffrences.

3)any template that doesn't completely make you imortal- and of it does: I will make sure you get to use that immortality often...
As for momsters- ask before applying a monster. I'll convert it into a palyable Race and apply any level changes or such as I see fit. For example- I counted the Imp as 2 levels because of the powerful spell-like abilites and poison.

4)you may reflavor Galorian specific classes/feats/or anything you wish. Hell, you can even just be from Galorian- Again this is our world and differences will happen. Your character can be from any setting, But please be aware sometimes themes clash a little ;P


Question:

Undead are immune to moral bonuses due to immunity to mind affecting. If I were to build an Undead Cavalier, am I immune to my own moral bonus from the challenge and order abilities? That would make the choice of suitable orders difficult.


I know that as an Android Cavalier, I would be immune to my own moral bonus as Android's can't get moral bonus, no matter the origin.


I like Eleven so much a wrote a little short bit about her called.

Mind your jink, berk:

"Mind your jink, berk; someone's gonna try and peel you!!."

A street kid called at her as his gutter gang ran past.

"Clueless!!"

Shouted another, then they where gone. She checked her things, crooks where crooks no matter the world and they tended to always do the same things. She had leaned the hard way that when she was classically 'pushed' and a 'dabbed' losing her wristwatch in the process. But she was good, the magic Belt A'kin had sold her was keeping them fingers out of what little she had left.

she was getting use to the kant now, it was not so hard. Words always had meanings, you just had to link the too. Stars how long had she been here now. Time just did not pass right, She checked her internal cronoclock. well is as the afternoon back home. Not that, that meant anything. She kept going, she was heading to Lady's Ward, having finally got a slot with Black Marian. It had cost, but if anyone could tell her where the door home might be, Marian would be the one. but she stopped in her tracks when she spotted a face she had been hunting for. She slipped into a doorway. Across the street, talking a cutter was 'Lillbrix' A kleptomaniac Gnome who had riffled half the clients clothing in "The Other Place" before being spotted. Some how the little git had got away and was on the run with a lot of gear others really wanted back. Iarmid had put our a reward for gnome and loot. A reward that would make life a for eleven a lot more confutable for a mouth or two. Lillbrix slipped down a side ally with the cutter. Staking her chance she jogged across the street and slipped in after them. she had only gone a shot way when she heard them talking.

"in here, you got gear"

"Right as Autochon's brainbox is mad I have"

"Then in"

The sound of a door opening and closing. She walked slowly to where the sound had come from. A simple door, and behind muffled voices. Two, no three of them, two where 'Lillbrix' and the cutter, but the 3ed, male and deep. Could be a denizen. she thought over her options. Wait and nab Lillbrix, pick the lock try and take them, or.. She stood back from the door and pulled her two revolvers. Two of the last things she had from back home. Serves issue, simple and reliable. But even so getting shells made here was a pain. If this paid off she could get a hole load more. Well all or nothing. She put out a leg and kicked hard. The simple door lach-bar broke and the foor flow open. She went in. Six shocked faces looked at her. Three standing around, another sitting sitting at a small table opposite Lillbrix the last working of some kind of coffee pot. Arr ^^$&£! there was a gang of them.

"Anyone moves and I will put a hole in you as big as a fist, understood"

But they did, 1st was Lillbrix, who went for some kind of wand. She fired, and the slug just about ripped his arm off. The other shot took the sitting cutter, right between the eyes. His head flow back and body went over. Dead or not he was out for the count. The others went for blades and cross bow. She ducked and rolled to the left. A bolt just passed where her head had been. Now on her side, she shot the leg out from under the one with the cross bow. He fell, and as he hit the ground she placed another round in his chest. At this range it was hard to miss, but then the others where on her, a bald came down hard and just about cut her arm off. Her left hand went lip and her revolver in it dropped. The other was trying to clime over the table, But Lillbrix got in his way, him and the table went over, As Lillbrix got his other hand to the wand and vanished.

&^^$$* teleport, there goes the money. She thought, But mister long blade was going at her again, She did not hive him chance to land the blow, Raising her good hands revolver she levelled it between his legs and blow off his manhood. The scream that came was defying. But now mr table was coming at her. She used Mr now no nuts to shield herself as come at her. Her cut arm was coming back online and she took the chance to scoop up her gun as no nuts was pushed away. Mr tables blade was just to fast and went in her chest and out the other side. Pinning her to the wall. His arm held her good one fast also pinned to the wall. A teethy grin filled her field of view as the green what ever he was smiled an even smile.
Starts he was strong, she was locked in place.

"I'm going to make yo..."

He never finished, her cut arm came up, and at point blank rage she fired. His head came apart like a melon. She was covered in brains and green blood. He's body flopped to the floor.

Taking her time she levelled her gun at the one who had been making the coffee. The cutter had froz in place. He looked at her now in shock.

"I want you to come here and pull this blade out of me, do I make myself clear, do that and I will let you go, do you understand"

He nodded but did not move.

"Come here and pull this blade out now or I will kill you on a count of 5, 1... 2... 3.."

He got it and rushed over, grabbing the blade grip, yanking hard, it came out with a sicking sucking sound. She just about fell over, but leaned back on the wall to steady herself. Mr coffee stood there holding the blade and not moving in fear. She nodded to the door.

"Well, go, go on get"

He nodded like a child then ran still holding the bald out the door as fast as his feet could take him. She waited while her ninites fixed the damage. She had been close, the internals where a mess. There was a moaning sound from Mr stable sitter. So the head shot had not killed him then. She pushed herself off the wall and walked over to him. Blood was seeping out. He had horns coming out of his head, so he was facing upwards. It was then she spotted it. a sack that had been placed under the table. She slipped her right hand gun back in its holster and keeping the left gun pointing at Mr Table. Bent and picked it up, she back away to the wall again. Placing it under her arm she took a look inside. Swag, lots of jewellery, from rings to Braces. Well she had the loot taken from 'The other place' Marina would have to wait, She needed to get this back to Iarmid. Another would think to keep it, sell if off and live large. But It never even crossed Elevens mind, There was a contract out and a reward. All by the book. She would not get most of the money, but she would get some and every little helped. She put the sack under her arm and guns away. Shaking her cut harm and checking her chest, she could see healing was underway and by the time she got to the other place she would be back to 100%. Stepping back out the door, she slipped in her smocked glasses and started for Iarmid's place.

The idea for this it to show the mind of person Eleven is. The combat went all her way, and of couse that would not happen in game play, but it shows the way she acts and things. I hope you liked it.


So...should I take that as "your idea is ok?" I feel like my questions aren't really being directly answered.


My submission:
Shedinn Delmirev, Skeletal Champion Prime Dragonborn Cavalier 4

Spoiler:

Shedinn Delmirev
Male Skeletal Champion Prime Dragonborn Cavalier 4
LE Medium undead
Init +5, Senses darkvision (60 ft.), low-light vision; Perception +11
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DEFENSE
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AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 natural)
hp 48 ((4d10)+20)
Fort +9, Ref +3, Will +5
Immunities ability drain, cold, death effects, death from massive damage, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep, stunning
Resistance fire 5, DR 5/bludgeoning, channel resistance +4
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OFFENSE
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Speed 20 ft.
Melee heavy flail +9 (1d10+14/19-20) (Power Attack, attuned)
Melee claw +9/+9 (1d4+5)
Special Attacks Breath Weapon 2d6 (DC 14, 5/day)
=================================================
STATISTICS
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Str 20, Dex 13, Con *, Int 12, Wis 16, Cha 18
Base Atk +4; CMB +9; CMD 20
Feats Improved Initiative, Intimidating Prowess, Power Attack
Skills Bluff +8, Diplomacy +8 (Gather Information +2), Intimidate +16, Knowledge (History) +5, Knowledge (Local) +9, Knowledge (Nobility) +5, Perception +11, Profession (Barrister) +10, Ride +3, Sense Motive +7,
Traits Seeker, Shadow Whispers
Languages Common, Draconic, Elven
Consumables potion of inflict moderate wounds, potion of inflict light wounds (2), potion of protection from chaos (2), potion of mage armor (2)
Gear cold iron heavy flail, attuned masterwork full plate, dagger (alchemical silver), saddlebags, traveler's any-tool, saddle (military), 424.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Racial
Draconic Heritage Dragonborn choose a Chomatic or Metalic dragon type at creation. They base all their energy resistance and breath weapon on this type. Additionally Dragonborn are Immune to paralysis and gain a +2 to saves against Enchantments-(Addapted from Elven immunities):Note- this does not count as a Draconic bloodline however Dragonborn must choose the same color if they ever choose a Draconic bloodline in the future
Natural armor Dragonborn. Have hard scales, granting them a +1 natural armor bonus to AC.
Energy Resistance Dragonborn Have 5 Energy resistance based on the dragon type choosen with Draconic Heritage
Breath Weapon Dragonborn start the game with a a breath weapon. This breath weapon uses the same shape and energy type as Draconic Heritage. They start with a breath that deals 2d6 damage with a DC of 10+Constitution modifier. This can be used 1+ your con modifier times a day.
Claws (Ex) Gain two claw attacks, damage based on size
Low-Light Vision (Ex) See twice as far in dim light
Cavalier (Ghost Rider)
Challenge (Ex) 2/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 4 extra damage whenever the attacks are made against the target of the challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. Whenever a cavalier of the order of vengeance issues a challenge against a creature whose kind she has encountered in the past 24 hours, the cavalier gains a +2 morale bonus on attack rolls made against the target of her challenge.
Fearless (Su) At 3rd level, a ghost rider becomes immune to fear. Each ally within 10 feet of the ghost rider gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the ghost rider is conscious, not if she is unconscious or dead. This ability replaces cavalier's charge.
Frightful Gaze (Su) At 1st level, a ghost rider can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until the ghost rider's next turn. Creatures within range that meet the ghost rider's gaze must succeed at a Will saving throw (DC = 10 + 1/2 the ghost rider's class level + the ghost rider's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider's frightful gaze are immune to it for 24 hours. At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, though it still counts as a fear effect. The ghost rider can use this ability a number of times each day equal to her Charisma modifier. This ability replaces tactician, greater tactician, and master tactician.
Ghost Mount (Su) At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist's phantom companion, using the ghost rider's cavalier level as her effective spiritualist level. The phantom takes the form of a ghostly creature analogous to one of a cavalier's normal mount options for her size and class level, such as a Large horse for a Medium ghost rider or a wolf for a Small ghost rider. A ghost rider must choose a mount that is capable of bearing her weight, that has four or more legs, and that lacks a fly speed (although the GM may allow mounts with a swim speed in certain environments). The GM might approve other animals as suitable mounts. The ghost rider can manifest her ghost mount only in ectoplasmic form, and she gains the spiritualist's etheric tether class feature, applied to her ghost mount. The mount shares the cavalier's alignment. Though the mount cannot speak, it understands its master's verbal commands and gains the phantom's link ability. The ghost mount has good Fortitude and Reflex saves, and can have ranks in any of the following skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). The ghost rider's ghost mount does not gain the share spells, deliver touch spells, or incorporeal flight abilities. Ghost mounts do not gain emotional focus abilities. The ghost rider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat.
Order of Vengeance
Air Grievances (Ex) When the cavalier attempts to demoralize an opponent using Intimidate, the cavalier gains a +2 bonus on her Intimidate check.
Traits
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Shadow Whispers You have a penchant for just knowing others' secrets. You gain a +1 trait bonus on Knowledge (local) checks and a +2 trait bonus on Intimidate checks made to demoralize opponents.

Spoiler:
=================================================
BACKGROUND
=================================================
1) 3 concepts that explain your character
Shedinn made a powerful pact with a demon. In return for his eternal service as an undead and excecutioner, the demon stopped a terminal disease that was killing Shedinn's father.
Before that, Shedinn lived a normal life in the big city Djerad Thymar, the capital city of Tymanther. He was on a promising career track as a city council prosecutor bringing criminals behind bars. In some way he is still doing this except his contract with hell that gives him his infernal powers forces him to hunt much greater chaotic threats to civilization.
He currently resides in Sigil after loosing the trail of a perpetrator that he was about to bring to justice.
2) 2 secrets: one your character keeps from the party, one kept from your character
-He made a pact with a demon.
-When the demon appeared with this offer, it was no coincidence. His father had made a similar deal a long time ago. His illness is actually a result of the return frum unlife, after he fullfilled his duties.
3) 3-5 people with ties to your character
-His sick father that is only alive due to the pact
-the demon he made a pact with
-his little brother that shall never know anything about this
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.
-cure his father's disease to get free from the contract
-stop the closing of portals, before the portal to his homeworld Toril closes, too.
-honestly, reach more than one level up in a PbP game before the GM abandons the game.
5) I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
-fear: death of a familiy member or potentially an ally
-flaw: brutality, when hunting a criminal or a chaotic creature it can get very bloody
-positive: loyal and trustworthy


Finishing up my last steps now that I have all my character stuff sorted out.

Found somethings to add to the campaign info tab
Guide to Sigil
Interactive map of Sigil


Ellioti wrote:

Question:

Undead are immune to moral bonuses due to immunity to mind affecting. If I were to build an Undead Cavalier, am I immune to my own moral bonus from the challenge and order abilities? That would make the choice of suitable orders difficult.

Your only immune to mind effects if your mindless, are you mindless?

The normal undead immunity to mind effects comes from the mindless undeads. You're subject to morale effects so long as your not mindless just because your dead doesn't mean you don't have fears and motivations. Such motivations change due to your state, But don't go away.


savage vampire

monster codex wrote:

Special Abilities

Undead Barbarian An undead creature with the ability to enter a rage gains the morale bonuses from rage despite being immune to morale effects. The bonus to Constitution from the rage applies to an undead creature’s Charisma instead.


Well since I'm not getting much feedback after multiple direct questions I suppose I will bow out. Best of luck all.


CampinCarl9127 wrote:
Well since I'm not getting much feedback after multiple direct questions I suppose I will bow out. Best of luck all.

Well, I didn't see a need to object to your concept So I guess if you want me to say something, then yeah, My open licence to almost everything applies to you.

But if you want to bow out, Go ahead.
I was distracted by other folks who had legitimate problems with systematic issues and I couldn't address everyone. I'm sorry this has had a negative effect on you, And hope you find somewhere else to apply your interesting concept.

I mean, I saw no problem, Besides maybe being able to be backhanded by literally anything as a lvl 1 Character...


Wow. Glad I bowed out when I did. For the sake of your players I hope your DMing style isn't anything like your recruiting style.


GM@ Can I ask a direct question, when you hinted at PCs not being right for the setting would that include my PC in that. If so there is still time for me to make a another one that dose, and dose not have the advanced template, so it will not be spanked by a Vampire, or level munching baddie. :)


Eleven-Zee-Alpha wrote:
GM@ Can I ask a direct question, when you hinted at PCs not being right for the setting would that include my PC in that. If so there is still time for me to make a another one that dose, and dose not have the advanced template, so it will not be spanked by a Vampire, or level munching baddie. :)

Your character fits fine, What wouldn't fit is something that wouldn't fit thematically- for example: Anything Warhammer would be VERY out of place..

And @CampinCarl: It's much easier to GM than recruit, Honestly Recruitment is hard... You can't always address everyone- and again I'm sorry you feel like Im cheating you because I didn't see your posts and was concerned more with establishing my overall rules ratherher than curating your specific questions.

Silver Crusade

CampinCarl9127 wrote:
Wow. Glad I bowed out when I did. For the sake of your players I hope your DMing style isn't anything like your recruiting style.

unnecessarily harsh...


Thanks GM and good to know. Lucky I did not make that Tyranid hive mind then. :)

I agree with, Viondar. In my view, nothing Lonely DM has done are far is out the norm. I have been in so many Recruitments in my time on here. Things can get hectic when there are a lot of applicants. I bet the GM is dealing not only with post here but also PMs as well. As a GM myself, things can get missed. I find its always good just to cut the GM some slack, but if its really pressing, send a shot, simple PM and ask.


Yea, that did come off a little harsh. Its hard to keep up with every post in an active recruitment. Lonely is posting more than once a day most days. If I had a critical question I was not getting answered I would simply PM. Or better yet, just make a conservative assumption and submit a concept.


Apologies if it came off as harsh. Perhaps I just bristled when DM Lonely said my question wasn't legitimate, implying that he read my posts and decided to ignore them.

Regardless, this will be my last post in this thread, as I don't want to bog down the recruitment with a frivolous argument.

I do sincerely hope the game goes well.


Aww post faction war... Still interested in playing, is it too late to make a submission?


4 days left, I believe.

Silver Crusade

Ok, thanks CampingCarl :D

I uhh... Realise that all my knowledge about the planes is pre faction war. Actually, I learned because of this thread that there had been a faction war.

My character submission reflects that.

Is there anything I really need to know about the faction war or the time after?


Viondar wrote:

Ok, thanks CampingCarl :D

I uhh... Realise that all my knowledge about the planes is pre faction war. Actually, I learned because of this thread that there had been a faction war.

My character submission reflects that.

Is there anything I really need to know about the faction war or the time after?

there actually is no definite lore for post war- only that a couple factions where lost- however I picked this time so that we may alter and act as we please,

Also For any interested in playing a Dreagloth

Dreagloth:

Dreagloth
Type:Outsider(Native,Elf) Dreagloth are a hybrid between Demon and Drow

Size: Large(7RP)- Dreagloth are large sized and have a -1to AC and Hit die to their large size. They also gain a +4 to CMB to grapple

Speed:Normal 30ft

Ability Modifier:Weakness(-1RP)+4 Str,+2Cha, -4int

Languages: Dreagloth begin play speaking Elven and Abyssal, and can learn any language a Drow can with high intelligence

Spell resistance(2RP): Dreagloth have 6+their level spell resistance- Just like their Drow ancestors

Elven Immunities (2 RP): due to their Drow heritage Dreagloth are immune to Sleep and gain a +2 to saves against spells from the Enchantment school.

Fiendish Resistance:(3RP) Dreagloth due to it's demonic heritage has 5 resistance to Acid, Fire, and Cold damage

Natural armor:(4rp) Dreagloth have +3 Natural armor due to their thick skin.

Claws(2RP): Dreagloth's upper limbs have large claws they can use to attack with.

Reach(1RP): The Dreagloth's large size allows them to attack enemies at a distance.

Darkvision 120ft(1RP): Dreagloth can see in the dark quite the distance

Light blindness(-2RP): The Dreagloth like it's Drow ancestors cannot see in bright light, suited better to the darkness.

Resurrection Resistance:(-2RP) in order to successfully resurrect a Dreagloth due to their ties with Drow deities, one must make a caster level check equal to 10+ the Dreagloth's level.

Vestigial muli-armed(~4RP): Dreagloth have two sets of arms, However unlike their upper limbs their lower limbs don't have the reach or strength of their upper arms. These arms are treated like an alchemist's vestigial arm discovery. Any weapons held by these arms do not gain reach.

I made that myself and approve of it....

And yes there is plenty of time to apply :P


I probably won't have time to formalize a submissiom until tomorrow night but I plan on playing a bariaur brawler who acts like an old school chaosman. If they are gone altogether it will be a personal philosophy


The Lonely DM wrote:


Also For any interested in playing a Dreagloth
** spoiler omitted **...

Ooh, I actually know these guys from the War of the Spider Queen books. All this temptation to try something else...


I am going to bow out- while I have made a decent way through my submission- with this much competition, and with so little time left, I doubt I'll get an adequate character completed in time. Best of luck to those remaining!


Green Smashomancer wrote:
The Lonely DM wrote:


Also For any interested in playing a Dreagloth
** spoiler omitted **...

Ooh, I actually know these guys from the War of the Spider Queen books. All this temptation to try something else...

yes, that's where I first heard of them too, But apparently they are quite common in the demon web pits :P and I thought they look baddass.


They do look badass. I had my nitpicks about the series overall, but it was an entertaining read overall.

Alright, I'm gonna try putting something together with this, I've been convinced. Any CR adjustment? The write-up says -1 to AC and Hit die" so is that minus one level?


I think it's because it's large, -1 size penalty to AC and hit.


Teiidae wrote:
I think it's because it's large, -1 size penalty to AC and hit.

yes this, When I Built the race It only panned out to 21- not counting the fact that I reduced the RP cost for large for that game... My spell checker automatically added die for some reason...

So since it's basically on the same level as a normal Drow or dwarf it has no level adjustment.... Ick, I just realized that I'm basically using the level adjustment rule from 3.5

But anyways, I know their monster statblock is quite tough, But if you strip away the racial hit dice than almost any monster becomes a viable player Character.
So there is no adjustment for being a Dreagloth.

My own nitpicks:

Personally I liked the series, It had one of the best Mage fights ever in it(Gromph Vs that lich) and had some interesting characters, But my biggest nitpick is that they killed everyone... Basically there was only one character that came out of it normal in the end, And that was the rogue that wasn't really important to the story.


Nitpicks:
Yeah, that's pretty much the beef I had with it. All the characters I liked died, and by the end I was feeling pretty apathetic to what went down. It felt like the writers thought they had to be dark and bleak "cause drow" but went overboard eventually. Which is a shame, because I thought they were doing a great job setting up the story and painting a vision of the setting.
Would that light blindness affect a character on sigil due to it's pseudo-natural light going on? I'm gonna look for ways to handle that either way, but I'm curious.


Got the race sorted at least

Bariaur (male)

Inspiration: This entry from The Planewalker’s Handbook by Monte Cook, 1996 TSR Inc.:
The bariaur — herbivorous denizens of the Upper Planes — often remind primes of centaurs, their goat-bodies topped by human torsos and arms. Their faces display somewhat more animal-like features than centaurs, and male bariaur sport a fine pair of curling ram's horns. Bariaur can be exceedingly fussy about their appearances, dyeing and shaving their pelts in intricate patterns. They're well known for their wanderlust, building no towns but roaming over several of the Upper Planes in a seemingly random path. Most claim Ysgard as their birthplace, though some herds are native to Elysium, the Beastlands, or Arborea. In personality, bariaur are usually carefree, social, outgoing, and friendly. Though considered frivolous by some, the sturdy bariaur nevertheless are fierce fighters when their families or friends are threatened. Ysgardian bariaur, in particular, hold a special hatred for giants, no doubt due to the predations of the enormous humanoids upon bariaur herds.

PC members of this race possess infravision to a 60-foot range and a movement rate of 15. While most are chaotic good, PC bariaur may be of any nonevil alignment. They may rise to 13th level in any allowable class. Further benefits depend on the sex of the bariaur, as their society maintains traditional roles for males and females. On initial character generation, male bariaur gain a +1 bonus to Strength and Constitution and suffer a -1 penalty to Wisdom and Dexterity. With their horns, they can always attempt to butt an opponent for 1d8 points of damage (plus Strength bonus), tripling this result by charging at least 30 feet in a straight line. If the hit is successful, the charging bariaur must save versus breath weapon or suffer the same damage as the target. Charged creatures size M or smaller are knocked to the ground 50% of the time. Male bariaur can become fighters, rangers, paladins, or priests. Female bariaur, generally somewhat more intellectually inclined, gain a +1 bonus to Intelligence and Wisdom but suffer a -1 penalty to Strength and Dexterity. They lack horns with which to attack opponents, but add +2 to all surprise rolls and +3 to saving throws versus spell. Females can be fighters, priests, or wizards.

ROLE-PLAYING A BARIAUR
The joy of freedom, the love of laughter, and the exultation of victory are your meat and drink. These are things worth dying for — nothing else is more important. These concepts supersede all others, coming even before duty, honor, or gold. Others claim them (and you) frivolous at times, but you cannot imagine life without these treasures; the very thought of losing them chills you to your very bones. But it's best not to dwell upon that. Enjoy life, laughing in the sun, or whatever passes for a sun in the places that you visit. Though things may turn grim, you know that you'll always have the strength of your convictions and whatthey represent to sustain you.

Type: Native Outsider (3 RP) ===> Darkvision (60ft) - Bariaur are usually native to Ysgard but are frequently found on good and chaotic aligned planes.
Size: Large (4 RP) space 10ft reach 5ft ===> -1 AC and Att, +1 CMB and CMD - Bariaur are only marginally smaller than horses.
Speed: Normal (0 RP)
Ability Score: Specialized Physical: +2 Str, +2 Con, -2 Wis (1 RP) - Male Bariaur are traditionally the warrior class for their herds.
Language: Standard (0 RP): Common, Bariaur

Traits
Quadraped (2 RP) +10 base speed, +4 vs trip combat maneuvers - Bariaur have four cloven legs and as such move faster and are harder to trip.
Gore (1 RP) 1d8 - Male Bariaur grow a pair of curling ram-like horns from their head, which they frequently use to settle disagreements.
Powerful Charge (2 RP) - When charging with their horns a bariaur deals twice the damage with their gore attack adding 1-½ strength to damage.

Total RP13

Opinions on other Races
Dwarves: They know how to make a good chiv which is good. But they only start to get fun once they’re four cups into bub.
Elves: These gray-beards will look down their noses at you, but they know a good song and dance or two.
Gnomes: Small but they know how to liven up a scene.
Half-elves: They take the best of both their parents or the worst!
Half-Ork: Often far too serious about themselves, at least they can fight.
Halfling: If you can get em to cook for you, you won’t regret it.
Humans: Only half of them know how to party and then only half of those know how to fight.


Green Smashomancer wrote:
** spoiler omitted ** Would that light blindness affect a character on sigil due to it's pseudo-natural light going on? I'm gonna look for ways to handle that either way, but I'm curious.

Only actual bright light effect you, light in Sigil is at most normal light

@Delmoth: Greenlit


Gilly's background:
(masterwork). (or - - -- 1. 1: 2. 2: 3. 3: 4. A a a a a a a a a a a a a a a A a a a a a A a a a A a A a a a a a a abduct abilities able actions adding addle-cove After ago all an and and and and and and and and and and and and and and and and angle another another Arcadia Arcadia’s Arcadia’s Arcadia’s as asked assuming at at attack, attack. avoid background. bar bariaur basket basket basket basket-maker be be bearded bearded became becoming becoming bitten Blood Blood Blood blows blue Bonus bottle bow brain-box brawl breaking broken brooding bubber buckling buddy. but by by by by by carefully Cauldron Cauldron: Chaos chaos Chaos. chaosmen. Character chicken, clear clear comic company Concept Concept Concept could cracks Cream dark dark day day. dead dead-book Delmoth: destroyed dictate discarded distraction do doe doesn’t drank drider drider, drinking else equivalent). escape. even Every face failed. Fear… fellow fellow fighting Flaw! for for for for for for former former frequently from from from from fur gain gained Gatehouse get getting giant giant Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly Gilly, Gilly; Gilly’s Gilly’s githzerai githzerai go Goal: Goal: Goal: goat got group Grubber had hard harmonium has hates he He he he He He he He he he He He he he head head hearted herd herd he’s hides him him him. him. himself his his his his his his history. hooves. human I Ice If if in in in in in in including insight intended into into into involvement is is is is it it it, it. I’d joined joining juggling just just keep kicked kicked knew know, knows latter leatherhead leaves lettering life. lifetime light lost made made maker. man man material May mazed member mercenary mercenary mercenary Miraculously Morevice mutated mysterious mysterious night no no not occasionally odd of of of of of of of of of of of oh on on on on on on on. once, one one One or Otherwise out part Party party Party party Party! passing past patrol peer People People: Perk! pike pile planes Player pointed pointless poser. potion potion potion. prefer pulling put put random reason reasonable red reeds relief revealed rope, same. saved saw saw saw says. Secret Secret see. served serving several She she she she since since skin so sod, soft some some some something, speak. stag steal strange strings stuck. survived sweet sweet tell than that that That the the the The the the the the the the the the the the the the the The the the the the the the the the them them them. This through through tiefling Ties ties Ties-People-Up: to to to to to to to to to To To to to to told took top-shelf torch, touring tried turn turned turned two un-factol unnamed up up use used Vuohi wall wall wall, wall. wandered War War. War. was was was was was was was was week. were what when When where where where which white whom wicker will Will with with with with with with with won’t word, Xaositects. young Ysgard Zeige

Translation:
Concept 1: A lifetime ago Gilly’s herd was destroyed by a giant attack, including a young doe he was sweet on. He tried to put himself into the dead-book by joining up with a mercenary group touring the Blood War. Miraculously he failed.

Concept 2: Gilly was saved from becoming just another addle-cove in the Gatehouse by a passing githzerai juggling a dead chicken, a torch, and a clear bottle made of some soft clear material with strange white lettering on a red background. The githzerai pointed at a pile of discarded basket reeds and Gilly became a top-shelf basket-maker no two of which were the same. This is when he joined the Xaositects.

Concept 3: After a pointless bar brawl where Gilly took several hard blows to the brain-box and a dark of the planes was revealed to him. He turned his head at an odd angle and saw a wall that no one else could see. He goat kicked the wall, breaking it, and through one of the cracks he saw a bearded man pulling some of the strings of his life.

People Ties

1. Ties-People-Up: A former fellow chaosmen. She was bitten by a mutated drider and gained all the abilities of a drider, or so she says. Every night she will go out and abduct a random sod, she even got Gilly once, ties them up in rope, and leaves them with a bow for a harmonium patrol (or reasonable equivalent).

2. Arcadia of Arcadia’s Cauldron: A human potion maker. One day Gilly wandered into Arcadia’s Cauldron with a basket made of wicker (masterwork). He carefully put the basket on Arcadia’s head and used the distraction to steal a potion. When he drank the potion his skin and fur turned blue for a week.

3. Vuohi - A bariaur that Gilly doesn’t know, but a leatherhead asked Gilly where he was assuming Gilly knew him. Gilly told him to pike it with his hooves.

4. Grubber Morevice - A tiefling bubber and drinking buddy. He served with Gilly in the unnamed mercenary company serving in the Blood War.

Bonus People: Delmoth: The mysterious bearded man Gilly saw through the wall. He is able to dictate Gilly’s actions with a word, and Gilly hates him for it.

Secret from Party -- If another party member has lost something, Gilly knows where it is and won’t tell them. Otherwise he hides his past involvement fighting in the Blood War since he had to turn stag on a fellow mercenary to escape. I’d prefer the former than the latter since Gilly was intended to be light hearted comic relief and for some reason I keep adding dark brooding history.

Secret from Gilly; Zeige from his herd on Ysgard and whom Gilly was sweet on as a buckling survived the giant attack.

Character Goal: To get mazed for becoming un-factol for a day.

Party Goal: Ice Cream Party!

Player Goal: To avoid getting kicked in the face by Gilly, oh and to be Chaos not just a part of Chaos.

Fear… That he’s a poser.

Flaw! Will frequently use chaos speak.

Perk! May occasionally peer into the mysterious broken wall to gain insight on what to do if the party is stuck.

Crunch coming soon!


The Kobold Klan wrote:
Green Smashomancer wrote:
** spoiler omitted ** Would that light blindness affect a character on sigil due to it's pseudo-natural light going on? I'm gonna look for ways to handle that either way, but I'm curious.

Only actual bright light effect you, light in Sigil is at most normal light

@Delmoth: Greenlit

Do you see downtime for crafting happening somewhat frequently in this game? I'm trying to settle on a build for this character. Bloodrager was the obvious choice that came to mind, but I'm looking at Oracle too.


Alright, I finished my character. Here's Aqguazula, oracle and planeswimmer

5 minute backstory:

1).Plane swimmer/Stranger in a strange land: Aqguazula has been to various material planes and elemental ones.

.Stronger,faster: Everytime Aqguazula comes back, he's stronger. He values mutations and or whatever will enhance him.

.Victory through dead: He lives for battle and to prove his worth. Fighting in the slaughterhouse was only natural for him.

2).Aqguazula is chosen by a Deity.

.He doesn't know which Deity has chosen him, could be Sekolah, Umberlee. He's plagued by horrid nightmares, sometimes they prove to be premonitions. There is a whisper in these nightmares, could it be his Deities or something else?

3).Ictaiojh'Oc'Xylthixr, Aqguazula's alchemist Deep one adviser. Patient and calculated, has served Aqguazula for sometime on his personal conquests and his chronicler.

.Sullivan "Pink eye" Finster, albino wererat Halfling rogue. Found Aqguazula face down in the ditch, was ready to loot his corpse and get some meat while it was still fresh. An awoken and enraged Aqguazula was ready to tear him asunder, but Sullivan pleaded for his life. Out of pragmatism, Aq spared him but only because he knew not were he was and the halfling could serve him as a useful guide.

.Vaargh, The Minotaur bouncer of the slaughter house. A coworker of Aqguazula's, working in tandem to keep riftraff from mucking up the place too badly.

4).Unify the Sahuagin race under his banner, to carve out a kingdom for them and to become a paragon of his race.

.For the party to have a permanent keep in Sigil or base of operations.

.I'd love to learn more about this setting and for us to get to a nice and high level if not 20.

5).Aqguazula fears being eaten alive, there is many fish in the ocean and he's much smaller than most of them.

.Aqguazula is cruel and highly xenophobic, he won't hestiate to save his hide over someone he finds weak or inferior.

.Aqguazula is fiercely loyal.

I'm going to write up a proper description and a longer backstory, but here's the 5 minute one as you wanted.


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Found this great image of the Prime world Eleven is from. A place where tech and magic are seen as the same thing, in a kind of Edwardian setting. Like of like Lyras world form Pullmans 'His dark Materials' books.

Image of Elevens world

There is a ruling Class of nobles both organic and AI, who over see vast city states, in a world the size of Jupiter. It has over 15 moons, some habituated. The world goes around a Binary star system of an old red Giant and a young yellow star, around which Levels world orbits. It's a very stable world with vast resources, with city states being far apart. taking sometime years to travel between. The fast way to get around is teleporting, but that is closely guarded magic-tech by the ruling classes. It part of what keeps them in power, with aid of the church/faiths. The one key thing about Levels world is the lack of greater gods. Lesser ones about, with most city states have more than one local Demi-god, but world spanning gods there are none. The feeling is that should any one dimi-god get to big or strong it's taken out by the mass of lesser one. Balance is kept and the world moves on. It's a rich world or cults/factions/Corporations/Nobels/Workers Unions and many other sub cultures. Large scale war happens between city states but with a world so big no one power has ever been able to do more than take over a few before falling to internal strife. Eleven was made and owned by a Noble family that ran a policing company, working in one such city state. She is used to crowded city life and the madness of slums.


Green Smashomancer wrote:
The Kobold Klan wrote:
Green Smashomancer wrote:
** spoiler omitted ** Would that light blindness affect a character on sigil due to it's pseudo-natural light going on? I'm gonna look for ways to handle that either way, but I'm curious.

Only actual bright light effect you, light in Sigil is at most normal light

@Delmoth: Greenlit

Do you see downtime for crafting happening somewhat frequently in this game? I'm trying to settle on a build for this character. Bloodrager was the obvious choice that came to mind, but I'm looking at Oracle too.

As I said, The game will be pretty freeform, You can work on projects on the side, However- If you choose to dedicate long swaths of time to work then the pre-set events I have in place will happen regardless of your actions. And yes.. I do have a timeline :P so dilly dally will not be advised.


Now with crunch....

Crunchy bitz:

Gilly Geitmenn
Male Bariaur Brawler 5
Chaotic Neutral Large Native Outsider (Bariaur, planar)
Init +2; Senses Darkvision 60ft; Perception +4
--------------------
Defense
--------------------
AC 21, 14 touch , 17 flat-footed (+5 armor, +2 dex, +2 shield, -1 size, +1 deflection, +2 dodge)
hp 69, (5d10+25)
Fort +9, Ref +7 Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Ranged +7
Melee Gore (primary) +8 (1d8+6, 20/x2)
Melee Gore (secondary) +3 (1d8+2, 20/x2)
Melee Unarmed (attuned) +9 (2d6+4, /x2)
Melee Flurry (attuned) +7/+7 (2d6+4, /x2)
Power Attack -2 Attack +2/4/6 damage
Combat Expertise -2 Attack +2 dodge to AC
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 18, Int 8, Wis 8, Cha 12
Base Atk +5; CMB +10 size, +11 grapple; CMD 24, 28 vs trip, 25 vs grapple
Feats Simple Weapons, Brawler Weapons, Light Armor, Shields, Improved Unarmed Strike, Power Attack, Combat Expertise, Combat Reflexes, Dodge, Toughness
Traits
Found it! - 1/day when someone asks the Xaositect where they’ve lost something the Xaositect may make a wisdom check with a DC of 10 or higher as determined by the GM, if the check is made the Xaositect knows the location. The item must be truly lost, if it was stolen or moved by some outside agency this ability fails. What the Xaositect knows may be as vague or as specific as the GM wants.
Magical Talent - 1/day cast Ray of Frost
Skills Perception (5) +4, Sense Motive (5) +4, Escape Artist (5) +6, Craft (baskets) (5) +4, Handle Animal (5) +4, ACP -2
Languages Common, Bariaur
SQ
Brawler’s Cunning If the brawler’s Intelligence is lower than 13 it counts as 13 for the purpose of qualifying for feats.
Martial Training Counts as a fighter and monk for qualifying for feats.
Maneuver Training +1 CMD and CMB vs grapple
Brawler’s Strike Unarmed strikes count as magic for purposes of DR
Close Weapon Mastery Treat close weapon base damage as unarmed strike damage of a brawler 4 levels lower.
Gear MW Leather Lamellar (390), MW Heavy Wooden Shield (178), Backpack, Belt Pouch, Blanket, 50ft Rope, Soap, Trail Tations (5), Waterskin, Quick Runner’s Shirt (1000), Claws of the Ice Bear (1300), 124gp
--------------------
Special Abilities
--------------------
Powerful Charge When charging and attacking with a gore attack the bariaur does 2d8 damage adding 1½ their str mod.
Martial Flexibility As a move action 5.day for 1 minute gain benefit of combat feat he doesn’t possess but qualifies for.
Brawler’s Flurry As full-attack action, a brawler can flurry. When doing so he has the Two-Weapon Fighting feat, with any combination of unarmed strikes, close weapons, or monk weapons. He does not need two weapons to use this ability.
Knockout 1/day can knock target unconscious. Announce attempt then attack, if target fails Ford DC 16 or fall unconscious for 1d6 rounds, each round target can make a new save to end the effect.

Floofy bitz:
Concept 1: A lifetime ago Gilly’s herd was destroyed by a giant attack, including a young doe he was sweet on. He tried to put himself into the dead-book by joining up with a mercenary group touring the Blood War. Miraculously he failed.

Concept 2: Gilly was saved from becoming just another addle-cove in the Gatehouse by a passing githzerai juggling a dead chicken, a torch, and a clear bottle made of some soft clear material with strange white lettering on a red background. The githzerai pointed at a pile of discarded basket reeds and Gilly became a top-shelf basket-maker no two of which were the same. This is when he joined the Xaositects.

Concept 3: After a pointless bar brawl where Gilly took several hard blows to the brain-box and a dark of the planes was revealed to him. He turned his head at an odd angle and saw a wall that no one else could see. He goat kicked the wall, breaking it, and through one of the cracks he saw a bearded man pulling some of the strings of his life.

People Ties

1. Ties-People-Up: A former fellow chaosmen. She was bitten by a mutated drider and gained all the abilities of a drider, or so she says. Every night she will go out and abduct a random sod, she even got Gilly once, ties them up in rope, and leaves them with a bow for a harmonium patrol (or reasonable equivalent).

2. Arcadia of Arcadia’s Cauldron: A human potion maker. One day Gilly wandered into Arcadia’s Cauldron with a basket made of wicker (masterwork). He carefully put the basket on Arcadia’s head and used the distraction to steal a potion. When he drank the potion his skin and fur turned blue for a week.

3. Vuohi - A bariaur that Gilly doesn’t know, but a leatherhead asked Gilly where he was assuming Gilly knew him. Gilly told him to pike it with his hooves.

4. Grubber Morevice - A tiefling bubber and drinking buddy. He served with Gilly in the unnamed mercenary company serving in the Blood War.

Bonus People: Delmoth: The mysterious bearded man Gilly saw through the wall. He is able to dictate Gilly’s actions with a word, and Gilly hates him for it.

Secret from Party -- If another party member has lost something, Gilly knows where it is and won’t tell them. Otherwise he hides his past involvement fighting in the Blood War since he had to turn stag on a fellow mercenary to escape. I’d prefer the former than the latter since Gilly was intended to be light hearted comic relief and for some reason I keep adding dark brooding history.

Secret from Gilly; Zeige from his herd on Ysgard and whom Gilly was sweet on as a buckling survived the giant attack.

Character Goal: To get mazed for becoming un-factol for a day.

Party Goal: Ice Cream Party!

Player Goal: To avoid getting kicked in the face by Gilly, oh and to be Chaos not just a part of Chaos.

Fear… That he’s a poser.

Flaw! Will frequently use chaos speak.

Perk! May occasionally peer into the mysterious broken wall to gain insight on what to do if the party is stuck.

Scarab Sages

Doing some refreshing of my Sigil lore. I'd forgotten about Tattershade and the wererats. That would have been a cool character concept.


I've been skimming the wiki, but that only gives really general stuff. Which is a shame since Sigil is such a cool setting, but I guess wizards wants to protect their brand.


After more back and forth and class/template/race swaps then Ive ever done on a single character Im pleased to announce that my crunch is done other than a single trait and half a dozen skill ranks. My backstory is on a word file waiting to be formatted into my alias. I Leave for work now but As soon as i get back I'll be wrapping him up. You said you were closing the 28th but Im hoping/assuming that isn't going to be the moment it is legally the 28th, giving me a few hours after work.


Belabras wrote:
Doing some refreshing of my Sigil lore. I'd forgotten about Tattershade and the wererats. That would have been a cool character concept.

There are so many great characters and cool little nooks and crannies. I loved using Akin, the Friendly Fiend, for my player's magic item purchasing needs. They always suspected him of something and were a little paranoid, a red herring of course.


Or that time a rogue modron accidentally and unwittingly created a patch of sentient razorvine...

Green Smashomancer wrote:
I've been skimming the wiki, but that only gives really general stuff. Which is a shame since Sigil is such a cool setting, but I guess wizards wants to protect their brand.

The books are available on RPG now. I know I got most of them in a discounted bundle to guard against when my physical books deteriorate.


I was thinking as Sigil has representative of all plan aliments, and cagers are use to being with opposite and opposing aliments. Thier the normal, Paladin attacks demon on sight rules do not apply in party. A none 'clueless' cager would be cool with you no matter your aliment up to the point you went for their chink.


Alrighty, I now proudly present my newer, cooler submission for this game; A Draegloth Oracle known only as Sheila. I had a real hard time deciding on what class I thought would mesh with this new race the best, and I hope to get a chance to try this out.

Edit: Background fully planted in sheet at bottom.

Eleven-Zee-Alpha wrote:
I was thinking as Sigil has representative of all plan aliments, and cagers are use to being with opposite and opposing aliments. Thier the normal, Paladin attacks demon on sight rules do not apply in party. A none 'clueless' cager would be cool with you no matter your aliment up to the point you went for their chink.

To an extent, I always figure that a Paladin who's gonna last a while wouldn't start fights the second they see an evil creature anyway. On the other hand, old biases would probably die hard. I remember reading the Terry Pratchett quote:

"Racism was not a problem on the Discworld, because—what with trolls and dwarfs and so on—speciesism was more interesting. Black and white lived in perfect harmony and ganged up on green."

And that sounds about right to me. People are still gonna notice differences, just less minor ones. In Sigils case, I think species would even be a minor detail to most folks.


I would think it's an alignment break for a paladin to randomly attack a demon minding it's own business. Not lawful at all.


Plus, if that demon was say bound by a NG wizard who needed an inside man for an important quest, the paladin couldnt know that. Theres a few reasons a paladin might want to hold off on Deus Vult.

Side note: @Kobold Klan, I made an alias for Sheila, dont know if needed or not.

Silver Crusade

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I'd say attacking a demon on sight just cuz' it's evil is a decidedly chaotic good action.


Attacking anything on sight in sigil is likely to bring in the law( mercy killers, red death,etc) or worst, the lady herself.


Post faction war the harmonium and mercykillers can't officially act in Sigil. Not to mention that the mercykillers split into two groups. But there must be some 'legitimate' authority established with a policing arm since that was decades ago. City couldn't function otherwise.

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